Blitzkrieg Mod 4.8.6.0 Patch

If there is something new, it will be posted here.
User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

Hey hey hey,

another new Blitzkrieg version!

Be warned, that launcher will DELETE all files and subdirectories in your Blitzkrieg folder besides these used for BK Patch, that may include additional skins or files you might have saved there. Backup first, if you don't want to lose them.

Install it on top of 4.8.0.0 / 4.8.1.0 / 4.8.2.0 / 4.8.3.0 / 4.8.5.0, it doesn't matter which of these, go fetch it here:
Patch 4.8.6.0 - Mediafire

New players can also use full version download (no need to install 4.8.0.0 before), be warned, its quite big (1.7 GB), if you already had 4.8.0.0 or higher, you don't need this:
Full 4.8.6.0 installation - Mediafire | MODDB

You can also download mappack (its still the old 4.8 one, but with new installer, so old players don't need it):
Mappack 4.8.6.0 - Mediafire

Also we would like to inform you that old website is down, for unknown reason and since we cannot reach the old developer for a long time, we can't know for sure what happened.

As bkmod.net is currently the main website of Blitzkrieg mod and will also be for CoH2 Blitzkrieg mod, we added Donation button in upper menu, some of you asked how or where to send donations, here is your answer :)

This patch change a lot of things and we still have some things unresolved, its very probable that next patch will be in next 2-3 weeks.

Report any bugs on forums and have a nice game.


Changelog:

    - INSTALLER Default directory name will no longer be added when browsing folders (sometimes led to users installing BK into double Company of Heroes Relaunch folder)
    - INSTALLER Removed nfw4 launcher, should be universal now (report problems please)
    - US M8 Scott increased range by 10
    - US Slightly increased recoiless rifle effectivity against Panzer IVs
    - US Decreased HVSS price from 35 fuel to 25 fuel
    - US Decreased M10 price by 30 MP
    - US Increased M4 Jumbo call-in price by 75 MP
    - US First supply yard upgrade reduced fuel cost by 25
    - US First supply yard fuel upgrade won't require tank depot built
    - US Second supply yard upgrade reduced MP price by 150 MP
    - US Second supply yard fuel upgrade reduced fuel price by 15 and doesn't require tank depot upgrade
    - US Supply yard fuel upkeep reducement can now be upgraded if both upkeep reducing upgrades were completed OR if both fuel upgrades were completed
    - US Supply yard fuel upkeep reducement fuel price reduced by 15
    - US Increased fuel upkeep reduction in supply yard from 25% to 33%
    - US Reduced side sandbags fuel cost by 20 fuel
    - US Decreased strafe and AP strafe ability cost from 150 to 115 munnition
    - US Decreased bombing run ability cost from 250 to 200 munnition
    - US Decreased fighter-bomber patrol ability cost from 300 to 265 munnition
    - US Reduced M8 Scott fuel cost by 10
    - US Decreased M24 Chaffee fuel upkeep
    - US Decreased M18 Hellcat fuel upkeep
    - US M18 Hellcat is now buildable in Airborne doctrine, with the same unlock as M10
    - US Armor doc SP/PAce unlock now requires one more CP
    - US Armor doc heavy AT mines now require one less CP
    - US Inf doctrine can build .30 cal emplacement
    - US Added suppression to .30 cal jeep
    - US/CW Increased suppression of certain HMGs
    - US Fixed range reticule on triage center
    - US 37mm AT gun will not be able to shoot or be movable when only 1 man crew is left
    - US Decreased 155 mm long tom artillery barrage price from 300 munnition to 250 munnition
    - US Increased howitzer gun nest hitpoints
    - US Rebalanced Airborne engineers (320MP, demolitions without upgrade and can throw satchels)
    - US Reduced AT Threadbreaker ability range
    - CW Reduced effect of "button enemy vehicle" ability
    - CW Fixed 17pdr emplacement was still buildable in every doctrine
    - CW Typhoon bombing ability price decreased from 150 to 135 munnition
    - CW Typhoon incendiary bombing ability price decreased from 200 munnition to 165 munnition
    - CW Changed roayal engineers command tree that canadian M4 support OR Firefly is now directly after M10 unlock
    - CW Rebalanced Bren carrier and WASP
    - CW Increased Dingo efficiency
    - CW Removed crusader AA ground fire
    - CW Increased howitzer gun nest hitpoints
    - CW Tuned crusader damage and suppression a bit
    - WH Increased StuPa range by 5
    - WH Fuel trade price increased from 100 munnition to 125 munnition, increased recharge time by 90
    - WH Increased Tiger "Late" price from 900 MP 155 fuel to 975 MP 170 fuel
    - WH Increased Tiger price from 875 MP 155 fuel to 950 MP 165 fuel
    - WH Decreased Panther G fuel price by 10
    - WH Grenadiers MP44 upgrade gives 2 MP44s instead of 3, reduced munnition price by 15
    - WH Panzer IV Mass production now requires 2 CP instead of 1
    - WH Blitzkrieg ability now requires 1 CP instead of 2 for unlock
    - WH Changed AT infantry type to tp_infantry
    - WH Increased 50mm pak price to 250MP
    - WH Added aim time to some TD which were missing it
    - WH Removed sdkfz234 attack ground
    - WH Decreased Panzer IV Ausf. F2 price from 500 MP 70 Fuel to 460 MP 60 Fuel
    - WH Increased howitzer gun nest hitpoints
    - WH Reduced AT Threadbreak ability range
    - PE Fuel trade price increased from 100 munnition to 125 munnition, increased recharge time by 90
    - PE Increased base Jagdpanther cost to 1000 MP and 180 fuel (900 + 160 after reduction)
    - PE Decreased base Nashorn cost to 560 MP 75 fuel (500 + 60 after reduction)
    - PE Increased base Jagdpanzer IV/70 cost to 600 MP 85 fuel (540 + 70 after reduction)
    - PE Henschell panzerknacker ability decreased cost from 275 munnition to 250 munnition
    - PE FW bombing run price decreased from 250 munnition to 215 munnition
    - PE Increased Marder I and III fuel upkeep (I had 0)
    - PE Added aim time to some TD which were missing it
    - PE Decreased Assault Grenadiers price to 435 MP
    - PE Changed command tree, wespe is now in more "arty" based subtree, mine layer in more defensive subtree and other changes
    - PE Increased 50mm pak price to 250MP
    - ALL Tank commanders can be healed by aid stations/ambulances etc.
    - ALL Changed internal function of direct fire ability a bit
    - ALL Changed internal function of certain AP rounds
    - ALL Recon planes now should properly enter the map before being shot down (experimental testing, will be added to all planes if it will work)
Image

User avatar
Krieger Blitzer
Posts: 5037
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, living in Qatar.
Contact:

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Krieger Blitzer »

Cheers! ^^

MeatshieldNZ
Posts: 28
Joined: 26 Nov 2014, 22:13
Location: New Zealand

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by MeatshieldNZ »

Thanks Wolf, looking forward to trying out the changes!

GpS
Posts: 1
Joined: 24 Feb 2015, 22:45

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by GpS »

I' ve created account on new forum only for one reason.
To write: "Thank you for last 2 patches !!!!" ;-)

User avatar
Warhawks97
Posts: 5395
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Warhawks97 »

thx also from my side. I am curious how early game will be when jeep also can suppress infantry. Also i am curious for the one more CP for Tank IV mass production. Its my favorit tactic as german since a long time. and lots of other stuff...thx for the work. Still i am scared about stupa.
Build more AA Walderschmidt

User avatar
MarKr
Team Member
Posts: 4101
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by MarKr »

One more thing - this was forgotten in the changelog but Schwimms had probably wrong (not sure if it was an oversight or intention) armor type which made it more durable (when compared to Bikes) against certain hand held AT wepons. It is fixed now too.
Image

Miesepeter123
Posts: 9
Joined: 08 Dec 2014, 14:24

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Miesepeter123 »

Hey is there anybody else who cant start the new patch because there is an BKCommunityPatchLauncher Problem??

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

What problem exactly?

Try to turn off your antivirus for a while.

Also please paste output of this program so I can see what .net you have. Its in your clipboard when you run the program.

http://files.bkmod.net/NET_Detector.exe
Image

Miesepeter123
Posts: 9
Joined: 08 Dec 2014, 14:24

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Miesepeter123 »

directly after start i get this message which simply means that the bkmodlauncher diesnt work. i have no antivirus activated. and the link you posted didnt work for me
Attachments
bkmod doesnt run.jpg

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

Ah yes sorry, my old website instead of bk... will fix the link and try again.
Image

Miesepeter123
Posts: 9
Joined: 08 Dec 2014, 14:24

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Miesepeter123 »

Installed .NET Framework packages

.NET Framework 2.0 Service Pack 2 ver: 2.0.50727.5420
.NET Framework 3.0 Service Pack 2 ver: 3.0.30729.5420
.NET Framework 3.5 Service Pack 1 ver: 3.5.30729.5420

my output

User avatar
Warhawks97
Posts: 5395
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Warhawks97 »

well, i just had my first game with BK doc and it seems that this + 1 CP works so far. At least enemies had a chance to get sufficient and adequate AT to the front when i got my Tank IV mass prod upgrade. What a difference a single CP can make sometimes. I did not expect this. I will test it further on other maps (last played was veules-les-rosses or whats the name is). AA couldnt be tested properly.
Build more AA Walderschmidt

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

Miesepeter123 wrote:Installed .NET Framework packages

.NET Framework 2.0 Service Pack 2 ver: 2.0.50727.5420
.NET Framework 3.0 Service Pack 2 ver: 3.0.30729.5420
.NET Framework 3.5 Service Pack 1 ver: 3.5.30729.5420

my output

Can you try to redownload the patch from the mediafire ? I changed version of the launcher, it probably should work?
Image

User avatar
V13dweller
Posts: 128
Joined: 25 Nov 2014, 09:18
Location: Perth, Western Australia

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by V13dweller »

If someone were to donate a significant amount, would they be given a 'Shareholder' status, and be able to have some say in the decision making process? (A little late now)

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

V13dweller wrote:If someone were to donate a significant amount, would they be given a 'Shareholder' status, and be able to have some say in the decision making process? (A little late now)

No, donations will not grant you any privileges, maybe some kind of title on forum, but you can't buy kind of "vote".
Image

User avatar
V13dweller
Posts: 128
Joined: 25 Nov 2014, 09:18
Location: Perth, Western Australia

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by V13dweller »

Ah, what a shame.

I'd prefer if I were to be able to gain in sinking my funds into something, though I can sink my wealth into something else in which I can gain from.

Also, does the Donation money go into Funding a Rolls Royce as the Company car? :lol:

User avatar
Sukin-kot (SVT)
Posts: 1119
Joined: 09 Dec 2014, 08:36
Location: Ekaterinburg, Russia

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Sukin-kot (SVT) »

Looking forward to try it, but will be able to use PC only tommorow maybe, prepare for Aiborne raping he-he ^_^

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

V13dweller wrote:Ah, what a shame.

I'd prefer if I were to be able to gain in sinking my funds into something, though I can sink my wealth into something else in which I can gain from.

Also, does the Donation money go into Funding a Rolls Royce as the Company car? :lol:

Yeah, and private island and trip to Mars, with expected amount, we will be happy if we pay the website.
Image

Miesepeter123
Posts: 9
Joined: 08 Dec 2014, 14:24

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Miesepeter123 »

hm no sry didnt work for me did you change the full version or just the patch... because i downloaded the full version.

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

If you installed the full version, then download patch and install it too, its said in first post.
Image

Miesepeter123
Posts: 9
Joined: 08 Dec 2014, 14:24

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Miesepeter123 »

Ah yeah my mistake sorry. Now it runs as it should thank you very much for you help !!

User avatar
Warhawks97
Posts: 5395
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Warhawks97 »

Sukin-kot (SVT) wrote:Looking forward to try it, but will be able to use PC only tommorow maybe, prepare for Aiborne raping he-he ^_^



I am not sure but i raped commandos and AB just with stormtooper and a Tank IV:P.... anyway. Currently i do consider stormtoopers and AB as the best late game infantry. They do vet up quickly, they are flexibel and they have the cheapest reinforce cost so far. I think for the next patch the 101st could really be cheaper to call but more expensive to reinforce. Commandos currently cant compete in late game either with stormtoopers nor with AB 101st (when they have the weapons). The Luftwaffe inf also struggles a bit in late game against AB but its OK since they are the strongest in early game. The doc is also pretty versatile as compensation for late game. Maybe really +1 or +2 reinforce cost for 101st and stormtoopers. The off map and house call in stormtoopers should then cost 400 mp instead 450 like when being build in stormtooper HT.
Build more AA Walderschmidt

User avatar
Sukin-kot (SVT)
Posts: 1119
Joined: 09 Dec 2014, 08:36
Location: Ekaterinburg, Russia

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Sukin-kot (SVT) »

Its important in whos hands airborne doc is you know:). 101s are my absolete favorites in late game, storms are also not bad, but MP44 doing too low damage to veted commando and aiborne rangers on long distance, thats why grens with MG42 and fire\frag nades on y second place (with defence bonuse they survive much better than storms).

Luftwaffe is actually dissapointing for me now (i mean inf, not whole doc), in early game couple of snipers will make off both your luft units, in late game gebirgsjaegers are good, but there is actually no use to fallchirmjaegers (why they have less hp than Grenadiers even?), FG42 is a strange weapon, in theory its good on all ranges, but on practise Airborne with mgs bashing falls on all ranges, commando with enfields (after cp unlocks) winning on mid-long range, and rangers with Thompsons winning on close range, so, "not bad" perfomance on all ranges means actually bad perfomance on all ranges:D alied players just must keep their inf on best distance for their weapons and everything is ok, thats why i use regiment 5 only in early game and never rebuild them in case of loosing (almost impossible to get veterancy for them in late game, requires very many kills which are not easy to earn), because in late game they are getting outnumbered and outperfomed by almost all alied infantry, also not cost effective ( even usa inf doc, 2 rifles squads + 4 bars are doing short job to falls and cost only 340 mp + 80 ammo), as i already wrote somewhere, i had some matches Raf vs Luft on v4.7. and i can claim that falls are much better there, 1impulse's reg.5 were blowing my unveted commando in several bursts, and also were good in late game against them, even with old raf invisible smoke (as i noticed, probably rate of FG42 fire was faster).

Because of all that, terror grens with Mp44 and fire nades\storms with mp44 and bundles are much better in any assaults than reg. 5 (fast vet, MP44 much better in close range than FG42, cheaper, faster reinforcement).

On this topic i have some issues, because i think its very stupid that grens and storms are much better than inf oriented axis doc, and this doc absolutely cant handle alied inf docs.

-Give Gebirgs sniper shot ability (similar to brits inf section) to have at least some chances against snipers, or idk, maybe Gebirgs sniper with G43 unit drop, or sniper in Gerbirgs squad after CP vet. unlock, choose any you like...
-Give reg. 5 at least similar amount of hp as for Stormtroopers, and tune FG 42 rate of fire, accuracy (it was really better in old times man!)
-PE unlock of faster vet up for infantry must reflect luft units too.

User avatar
Warhawks97
Posts: 5395
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Warhawks97 »

Sukin-kot (SVT) wrote:Its important in whos hands airborne doc is you know:). 101s are my absolete favorites in late game, storms are also not bad, but MP44 doing too low damage to veted commando and aiborne rangers on long distance, thats why grens with MG42 and fire\frag nades on y second place (with defence bonuse they survive much better than storms).

Luftwaffe is actually dissapointing for me now (i mean inf, not whole doc), in early game couple of snipers will make off both your luft units, in late game gebirgsjaegers are good, but there is actually no use to fallchirmjaegers (why they have less hp than Grenadiers even?), FG42 is a strange weapon, in theory its good on all ranges, but on practise Airborne with mgs bashing falls on all ranges, commando with enfields (after cp unlocks) winning on mid-long range, and rangers with Thompsons winning on close range, so, "not bad" perfomance on all ranges means actually bad perfomance on all ranges:D alied players just must keep their inf on best distance for their weapons and everything is ok, thats why i use regiment 5 only in early game and never rebuild them in case of loosing (almost impossible to get veterancy for them in late game, requires very many kills which are not easy to earn), because in late game they are getting outnumbered and outperfomed by almost all alied infantry, also not cost effective ( even usa inf doc, 2 rifles squads + 4 bars are doing short job to falls and cost only 340 mp + 80 ammo), as i already wrote somewhere, i had some matches Raf vs Luft on v4.7. and i can claim that falls are much better there, 1impulse's reg.5 were blowing my unveted commando in several bursts, and also were good in late game against them, even with old raf invisible smoke (as i noticed, probably rate of FG42 fire was faster).

Because of all that, terror grens with Mp44 and fire nades\storms with mp44 and bundles are much better in any assaults than reg. 5 (fast vet, MP44 much better in close range than FG42, cheaper, faster reinforcement).

On this topic i have some issues, because i think its very stupid that grens and storms are much better than inf oriented axis doc, and this doc absolutely cant handle alied inf docs.

-Give Gebirgs sniper shot ability (similar to brits inf section) to have at least some chances against snipers, or idk, maybe Gebirgs sniper with G43 unit drop, or sniper in Gerbirgs squad after CP vet. unlock, choose any you like...
-Give reg. 5 at least similar amount of hp as for Stormtroopers, and tune FG 42 rate of fire, accuracy (it was really better in old times man!)
-PE unlock of faster vet up for infantry must reflect luft units too.




The reg5 isnt that bad vs all enemie infantry. Only 101st can be really fearfull. The reinforce cost got increased because it was simply too easy with commandos and Luft inf to get rich in late... just blobb, vet and win and get rich. Thats what i think the 101st could cost more in reinforce cost and bit cheaper to build. Though each US doc should outnumber their opponent counterpart units but therefore docs are more restricted and less versatile. So what axis dont have in numbers they have in their doc versatility. And i said that luft doc in late game is best played as support (repairing tanks, airplanes, 88, ambushes, inf support for tanks and also able to field own tanks) and to keep skrimishing the enemie as well.

The Gebirgs are cool and ive beat rangers on close range even with 1 men left. Also their ability bar is full and i also dont like snipers in squads at all (101st HQ, sas, SS squad). Considering that one sniper cost 350 mp when build then the 6 other men of SAS or SS do cost like 300 (SAS) and 200 (SS).

What i can agree that Luft inf should have same HP has stormtoopers and grens (thought its the case) but idk their armor types. I also dont know if 101st or 82nd has as much HP and other rangers and which armor types they have.


The Reg 5 could maybe get a small weapon buff. The rof of FG42 was 750 ronds per seond. The stg had something arround 500 but in game it seems that stg is much faster. Accuracy on close-mid range in auto fire mode was still better for stg as the stg had less gun poweder and thus less reccoil. But i know what you mean... stg seems to be better at most distances than FG42.


About stormtrooper: I had game with 1 leader squad, 1 assault with stg and lmg and one suppression squad and they killed together more than 200 AB´s and commands and sas, all veted with upgrades. Alone my leader squad killed commandos on close range and got more than 100 kills alone. The suppression squad under affect of vet 5 leader squad killed sten commandos with brens and 101st at the same time very fast (each of the two lmgs shot a different enemie squad).
Build more AA Walderschmidt

User avatar
Wolf
Administrator
Posts: 1010
Joined: 23 Nov 2014, 16:01
Location: Czech Republic

Re: Blitzkrieg Mod 4.8.6.0 Patch

Post by Wolf »

They might get their veterancy gain fastened a bit, but I don't think we did anything to the FG42.

And I agree with warhawks (duh) that they are especially good in early game and luft is overall very good support doctrine in late game, which doesn't mean they are bad in late.

SAS doesn't have a sniper iirc?
Image

Locked