Update 0.4.0.139

Commanders, this update will surely please many of you! We’ve significantly expanded the AI capabilities of your squad members and AI-controlled squads, an updated squad orders menu, and rebalanced weapons in the Pacific War campaign.

IMPROVED AI

  • AI medics in a player’s squad and AI-controlled squads now heal nearby wounded allies by themselves. AI medics in AI-controlled squads now can set up medkit boxes.
  • Fighters in your squad will be smarter about using cover. Soldiers will prefer to use the same side of the object that the squad commander is hiding behind. For example, if the commander hides in a building, the soldiers will follow him inside.
  • AI flametroopers in a player’s squad and in the AI-controlled squads can now use flamethrowers. They will prefer to use flamethrowers if the enemy is close enough and will switch to firearms otherwise.
  • AI-controlled squads will now call artillery strikes, use grenades and explosion packs, build rally points and ammo boxes.

IMPROVED MENUS

  • Now radial menu buttons (squad members and orders) no longer require a press to confirm: highlighting a selection and releasing the menu button is enough. This improvement will especially help the players who use a gamepad.
  • Radial menu no longer has submenus. Orders for your squad are opened by default. From this menu by pressing the corresponding buttons you can open the team messages and posters menus. The buttons below can also be pressed using the mouse cursor.
  • Formation and behaviour of the AI soldiers can be set up in the soldier selection menu.
  • Now the first item of the radial menu is placed at the top (12 o’clock).

OTHER CHANGES

  • Added an option to automatically choose an optimal game server.
  • Fixed crosshairs of Kbsp wz.38M.

REBALANCED WEAPONS IN THE PACIFIC WAR CAMPAIGN

  • Type Hei (all) — significantly reduced recoil, damage increased from 11.2 to 11.6.
  • Type 100 SMG (early) — damage increased from 5.4 to 6.
  • Type 1 SMG — damage increased from 5.4 to 5.6.
  • Type 2a SMG — reduced recoil and spread, damage increased from 5.4 to 5.6.
  • S1-100 — damage increased from 5.2 to 5.9.
  • Type 99 rifle (late) — damage increased from 22.5 to 23.4.
  • Type I rifle — damage increased from 21 to 23.1.
  • Type Otsu rifle — recoil reduced by 4.8%, horizontal recoil increased, reduced maximum spread when shooting from the hip, increased accuracy (spread angle reduced by 19%.
  • MP 28 — reduced spread, damage increased from 5.2 to 5.5.
  • Type 97 LMG — recoil reduced by 17%, reload time reduced from 3.2 to 2.8 sec.
  • Type 96 LMG — recoil reduced by 11%, recoil is now more predictable, accuracy improved by 12%, better sights stability while shooting, reload time reduced from 3.5 to 3.1 sec.
  • Type 11 LMG — reload time reduced from 4.6 to 3.8 sec.

REBALANCED WEAPONS IN OTHER CAMPAIGNS

  • СВТ 40, СВТ 40 sniper — damage reduced from 13.2 to 12.7.
  • АВС-36 (and others with the same calibre) — damage increased from 12 to 13.2.
  • СКС 44 (and others with the same calibre) — damage increased from 11 to 11.6.
  • Gewehr 43, Gewehr 43 sniper — damage increased from 12 to 12.7.
  • M1 Garand, M1 Garand With Grenade Launcher, M1 Garand sniper — damage increased from 12 to 12.7.
  • PPD 34/38 (box and drum) — damage increased from 5.2 to 5.3.
  • PPD (Bramit) — damage increased from 5.1 to 5.3.
  • PPS-42 — damage reduced from 5.8 to 5.6.
  • PPS-43 — damage increased from 5.5 to 5.6.
  • MP 40 — damage reduced from 6.0 to 5.8.
  • MP 40 silenced — damage reduced from 6.0 to 5.6.
  • Erma EMP silenced — damage increased from 4.6 to 5.5.
  • M3 Suppressed — damage increased from 5.4 to 6.6.

REBALANCED THE FOLLOWING MISSIONS

Battle for Berlin

  • Increased capture time of strategic points: Railway Bridge (Invasion) (Allies); Königsplatz (Confrontation) (Axis); Königsplatz West (Invasion) (Allies); Moat East (Invasion) (Axis); River Crossing (Invasion) (Allies); Lerter Bahnhof (Destruction) (Axis); Wilhelmstrasse(Invasion) (Allies).
  • Reduced capture time of strategic points: Railway Bridge (Invasion) (Axis); Ministry Garden(Assault) (Allies); Ministry Garden (Invasion) (Allies); River Crossing (Invasion) (Axis).

Invasion of Normandy

  • Increased capture time for strategic points: Airfield West (Invasion) (Axis); Le Bre East (Invasion) (Axis); Ruins of Vaux (Invasion) (Axis); Ruins of Vaux North (Invasion) (Axis); Omer South (Invasion) (Axis); Gare de Saint-Lo (Confrontation) (Allies); Gare de Saint-Lo South (Invasion) (Axis); Gare de Saint-Lo North (Invasion) (Axis); La Perelle Village(Invasion) (Axis).
  • Reduced capture time of strategic points: Le Bre West (Invasion) (Axis); Le Bre West (Invasion) (Allies); Le Bre East (Invasion) (Allies); Ver-sur-Mer South (Invasion) (Allies); Ruins of Vaux South (Invasion) (Allies); Ruins of Vaux North (Invasion) (Allies); Omer (Confrontation) (Axis); Omer North (Invasion) (Allies); Omer South (Invasion) (Allies); Gare de Saint-Lo (Confrontation) (Axis); Gare de Saint-Lo South (Invasion) (Allies); La Perelle Village (Invasion) (Allies).

Pacific War

  • Increased capture time of strategic points: Gavutu (Confrontation) (Allies); Gavutu North (Invasion) (Allies); Gavutu South (Invasion) (Allies); Guadalcanal Coast East (Invasion) (Allies).
  • Reduced capture time of strategic points: Gavutu (Destruction) (Axis); Gavutu South (Invasion) (Axis).

Battle for Stalingrad

  • Increased capture time of strategic points: Communist Street West (Invasion) (Axis); Gogol Street (Confrontation) (Allies); Gogol Street East (Invasion) (Axis); Gogol Street West (Invasion) (Axis); Univermag (Confrontation); Univermag North (Invasion) (Allies).
  • Reduced capture time of strategic points: Communist Street (Destruction) (Axis).

Battle for Tunisia

  • Increased capture time of strategic points: Al Har (Destruction) (Axis); Al Har West (Invasion) (Axis); Al Har East (Invasion) (Axis); Al Jabal Farm (Destruction) (Axis); Al Jabal Farm South (Invasion) (Axis); Al Jabal Farm North (Invasion) (Axis); Fortress (Invasion) (Axis); Gorge (Destruction) (Axis); Gorge North (Invasion) (Axis); Gorge South (Invasion) (Axis); Oasis North (Invasion) (Axis).
  • Reduced capture time of strategic points: Kahif Cave Village (Confrontation) (Allies); Kahif Cave Village (Confrontation) (Axis); Kahif Cave Village (Invasion) (Allies); Al Har (Destruction) (Allies); Al Har (Confrontation) (Axis); Al Har East (Invasion) (Allies); Al Jabal Farm North (Invasion) (Allies); Fortress (Invasion) (Allies); Gorge (Destruction) (Allies); Gorge North (Invasion) (Allies); Gorge South (Invasion) (Allies); Oasis North (Invasion) (Allies); Oasis South (Invasion) (Allies).

Battle for Moscow

  • Increased capture time of strategic points: Vysokovo Village West (Invasion) (Allies); The Voskhod Settlement West (Invasion) (Allies).
  • Reduced capture time of strategic points: Pokrovskoe City (Assault) (Allies); The Maisky Forestry (Invasion) (Axis); Fortified District (Invasion) (Allies); Birch Grove (Confrontation); Manor (Assault) (Axis); Monatery (Invasion) (Allies); The Voskhod Settlement West (Invasion) (Axis); The Voskhod Settlement East (Invasion) (Allies).
28 Likes

keo i noted this in my last battle, hem, how say it, now medic bot are walking target they stop for cure allies and get killed

thi one is a bit tricky, good for sure but,last battle i see a lot of teamkill by flametrower i think bot dont control were they are firing it

love it fucking love it but dev need check were ai build it i see a rallypoint in the middle of the road, perfect camping spot, artillery is well fired instead this is good, i noted even bot now use better weapon and more squad

(feedback from a costum battle) and was fantastic i thinked was real player overall now BOT are better than avarange player, Fantastic Update

7 Likes

Oh boy…
I am at the same time pleased, but also worried - who knows if their building will be rational and otherwise not so prone to bugs?
This also probably means that it will be harder to distinguish real human players and A.I.
Also… they probably won’t use rally points, that they themselves built? I can’t see it being mentioned, so I’m betting this is probably going to be left for future update.
Also raises the question whether the A.I. uses the premium accont benefits of… many squads in their roster.

Oh, good - now I no longer need to worry if I’m on the east or the west side of Europe.

2 Likes

Hmmm…I don’t see much point in increasing or decreasing time of strategic points as the current team balance issue is mainly a player based issue.
Many players simply go to the favored side. That is, the favored side is reversed (which is exactly what Tunisia is currently doing).
As for team balance, I think we are in a situation that cannot be solved simply by increasing or decreasing the time of strategic points gained in the game.

Be that as it may, improving AI is a great challenge. In particular, the usefulness of the medic will increase considerably.

1 Like

Obviously the AI ​​will cost not so good points. how the player does it. but they WILL!

AI respawning on mobile spawns will be learned in the future. We are working on it.

11 Likes

Any chance for ai to learn to use mounted machine guns /aa guns and at guns?
Or, use the tank hull machine gun that isn’t in use right now??
Ai changes are always a plus on my book. Thx

8 Likes

AI build rally can’t destroy by shot or explosion . Only press J can destroy it.

1 Like

?
1 shot or 1 hand hit or 2 knife hit

3 Likes

You cant destroy allied rally from at least half year and more

You can.

There is still a way.

unexpected, but always welcome to me

Ramming them with a tank is not a way you can use all time you want

No. Isn’t with a tank. No one talked about using a tank.

There is still a way to destroy them.

Brigth me on this matter

I jumped into some custom matches to try out the new AI features (which largely seem positive) after the update was released, and I noticed that whenever I tried to fire certain weapons, primarily automatic or semiautomatic, my view was instantly pointed toward the ground upon pulling the trigger. This happened repeatedly, and once it occurred, switching to another weapon (including bolt action rifles) also caused it to occur, even if it had been working normally before. It made it impossible to use many guns because I would invariably miss when the view changed. Most of the weapons that had this bug were ones I picked up from fallen enemies and comrades, so that may be part of the cause.

1 Like

You can try it yourself in a custom room
The spawning ground of AI teammates is invincible.
If you find a spawning ground of enemy AI, you can even sow mines repeatedly to harvest team kill many times until you have no mine
why still no one pay few time for test before updata?

2 Likes

It isnt mentioned, but it seems like the bug preventing AI from taking their main weapon out is fixed. I had so many soldiers running around with only their hands out because I would swap right after a smoke grenade or med box, and they would stay using the empty slot. lol

1 Like

Fire?)

3 Likes

Nein

Place Ap mine above friendly spawn point, wait for mine to be activated.

Trow tnt pack close to that spawn point.

It ill destroy the mine and the spawn point with it.

Did use this a few times on some bad placed spawn points befor this update.

1 Like

Spill it out im curios now