This hot fix focuses on resolving GPU related crashes and introduces additional logging so we can get our crash rate down even further. We have also fixed the matchmaking queue estimations being stuck at 50/50. We are still investigating a few outstanding issues. You can find our Known Issues thread here and the previous 1.6.5 patch notes here.
GENERAL
Fixed matchmaking queue estimations. Not all players were receiving accurate information based on which match type they were queueing for.
Improvements in GPU related crashes where GPUs on a hardware level report as missing, lost or hanging. These are often referred to as D.R.E.D. crashes.
Fixed an issue that caused the Semovente's barrage to go on cooldown when using smoke launchers.
Fixed an issue where modded maps that had the same filename as maps in the quick match pool could cause the Map Preference dialog to show duplicates.
The names of cosmetics for the Dark Brown and Charcoal units in the store have been fixed. Localized names will be fixed in a future update.
The 1.6.5 Patch following our Coral Viper update includes several multiplayer balance changes that focus on improving some of the infrequently used Battlegroup choices to create a wider variety of effective strategic paths. This patch also includes highly requested quality of life improvements such as Map Preference voting and reduced input latency.
The 1.6.5 PC Patch following our Coral Viper update will be available for Company of Heroes 3 this week. Here's a quick rundown of what's coming. This patch includes notable quality of life improvements as requested by our players, such as Map Preference voting and improvements to input latency. Based on player feedback, our team has also implemented several multiplayer balance adjustments, matchmaking improvements, and refreshed the in-game store with requested cosmetics and bundles, and as always, addressed many pesky bugs. Let’s get to the good stuff!
New Features
Map Preference
Map Preference makes its debut in Company of Heroes 3 with a simple yet effective tool to define a list of maps you would prefer not to play on. This will be present in all Automatch modes (Quick Match and Co-op vs A.I.).
Through a dedicated map selection screen, you will be able to downvote the maps you would prefer not to play on. These votes will be saved until they are changed again, and a recap of all voted on maps will be available in the Automatch Search Screen.
It is important to note that votes are not vetoes, they simply reduce the priority of a map.
The matchmaking system will first form games and match together players based on several factors related to ELO, wait time, ping, servers, and more. In this phase, Map Preference votes are not considered.
After groups are formed, the matchmaking system will analyze each player's votes, collecting all the maps with the lowest number of (or zero) votes and then randomly pick a map between them. Therefore, it is still possible to play on downvoted maps, if they are one of the least voted on. This is more likely in larger team games, where the number of players and votes can be high enough for that to happen.
Map Preference will also work together with the map weighting system introduced in late 2023. After the downvotes are applied and the possible map pool is generated, map weight will be factored to increase the chances of a new map being picked if it is in the generated map pool list.
The number of votes has not changed compared to Company of Heroes 2, equaling 30% of the maps rounded down. However, different from CoH2, the vote pool is per Map Type, meaning that votes are separate across 1vs1, 2vs2, 3vs3 and 4vs4 instead of being all in one big pool.
For parties, all members will copy the votes of the Party Leader.
Unit Responsiveness
Units will be much more responsive in 1.6.5, with input latency for both offline and online matches being reduced by approximately half. Commanding units and issuing move orders should now feel snappier and more fluid. This change may affect visual smoothness, but we will be monitoring the change for future adjustments if need be. You can find a video showcasing the before/after comparisons, along with a technical write up from our team here.
Animation
Several improvements have been made to unit animations so that their gameplay affecting behaviors are less prone to breaking the immersion of our players. This includes things like infantry not aiming at their target properly and fixes for units that have their animations glitch or become stuck. These are only some of the behaviors that we have corrected, and we hope the result is a more immersive experience for all our players. We have additional fixes to known animation issues coming in subsequent patches.
Matchmaking
Now, while looking for a game in Automatch modes, the game will display the percentage of players queuing as Allies versus Axis. This will help you make an informed decision about which faction to choose from, while improving the overall matchmaking experience. For example, in the image below, it would likely be faster to find a match as the Allies.
Another highly requested improvement coming in 1.6.5 will put an end to the days of spawning away from party members. Should a player be in a game mode where their party does not fill all the available slots (for example a party of two in a 4v4 match), they will now always be placed next to one another. This means friends can now play together regardless of their team size, allowing for better strategy and communication.
Finally, we introduced a quality-of-life improvement to automatically save Match Types and A.I. difficulty settings between matches and sessions, effectively requiring you to set them only once.
Cosmetics
The in-game store is being refreshed with new cosmetic sets. Previously, all items in a cosmetic set might not be available at once, or a player would need to acquire multiple bundles to complete the set.
Based on player feedback, we have decided to release all items in a set at once instead of releasing them in smaller bundles over time. Many items can be acquired now individually, along with “Ultimate” bundles that contain everything included with a set. We have also repackaged several previous sets to match this new model.
We are still planning on supporting our rotating offers as well, so stay on the lookout for those!
Multiplayer Balance Changes
The multiplayer balance changes in 1.6.5 are focused on improving some of the infrequently used Battlegroup choices to create a wider variety of effective strategic paths. We previewed many of these changes two weeks ago and have made a few adjustments based on your feedback. Find all the final balance changes in the patch notes on release day.
Community Event
Keep an eye out for our next community event starting next week! Once again, we will be challenging all our players to work towards a common goal to earn new exclusive items for their profiles. Get your friends together and prepare for Drawing the Victory!
The 1.6.5 Patch is releasing in the next couple of days! Be sure to jump into our official forums or Discord to discuss the update, find others to play with, and to leave us your thoughts.
The 1.6.5 PC patch following our Coral Viper update will be releasing in the first week of May, and our team wants to give you a preview of the planned multiplayer balance changes so we can get your early feedback. Overall, we’ve found that the win rates are tightening up with the last round of balance changes (though win rates are only one of several factors we consider in our decision making). Our focus with this update is to buff the lesser used Battlegroup choices to create a wider variety of effective strategic paths.
We did a similar preview with our last hot fix and were blown away by the quality of feedback you provided! Just like last time, please review the changes below and let us know what you think. Some feedback we may be able to address before the release of 1.6.5, and everything else we’ll take into consideration for the future.
Anything else you feel the power level is too low on? Other critical multiplayer balance issues you would like us to consider? Take a look below and please let us know!
- The CoH3 Design Team
Planned Changes
General Changes
Healing and Camouflage
Forward healing and camouflage are powerful tools that were able to re-activate too quickly once the unit had left combat. We are increasing the out of combat duration to make it more difficult to receive healing immediately after encountering the enemy and harder for units to re-camouflage after engagements.
Time before they can be retriggered increased from 6 seconds to 10 seconds
Healing now only happens when the entire squad is out of combat
Airborne and Breakthrough Smoke Runs
Projectile Speed increased from 0 to 15
Recharge times standardized to 60 seconds
BL 5.5-inch Howitzer, Obice 210, and M2A1 105mm Howitzer
Howitzer emplacements saw minimal use due to their low durability, particularly in artillery duels against mobile artillery. We are partially reverting the health nerf to allow emplaced howitzers to better survive counter-barrage fire from on-map artillery and give players more time to react if they are being raided.
Health increased from 480 to 600
US Forces
Rearm and Retrofit
Because of the high barrier to entry that had the opportunity cost of delaying light vehicles, this upgrade was generally purchased in late-game scenarios where resources were less of a concern. To allow for easier integration with light vehicle builds, we are reducing the cost of this upgrade.
Rearm and Refit cost reduced from 150 manpower and 30 fuel to 125 manpower and 20 fuel
Engineer Squad
The US Forces tend to struggle more against defenses and garrisons than other factions as they start with the Scout Squad rather than a unit with access to flamethrowers. While we want to keep this asymmetry, we do want standard Engineers to be a viable option. To facilitate this change, we are making Engineers more accessible by reducing their cost and giving them Satchel Charges as part of their kit, granting the US more tools to demolish early garrisons, defenses, and obstacles.
Manpower cost reduced from 200 to 180; does not affect Assault Engineer squads.
Reinforce time reduced from 6 to 3.75; matches Assault Engineers
Now have access to Satchel Charges; costs 45 munitions per use.
Riflemen Pour it On ‘Em
Now properly cancels on retreat like other timed-based abilities
Designate Assault Position
Designate Assault Position is an under-utilized ability that we want to be a viable option against forward retreat and healing. To emphasize the ability’s role in supporting infantry pushes, we are granting suppression resistance to all units affected.
Now provides +50% suppression resistance in addition to current bonuses
Spec Ops Mark Vehicle
We are boosting the duration of Mark Target to give the player more time to focus down enemy units that are affected by this ability. The plane is also receiving a significant health increase as it was too easy to shoot down.
Duration increased from 35 to 45
Plane health increased from 1000 to 2000
Recharge time increased from 30 to 60 seconds
Free Fire Drills
Free Fire Drills did not offer enough reward to the player when they built their howitzers closer to the front-line where they could be attacked by the enemy if the line was pushed. We are significantly increasing the rate of fire to encourage putting the howitzer closer to the front-line when this Battlegroup ability is selected.
Command Point cost reduced from 3 to 2
Reload speed decreased from 15 to 10 seconds
Ready-aim time reduced from 2 to 1
Ammunition Storage
Ammunition Storage has languished due to a combination of opportunity cost, extremely low durability, and inability to support front-line forces. We are increasing the health and radius to give the Ammunition Storage increased survivability against direct and indirect fire while the bonuses have also been increased to solidify this structure’s role as a major force multiplier.
Ability recharge, weapon cooldown, and reload bonuses increased from 25% to 33%
Health increased from 280 to 480
Aura radius increased from 30 to 35
Infantry Assault
The cost of Infantry Assault was a little too high, both in opportunity cost against the passive bonuses of Ranger Weapon Training and how quickly the ability could be shut down in certain circumstances. We are reducing the Command Point and munitions costs to increase accessibility given the high munition costs already required by the Advanced Infantry Battlegroup in the form of its Rangers.
Command Point cost reduced from 4 to 3
Munitions cost reduced from 120 to 100
Wehrmacht
Grenadier Squad
We want the decision of Merge to be more of a calculated choice, rather than a player immediately using Merge to reinforce combat squads every time it takes a single casualty. The delay will force players to decide when they want to Merge during combat situations.
Merge now has a 15 second cooldown
2.5 Tonne Cargo Truck
Cost changed from 240 manpower and 15 fuel to 250 manpower
Now only provides resources to the owning player. Set at +8 munitions or +5 fuel depending on the point.
Only one truck can be active at a signal resource point.
Call the Reserves!
We are reducing the cost of ‘Call the Reserves!’. While the ability is powerful, the requirements to set it up in advance, and the opportunity cost with the passive Bulwark ability made its current price too high.
Munitions cost reduced from 125 to 100
British Forces
Requisition Stuart Unlock
With the reduction in the Stuart’s power, the fuel cost of the Stuart unlock can now be reduced.
Fuel price decreased from 30 to 25
Crusader 6-pounder Gun Conversion Upgrade
We are increasing the point-blank penetration of the 6-pounder Crusader to make this unit stronger once it has closed the distance with enemy vehicles.
Point-blank penetration increased from 180 to 220
Foot Guards Section
While Foot Guards could be powerful in the right circumstances, model losses affected them disproportionately compared to other infantry squads due to their Bazookas. We are further increasing the damage done by their SMGs to remedy their fast loss in DPS when taking casualties.
Thompson SMG damage increased from 4 to 5
Requsition Grant Unlock
We want to maintain the Grant’s role as a very powerful tank once it has been unlocked that is more in line as a tier 4.5 tank, but it still comes too early, outcompeting other options even with the current costs.
Fuel cost increased from 35 to 50
CMP 15cwt Supply Run
The CMP 15cwt Supply Run was too risky for what it offered despite it being a core ability to the Battlegroup. We are improving the ability by slightly reducing the cost and increasing the speed of the truck when it is returning to base.
Loaded speed penalty decreased from 66% to 56%
Manpower cost reduced from 150 to 125
Indian Artillery War Cry
We are reversing the Command Point cost of War Cry and Valour.
Command Point Cost from 2 to 1
Munition cost reduced from 125 to 100
Indian Artillery Valor
Command Point cost increased from 1 to 2
Deutsche Afrikakorps
Goliath
Rotation speed increased from 45 to 55
8- Rad Commander Mode – both Wehrmacht and Afrikakorps variants
The bonuses provided by the 8-Rad's Commander mode were far too powerful in addition to the 8-Rad being able to spot targets from afar. The following change puts the 8-Rad's Commander mode to where its intended power should be.
Reload and accuracy bonuses set to 20% from 30/40%
Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.
General
We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
Fixed several issues that were leading to crashes.
Multiplayer Balance
US Forces
Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.
Fuel cost reduced from 40 to 30
Wehrmacht
Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.
Assault Package munition cost increased from 45 to 50
Assault Package research time increased from 20 to 30 seconds
Sprint now prevents the unit from firing on the move.
Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.
Fuel cost increased from 25 to 35
Research time increased from 30 seconds to 45 seconds
Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.
Duration reduced from 90 to 60
British Forces
Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.
Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
Increased Sharpshooter penetration from 1 to 2.
Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.
Reduced command point cost from 7 to 6
Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.
Health increased from 600 to 720
Reload time sped up from 4 to 3 seconds
Area of effect increased from 1 to 2.5
Area of effect far damage increased from 0.25 to 0.4
Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
Area of effect penetration increased from 1 to 5
Angle scatter increased from 2 to 5
Angle scatter max increased from 2 to 4
Deutsche Afrikakorps
250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.
Can no longer camouflage vehicles within its aura.
Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.
Fuel cost increased from 180 to 220
Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.
Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.
Bug Fixes
Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
Fixed several localization text errors.
Fixed an issue where the incorrect menu options would appear during a match.
Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.
Our team wants to share a preview of potential multiplayer balance changes for Company of Heroes 3 on PC. Often with balance patches, things get tighter over time, and then new content will cause turbulence. We’d like to address this turbulence with a hot fix coming soon! As always, this hot fix will address some technical issues, however, we also want to get a jump on multiplayer balance feedback. This is why we’re sharing this with you today. We would like to get some feedback from you about our current planned direction.
This first set of changes is on target for our next hot fix (1.6.1), with additional changes planned for subsequent hot fixes and updates as necessary (release dates to be determined).
Please review the below changes and let us know what you think. Your feedback will help us determine if we should proceed with these changes as planned (with or without minor adjustments), or if we need to address larger concerns in our next hot fix or update.
Are there any critical changes you’d like to see added to an upcoming balance hot fix or update? Is there anything on this list that you think might cause issues? Please provide us with all your feedback! Keep in mind, that these changes are planned for a hot fix, so it is not targeting large sweeping changes. There are still longer-term initiatives we are working on when it comes to gameplay and multiplayer balance.
- The CoH3 Design Team
Planned Changes
Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.
• Assault Package munition cost increased from 45 to 50
• Assault Package research time increased from 20 to 30 seconds
Infanterie Kompanie Officer Quarters – Cost of this is increasing to account for the increased power level it provides to Grenadiers.
• Fuel cost increased from 25 to 40 fuel
Breakthrough – This battlegroup has been performing a bit too well and we’ve identified this ability as one of the most egregious ones.
• Duration reduced from 90 to 60
Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it’s appearing a bit too quickly on the battlefield and doesn’t allow enough time for the proper counterplay. We’re increasing the cost to make this unit a bit less cost effective and makeg teching straight for it more risky.
• Fuel cost increased from 180 to 220
Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.
• Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
• Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.
Improved M9 Bazookas Rockets – As this tech is intended to have lower impact than the BARs, we wanted a cost that’s closer to the intended power level of this technology.
• Fuel cost reduced from 40 to 30
Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.
• Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.
• Reduce command point cost from 7 to 6
Bofors Emplacement – As it’s pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.
• Health increased from 600 to 720
• Reload time sped up from 4 to 3 seconds
• Area of effect increased from 1 to 2.5
• Area of effect far damage increased from 0.25 to 0.4
• Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
• Area of effect penetration increased from 1 to 5
• Angle scatter increased from 2 to 3
• Angle scatter max increased from 2 to 4
Introducing the Coral Viper (1.6.0) update for PC, available for Company of Heroes 3 on Tuesday, April 2nd. Prepare for a series of notable improvements, including the introduction of new Battlegroups, new maps, refined vehicle pathfinding, and strategic balance adjustments.
In addition to these improvements, players can look forward to new features such as the vote to surrender option, automatch cooldowns, mission selection, and the debut of the Accolades system.
This update represents a change in gameplay dynamics by incorporating new elements and improving existing features.
New Battlegroups
British Forces - Australian Defense
Defensive battlegroup designed around the exploits of the Australian 9th Division in North Africa. Despite being made of entirely volunteer infantry, this division was the first Allied army to successfully repel Germany's Blitzkrieg tactics, notably at Tobruk and El Alamein.
Light Infantry
Defensive Emplacements
Economy Boost
Anti-Tank
Deutsche Afrikakorps - Battlefield Espionage
Conceal your force's movement to plunder resources from your enemy and strike where they are weakest. Establish ambush operations and force the enemy to be cautious of where your army might be.
Economy Manipulation
Area Disruption
Ambush Gameplay
Stolen Equipment
New Features
Our team continues to work to improve the multiplayer experience, and the introduction of Vote to Surrender and Automatch Cooldown is the next step in that ongoing process.
Vote to Surrender
The preferred way for players to now leave an automatch game is to use the Vote to Surrender system. This will be available in both Quick Match and Coop vs AI. Voting to surrender becomes available at the 5th-minute mark, with a requirement of over 50% positive votes. If a vote succeeds, the initiating team is issued a loss. If the vote fails, Vote to Surrender goes on cooldown for 90-seconds. Players will still be able to complete challenges and achievements, however, we are also introducing an automatch cooldown to deter quitting.
Automatch Cooldown
A new feature, Automatch Cooldown, is being introduced for the first time in the CoH franchise to discourage players from quitting team games without using the surrender option. The penalty applies to automatch game modes (Quick Match & Coop vs AI) and is shared across modes. Quitting at any point in a match without using Vote to Surrender can garner a cooldown. The system incorporates a built-in grace buffer for occasional crashes or disconnects, and cooldowns are based on incremental and exponential thresholds, extending with repeated quitting. This means cooldowns will be minimal at first but can quickly ramp up in severity. Parties with a member under cooldown share the penalty. This system is designed with flexibility in mind, so we will adjust cooldowns based on our data and player feedback. At the end of the day, this system is meant to discourage players from repeatedly abandoning games, while not penalizing players that occasionally have a disconnect or need to quickly close the game to deal with something in their real life.
Mission Select
Mission Select lets players explore the individual single-player missions within the Italian Dynamic Campaign and North African Operation, offering the option to revisit specific scenarios at will. Flexibility is in your hands – select missions instantly without the need for unlocking them, and play through them in the provided sequence or handpick your favorites. Choose your preferred difficulty level and, for Italian Campaign missions, decide between the British and US Forces to align with your thematic choice. Experience a soft progression system, gaining additional abilities and unlocks as you progress deeper into each set of missions. This new feature provides players with more autonomy, allowing them to tailor their gaming experience according to their preferences.
Accolades
We aim to offer players new progression goals, thus introducing long-term challenges that remain accessible forever. Each faction now features its own Accolades series, fostering an incentive for players to diversify and familiarize themselves with distinct faction playstyles. These challenges provide a continuous pursuit, showcasing faction-specific nuances and teaching certain mechanics. Accolades need to be completed in order, and will offer several rewards, including Merit and new Profile customization options.
Daily & Weekly Challenges
Several adjustments have been made to the Challenges system.
For players that complete all daily and weekly Challenges, there is now more Merit overall every week.
An extra 30 Merit singleplayer daily challenge has been introduced to provide more opportunities for players to engage in daily missions.
One of the weekly challenges will now be a Single Player expert challenge.
The remaining weekly challenges have had their Merit increased for those players that may choose to not engage with singleplayer missions.
Maps
Our team has once again worked closely with several community map makers to overhaul and update their creations to get them ready for the official CoH3 map pool.
Operation Eindhoven (2v2) by Spanky
Spanky has revitalized the most popular 2v2 map in CoH2, Operation Eindhoven.
"Operation Eindhoven has been a challenging first project because of the new worldbuilder tool that we got but also a fun learning experience overall. I wanted Op Eindhoven to be as true to the original as It could be and with all the new assets to play around with, it has been a pleasure to re-create this iconic 2v2 map from CoH2. Relic took note of this effort and contacted me which led me to working with Will aka "MonolithicBacon" to bring Op Eindhoven to CoH3 automatch and I have to say we as a community are very fortunate to have him as our lead map designer. What a Legend!" - Spanky
Gothic Line (3v3) by Tobeh
Tobeh's Gothic Line, a runner-up in Greyshot’s 4v4 map making competition, underwent redesigns for better competitive play.
“Gothic Line started as a chokepoint map featuring a wall of fortifications on a hill, with the focus being on destroying the walls to open up avenues of attack. Feedback led to me making more paths up the hill and through the walls, and then Will gave me some great advice, including how to improve the cover and help people approach the center line.” - Tobeh
Oasis Depot (4v4) by Springare
Springare's Oasis Depot, winner of Greyshot’s 4v4 map making competition, saw extensive reworks for competitive play. Major adjustments were made to urban areas to enhance flow, while map-wide pathfinding improvements, especially in forested regions, were implemented.
"Having had the opportunity to work with Will and Relic has been an amazing experience. Will is an incredible designer, and I have learned so much from our discussions. This type of collaboration with the community is truly commendable, and I hope more people will have the opportunity to participate in it." - Springare
Multiplayer Balance Changes
As with all updates, we have included various balance adjustments and fixes with the goal of encouraging strategic diversity. You can learn more by tuning into our Balance Discussion with the team tomorrow at 9am PT on Twitch, or by reviewing the full patch notes releasing at the same time.
The Coral Viper Update is releasing tomorrow for PC on Steam at 10am PT! Be sure to jump into our official forums or Discord to discuss the update, find others to play with, and to leave us your thoughts.
Relic Entertainment made an important announcement today, that we'll be transitioning to become an independently-run studio. We began as an independent studio almost 27 years ago, and we’re excited to have the opportunity to come full circle and take charge of our future. You can find the full statement from our studio here.
So, what does this mean for our players and for Company of Heroes 3? Mostly, it’s business as usual.
Throughout this transition for Relic, we remain committed to supporting Company of Heroes 3, and our team will share more news as we firm up our 2024 plans. We’re excited about everything coming for you in our next update, Coral Viper, and we look forward to your feedback once you’ve had a chance to dive in.
Coral Viper (1.6.0)
As part of this transition, the Coral Viper (1.6.0) PC update, planned to be released on April 23rd, will now be released on April 2nd. We’ve been able to complete the work for this update already, so you’ll be able to play the new Australian Defense and Battlefield Espionage Battlegroups 3-weeks early! Our Map Preference feature will likely need a bit more time after some initial testing, so we have moved this to one of our next updates.
On April 2nd, Coral Viper will release with the following new content, features and improvements:
New Content
British Forces – Australian Defense Battlegroup (Free in the store)
Deutsche Afrikakorps – Battlefield Espionage Battlegroup (Free in the store)
2v2 – Operation Eindhoven Community Map by Spanky
3v3 – The Gothic Line Community Map by Tobeh
4v4 – Oasis Depot Community Map by Springrare
New Features & Improvements
Difficulty Selection for Coop vs A.I.
Vote to Surrender
Automatch Cooldown
Mission Select
Accolades (Player Progression)
Map Preference (veto) - Now planned for a subsequent update
Some A.I. changes
Some UI Visual changes
Vehicle Pathfinding
Polish and bug fixes
Balance Adjustments & Tuning
For even more details on what to expect in Coral Viper, catch up on our Deep Dive with the development team (see below) or tune in to our Multiplayer Balance Discussion on April 2nd at 9am PT.
We want to thank all our Company of Heroes fans for sticking with us. We can’t wait to begin this next chapter in our journey together.
– The Company of Heroes Team
In this overview, we delve into recent events, including the announcement of new content for Coral Viper (PC 1.6.0), the console update, the conclusion of our two-week-long Twitch takeover, and new content shared by our community.
NEWS
Coral Viper Changes
Initially slated for release in March, our Coral Viper (1.6.0) PC update, featuring enhancements like Vote to Surrender and Pathfinding improvements, has been rescheduled to April 23rd, 2024. This decision was made to accommodate additional features and address player feedback more comprehensively.
Check out our blogpost for more details.
Console Update News
The Console Update was released on March 12th, providing console players with new content, features and improvements for the CoH3 Console Edition. Explore the comprehensive Patch Notes 1.4.3 for more details.
PC Hotfix 1.5.2
The PC 1.5.2 hotfix serves as a temporary solution aimed at mitigating the lag and audio issues experienced by players in multiplayer. Please be assured that we are diligently investigating this matter. For further details go to our blogpost.
Frontline Mobilization Event Concluded
The anniversary challenge concluded last week, with the community uniting to collectively unlock a title, badge, and banner. Given the community's achievement of deploying 12 million units by Monday, we established a stretch goal of 14 million, which was surpassed with 16 million units deployed on Tuesday.
As a result, the community has earned an additional unlocked title. Congratulations to everyone for their commendable efforts. Well done!
New Skirmish Tutorials
We’ve released a new set of tutorials! Perfect for newcomers to CoH, these tutorials offer an excellent opportunity to hone your skills. We're going show you how to take on A.I. opponents in a 6 -part series, covering everything from the general flow of a skirmish match to working as a team and leveling up your skills to take on those expert AIs. Watch the tutorials here.
Twitch Takeovers
We've wrapped up our two-week-long Twitch Takeovers showcasing beloved members of our official Creator Squad. Check out their vods on YouTube to catch the fun:
The Company of Heroes 3 Resurgence Cup, orchestrated by AE, commenced on March 2nd. Featuring a $4,000 prize pool, this 1v1 tournament showcased an inventive losers' bracket with 4v4 and 2v2 formats, granting participants an opportunity for a comeback to the finals.
Witness the thrilling conclusion of the tournament by watching the final match here.
COMMUNITY SPOTLIGHT
And as per usual, here are some of the best recent screenshots from our community. These are shared by cpl.chen
That's it for this week. Tune in on CoH3 news on any of the links below.
You can submit your content for consideration by using the hashtag #CoHCommunity on our socials or by sharing screenshots, links and videos on our Discord or Forums.
That's it for this week. Tune in on CoH3 news on any of the links below.
In February, we announced that our Coral Viper (1.6.0) PC update would come as quickly as March, which would include features like Vote to Surrender, Automatch Cooldown, Pathfinding improvements and Mission Select. As excited as we were to get these features and improvements into players’ hands, we felt we wanted to do more to address player feedback.
Therefore, our team has decided to move the release date of Coral Viper to April 23rd, 2024. This move will allow us to add more features and content to the update. Let’s run you through our decision-making process.
Player Feedback
Back in December of 2023, we released a large-scale survey to measure your interest in features and content, while also gauging your general satisfaction with Company of Heroes 3. This survey helped us reinforce our confidence in the player feedback we had already gathered and, along with other information and data, helped us prioritize our next updates (1.5.0 and onward).
From your feedback, Hammer & Shield needed more faction related content to match the addition of the Battlegroups for the US Forces and Wehrmacht. We’ve also noted a keen enthusiasm for content, like maps, including community-made maps, and a steady cadence of Balance changes. As for features, Vote to Surrender, Automatch cooldown (leaver penalty), Map preference (veto) topped the requests.
Coral Viper Content
Taking all that feedback in, we’ve decided to review our plans for Coral Viper, and we’re happy to share them with you today. First, here is the content we had originally planned to include in Coral Viper, if it had released in March.
Coral Viper - Before
Content
3 new Community Maps
Features
Vote to Surrender
Automatch Cooldown
Mission Select
Accolades (Player Progression)
Gameplay
Balance Adjustments
Pathfinding Improvements
Coral Viper - After
Now that we have moved the release date to April 23rd, here are the additional items coming in Coral Viper alongside the original planned content.
New Content
2 Battlegroups – British Forces & Deutsche Afrikakorps
3 Community Maps
New Features
Map Preference (veto)
Difficulty Selection for Coop vs A.I.
Vote to Surrender
Automatch Cooldown
Mission Select
Single Player Challenges
Accolades (Player Progression)
Gameplay
Balance Adjustments & Additional Balance Tuning
Pathfinding Improvements
System
Some A.I. Improvements
UI Visual Improvements
Polish and bug fixes
We hope that these additional items will prove to be worth the wait. As we are moving this update from March to April, we are also working on delivering a small 1.5.0 hot fix to address menu lag related to the friends list. You can expect this hot fix before the release of Coral Viper.
Battlegroups
We’re happy to announce that the new Battlegroups planned for Coral Viper will be available for free (0 Merit) for all players via the in-game Store. This is our way of thanking you, our players, for sticking with us as we continue to work to improve the game and create additional gameplay content. This offer isn’t planned to expire for now, but if we change the price later, we will give you ample notice. Anyone who unlocks the Battlegroups for free will be able to keep them, even if their price is adjusted in the future, so be sure to claim them upon release!
We know delays can be frustrating, but in this case, we hope the planned additions will make up for it! Thank you for your continued support and feedback. Be sure to keep an eye on our channels for Coral Viper sneak peaks, videos, livestreams and more throughout all of April!
This hot fix is a temporary measure to address the lag and audio issues players have been encountering in multiplayer. Please note that we are still working on this issue, as its root cause requires additional time to resolve it correctly. We want to thank all of the players who helped us isolate this issue by submitting their Replay files to us. To everyone else, thank you for your patience as we worked to alleviate this issue.
General
Partial fix to audio processing to alleviate frame issues.
As an exception, this update allows Replays from 1.5.1 to be played with 1.5.2
In this overview, we'll delve into the most recent news and events directly linked to the Year-1 Anniversary Update. Moreover, we'll showcase an array of amazing community contributions that our players have shared with us.
NEWS
Year-1 Anniversary Update
The Year-1 Anniversary Update (1.5.0) dropped on Feb 27, 2024! We revisited and updated classic Company of Heroes maps from both Company of Heroes 1 and 2 and integrated the first two community-made maps into the official map pool.
This update also brought
This update addresses Stability Issues & Multiplayer Balance adjustments. For more patch notes, visit our 1.5.1 Patch Notes Blogpost for more details.
DEVELOPER SITREP
Year-1 Anniversary Balance Changes Discussion
In this livestream we discuss all the balance changes that were included in the update. Learn more about the multiplayer adjustments with our Gameplay Designers, Jason and Darren.
Year-1 Anniversary Update Deep Dive
If you’ve missed out on the Year-1 Anniversary Livestream last week. Catch the in-depth highlights here.
Get the inside scoop from the Production team on what’s coming in 1.6.0
Learn about the upcoming Console Update &
The latest happenings this month
First Look: Semois & Faymonville with AE & Tightrope
AE & Tightrope took the reins in these exciting casts, offering insights, commentary, and all the action you need on our latest 1v1 maps!
Frontline Mobilization Event Progress
The event is underway, challenging players to deploy 12 million units in Multiplayer or Singleplayer from February 27th to March 5th. Upon reaching this goal, special profile customization options will unlock for ALL players. You've deployed a total of 6.2M units already, with Singleplayer reaching 3.3M units and Multiplayer closing in at 2.9M units. Almost at the mid mark, and well on the way to the goal!
Reminder: Anniversary Challenge
For the first week after the Year-1 Anniversary update, players can tackle three special Anniversary Challenges in the game. These challenges, distinct from the regular daily and weekly ones, carry substantial rewards, with each granting an impressive 800 Merit. This adds up to an extra 2,400 Merit available for players to earn during CoH3's Year-1 Anniversary!
Anniversary Competitor: Play 5 Multiplayer or Custom matches on any of the new maps.
Anniversary Campaigner: Successfully complete 5 Italian Campaign missions.
Anniversary Demolitionist: Destroy 50 vehicles in Single Player or Multiplayer.
Twitch Takeovers
We have also started our Twitch Takeovers featuring beloved members of our official Creator Squad. Tune in to our official Twitch channel beginning February 29th to catch channel takeovers by:
AE
Elpern
Tightrope
Lady Rytsu
FitzBro
Greyshot
Momo4Sho
Iron Cast
PARTNER CONTENT
Reminder: GBPirate Map Making Contest
Don’t miss the community-led map making contest being organized by GBPirate. The CoH Worldbuilders 2024 Map Making Competition is currently in progress, showcasing 7 player-submitted maps available for testing on the Steam Workshop.
The competition winners will be revealed in March, and for additional details, visit GBPirate's YouTube channel or locate the maps on the Steam Workshop.
Reminder: The Company of Heroes 3 Resurgence Cup
The Company of Heroes 3 Resurgence Cup, organized by AE, kicks off on March 2nd. This 1v1 tournament, boasting a $4,000 prize pool, introduces an innovative 4v4 and 2v2 losers' bracket, offering players a chance to make a resurgence back to the finals.
Catch all the intense matchups on AE’s Twitch and YouTube, culminating in the finals on March 10th.
COMMUNITY SPOTLIGHT
Meet KingDarBoja, one of our community moderators and scale model kit enthusiast! Chat about all things tanks and miniatures when you spot him.
Meet Kpen, our amazing community map maker! Teaming up with AECoH and CoH3 designer Will - aka Monolithicbacon has been a real blast for the Faymonville community map. Check it out in-game!
Meet Loopfree, another community moderator and our CoH3 Discord tactician! From moderating the frontlines to fostering camaraderie, Loopfree ensures our community stays as resilient as a well-fortified base!
Check out Shadowphreak's latest custom map which presents a unique concept, allowing players to take on the role of a commander without direct control over their units.
Take a look at SargeGG’s review of the Year-1 Anniversary Update.
And as per usual a couple of screenshots from our community, cesare4563
That's it for this week. Tune in on CoH3 news on any of the links below.
You can submit your content for consideration by using the hashtag #CoHCommunity on our socials or by sharing screenshots, links and videos on our Discord or Forums.
That's it for this week. Tune in on CoH3 news on any of the links below.