Blitzkrieg Mod 4.9.3 Patch

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Wolf
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Blitzkrieg Mod 4.9.3 Patch

Post by Wolf »

Hey hey hey,

another new Blitzkrieg version!

We had some problems, so there was a delay to resolve the issues, hopefully everything is okay now.

Thanks for your donations and have a nice game!

Go fetch it here:

Download link: Mediafire | MODDB

We previously announced 4.9.2 patch here, but as it included critical bug with hold ground, we released another one in quick succession.

All:
- Hold ground might not be funny to bug out
- Booby traps now cost 10 munition per use
- Sabotage of points now costs 15 munition per use
- TDs should no longer auto-target infantry
- Removed Threadbreaker ability from almost all units that had it
- Disabled auto-targetting of infantry for AT guns (including emplaced; excluding LeiG18 and 1897)
- "Improved Emplacements" Command Tree unlocks no longer lower penetration chances against emplacements (CW RE + WH Def)
- Lowered the delay between click and the actual shot in Direct Fire mode
- Frag grenades should now cause less damage against infantry in trenches
- AA guns should not do heavy damage to the heavy tanks
- Slightly modified values of various guns to handle especially same faction targets a bit better
- Reduced canister shot ammunition price
- Handheld AT should not bounce from emplacements (or atleast not that often)

US:
- M3 T48 is no longer shown in reward unit menu (it was available regardles of your your choice in reward menu anyway)
- AB Armored Jeep should be now penetrable by higher calibre weapons
- M16 in stationary AA mode should now use the correct stats and not attack ground units
- M16 in stationary AA mode now has the "sandbag" animation
- Base defense quad .50cal effectiveness against planes sligtly lowered
- Recoilless Jeep now properly auto-targets Schwimmwagens
- Armor doc Repair Engineers cost increased to 120 MP
- 37mm AT gun price increased by 10 MP
- 57mm AT gun price increased by 20 MP
- 76m AT gun price increased by 30 MP
- Inf doc Rangers will not receive satchel charges after upgrade, infiltration rangers will still have them, rangers will retain stickies instead.
- Inf doc Rangers price after reduction increased to 295 MP
- Inf doc Combat Engineers price increased to 315 MP (220 MP after reduction)
- M8 Greyhound MP price decreased by 30 MP
- Slightly tuned M1 garand accuracy values
- Slightly tuned M1919A6 burst and damage values
- Reduced M1A1 howitzer paradrop to 350 MP 25 munnition
- Reduced M1A1 howitzer price to 325 MP 25 munnition
- Tank depot increased production further reduces cost of some vehicles and light tanks
- M8 Scott should immobilize less often
- AT Team price decreased to 330MP (250MP with Infantry Company's infantry price drop)
- Inf doc AT Teams can no longer upgrade 3rd Bazooka
- Inf doc M6AC3 Bazooka rockets upgrade now upgrades bazookas for Ranger teams too
- Removed bonus damage from HVAP shell
- Changed some of the gun values, to be more effective against Axis medium tanks, less effective versus certain heavy tanks
- Slightly lowered Super Pershing penetration values, lowered call in price to 1900 MP
- Tuned Recoiless Rifle, removed second one from 101st drop, additional 1 upgrade will be added if needed in next patch, use 82nd as AT support
- Increased VT ability range
- Lowered 107 mortar pit hitpoints
- M15A1 37mm autocannon has removed "attack ground" ability so it can no longer fire through buildings and high obstacles
- M18 Recoiless rifle reload time lowered
- Mission 7 of campaign will now start properly
- AT Rifle grenade should have bigger damage against schwimmwagen

CW:
- Bren Carrier should no longer be easily penetrated by some Axis vehicle-mounted MG42s
- Ambulance car can no longer transport troops
- All Churchills take more damage from Goliaths
- "Tank Shock" ability reworked for all Churchills
- "Tank Shock" ability now requires Level 1
- All Churchills are harder to penetate by most weapons
- Churchill AVRE petard shot range dropped to 75 (from 100), price lowered to 30 munni
- Churchill Crocodile completely rebalanced, is now more anti infantry focused
- When the Command tank uses the "follow" ability it will now stay a little further back behind the followed unit
- Comet is harder to penetrate and also a little bit harder to hit
- 1897 AT gun price increased by 25 Munnition
- 6 pounder AT gun price increased by 20 MP
- AT-Boys price reduced to 250 MP
- Commando AT-Boy price reduced to 200 MP
- Lee einfield commandos can get Bren LMG after command tree upgrade instead of sten commandos
- Sten commando squad can buy Thrompsons
- First Churchill available is MKIV (Anti-vehicle with 6 pounder and timed AP rounds) - 480MP 50F 10Pop
- Second Churchill available (1CP Unlock) is MK VI (Anti-infantry with QF 75mm and HE mode) - 500MP 60F 12Pop
- Firefly can no longer activate "Hulldown" ability while in "Static Quick Firing mode" and viceversa
- Artillery doctrine's Commandos have now the option to retreat to Captain
- RAF doctrine can now build Cromwell with 95mm howitzer (limited to 1)
- Normal and Commandos BOYS AT static mode tuned
- BOYS AT rifles (Tommies, Commandos and Bren) has tweaked statistics - it should be more accurate but the further it fires the longer is the delay between shots
- Stuart Recce's .50cal is now manned by regular Tommy soldier instead of Lieutenant (only visual change, performance unchanged)
- Churchill MK IV now requires CP unlock (shares the 1CP unlock with MK VI; still does not require Commmand tank in the field)

WH:
- Bike cost lowered by 10 MP
- Changed Schwimmwagen reward vehicle (permanent gunner)
- 37mm AT gun price increased by 10MP
- 50mm AT gun price increased by 20MP
- 75mm AT gun price increased by 30MP
- 88mm AT gun price increased by 30MP
- "Naked" 88 guns should no longer bounce off tank and arty shells
- "Naked" 88s should now take more damage from artillery fire
- Range of both flak88 versions changed to 85
- Stormtrooper units evasive action requires Stormtrooper training unlock
- Terror grenadiers Special Combat Training CP needed increased to 3
- Terror nebelwerfer CP needed decreased to 1
- Slightly tuned K98 values
- StuH should imobillize less often
- Removed panzerfaust drop
- Removed kicker text from tigerophobia and reduced its effects
- Tiger and KT "Accurate Long Shot" ability should no longer allow a certain bug

PE:
- FW-190 model is back instead of the wrong P-47 (wreck bug is still present for now)
- Bergetieger now repairs stuff a bit slower than before
- 37mm AT gun price increased by 10MP
- 50mm AT gun price increased by 20MP
- 75mm AT gun price increased by 30MP
- "Naked" 88 guns should no longer bounce off tank and arty shells
- "Naked" 88s should now take more damage from artillery fire
- Range of both flak88 versions changed to 85
- Scout car logistik upgrade price increase from 25 MP to 50 MP,
- Scout car decreased MG suppression radius
- Assault grenadier heavy infantry price decreased to 425 MP
- SD2 butterfly mines increased recharge time to 120s and price to 120 munnition
- Limited SE Sniper to 1
- Added Sniper to Luftwaffe (limited to 1)
- Sector artillery cannot be used in enemy territory
- Jagdpanzer IV/70 can no longer activate "Hulldown" ability while in "Static Quick Firing mode" and viceversa
- Luftwaffe doctrine's Panther should now be a bit harder to penetrate
- Slightly tuned K98 values
- Reduced gebirgsjagers panzerfaust range
- Hauptsturmfuehrer abilities should work properly
- Scout car should no longer penetrate US Halftracks
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JimQwilleran
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by JimQwilleran »

Wolf wrote:- Mission 7 of campaign will now start properly


Hahahah :D, wow! Just WOW! Hahaha, this is so surprising! Haha :D.

Thx! Now I guess I wanna play the campaign again xD!



Have you planned having a look at Beute Panzer?

JimQwilleran wrote:I wanna report a bug. Sherman 76 have very small chance to penetrate 100mm of Tiger's armor, while beute panzer (the same 76mm) can penetrate jumbo (152mm) without APCR. Can you please fix this? Beute panzer should not behave like panther.

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jaggardos
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by jaggardos »

I didn't realise you could play the campaigns using Blitzkrieg. Can you do Stonewall and Panzerkrieg and Assault too? I remember trying but it crashed so I assumed not
"Those fucking Germans, I'm going to get my revolver, and stick it up their arse and shoot until it comes out their eye" - Winston Churchill

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Wolf
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Wolf »

viewtopic.php?f=27&t=773#p7776 regarding campaign, nope, I guess most of the missions of other factions won't work, I know that I tried brits, but much more complicated changes would be needed to make them work. And I can't really guarantee that the 7th mission won't stop in few minutes after start or something.

Beutepanzer has about the same penetration of jumbo as against tiger, which is fine.
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by JimQwilleran »

Wolf wrote:Beutepanzer has about the same penetration of jumbo as against tiger, which is fine.
Yes, and both should not be able to pen Jumbo... But ok, I guess I will not win anything here...

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Krieger Blitzer »

Gebirgs Pzfaust range?!

SE doc AT teams Pzfaust recharging time?

That's all about what could be somehow considered as 'serious' ones remaining I think... :)

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Wolf »

I have 60 seconds recharge on SE at teams.. and range is same as others.
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Krieger Blitzer »

Firstly; I can see that the Pzfaust100 range of Gebirgs is still 45 now I think! Was it 50 I wonder? Anyways it should be 30 or 35 then, just like all the others... Or am I wrong?!

But the SE AT teams don't have any recharge time for their Pzfaust ability as u could even test it urself to make sure.. however that what u have said regarding the range is true. This one might be puzzling a bit btw -_-

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Wolf »

Argh tiger, I just said, that I have 60 seconds recharge on SE at teams. Then after exactly that you told me SE AT teams don't have any recharge time for their Pzfaust ability as u could even test it urself to make sure..
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Krieger Blitzer »

Ah, u mean u tested already??? o.O
Hmm... But I tested too!!! :D

That's why I said.. it might be a bit puzzling now X_X

Edit:- NVM this one plz! I think it's only an issue with my own game, and I fixed it... :roll:

I do have an apologize.. so now just consider the other reported bug about the Gebirgs Pzfaust range as it seemingly didn't get any range reductions unlike what is described there;
- Reduced gebirgsjagers panzerfaust range

Sorry once again for the confusion made by this mistake of mine :-\

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Wolf »

It had 50, now it has 45, so it did get range reduction.
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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Krieger Blitzer »

Oh, that's definitely not enough! Come on... Maybe 35.

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Sukin-kot (SVT) »

45 is ok, otherwise it will be as useless as for volks, every vehicle can drive back faster than they activate it.

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Krieger Blitzer »

Gebirgs can set an ambush while hiding somewhere... So it won't be anyhow as useless as Volks!

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by JimQwilleran »

Tiger1996 wrote:Gebirgs can set an ambush while hiding somewhere... So it won't be anyhow as useless as Volks!


True, Panzerfaust was defensive/ambush weapon with very short effective range. In Bk it's a rushing weapon with almost range of tank...

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Wolf »

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Re: Blitzkrieg Mod 4.9.2 Patch Preview

Post by Warhawks97 »

JimQwilleran wrote:
Tiger1996 wrote:Gebirgs can set an ambush while hiding somewhere... So it won't be anyhow as useless as Volks!


True, Panzerfaust was defensive/ambush weapon with very short effective range. In Bk it's a rushing weapon with almost range of tank...


yep. Also i dont think that gebirgs would become "usless". They will keep decent inf shred machines. A Faust is not an assault weapon but more an aid for the inf to deal with armor when those getting close.

However there are few luft players addopting new strategies. And luft has access to all the nice PE tools like Marders, sdkfz 234/4 and panthers or hetzer to deal with armor. Luft is not only luft inf and all 4 units dont have to be fielded. Now you can go lets say, gebirgs, sniper, Hetzer which is a pretty good combo. All in ambush and you can take out an fair ammount of units before they know whats going on.

For offensive AT support the 234/4 does a great job as well. In fact two luft units supported by stuff PE and Luft provides is already quite deadly.
My gebirgs are also not main tank killer unit. The faust is good support against big armor or armor that comes close but i rely as luft (or PE as general) a lot on hetzer, marders and 234/4 as AT support. Like commandos using M10 as support.
Build more AA Walderschmidt

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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Krieger Blitzer »

Well, although that this was a bit too fast actually for the official release to finally come out hopefully :P However that to be honest I firstly wanted to see an even more less ranged Gebirgs Pzfaust as well as a 200popcap mode... But.. anyways;

End all the discussions now plz.

As we owe the devs for their true hard work! Thanks a lot :)
Last edited by Krieger Blitzer on 30 Aug 2015, 15:27, edited 1 time in total.

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Wolf
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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Wolf »

Post if everything is okay please, especially considering hold ground. There might be units which have it still wrong, but we hope not.
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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Krieger Blitzer »

Ya, I only wish if what I have once said there on the testing 491 topic which is now locked obviously.. not to be somewhat true!
Tiger1996 wrote:Hold position ability doesn't delay anymore, but still can't retreat when it's activated!

Let's hope it ^^


After 2 testing versions, finally the patch is officially released guys... Download this and then let's have some gaming now ^_^


Edit:-
Serious bug discovered just now. And it's already reported to Wolf btw...

Don't know what will happen next :(

But btw the patch release announcement notification now got removed out of the Steam Bk mod group. The current patch is not final, another seem to follow up at some point!


Edit Wolf: Fixed, 4.9.3 IS final.

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Re: Blitzkrieg Mod 4.9.2 Patch

Post by jonnyyankee »

OTHER SERIOUS BUG US INFANTRY SQUADS DIED INSTANTLY SOMETIMES IN GAME!! WHEN I ATACKING WH UNITS DIED INSTANTLY WTF!
Last edited by jonnyyankee on 30 Aug 2015, 17:09, edited 1 time in total.

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Wolf
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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Wolf »

Yes we know, gotta love coh engine.
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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Krieger Blitzer »

No, we gotta love the teleport bug spreaders much more.

We should hug them.. u know!

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Re: Blitzkrieg Mod 4.9.2 Patch

Post by jonnyyankee »

PATCH 4.9.0 WAS BETTER I HOPE CAN FIX THIS NOW I DOWNLOADED 4.9.2 AND BIG BUGS I HAD WAITING FOR NEW RELEASE..

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Re: Blitzkrieg Mod 4.9.2 Patch

Post by Wolf »

Yeah, I think I found a solution, so I will send it to few players and it should be okay then..
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