Company of Heroes 3

Company of Heroes 3

(8) Apennine highlands
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Update: 25 Feb, 2024 @ 11:41am

New update 25th February
Addressing Stonewall at middle VP point from the allied side we're passing for anti tank guns were not possible this has been fixed
Addressing left VP point where I have now added visualized path sold the player will follow the path which lead to the VP point through the wine yacht feel
removing some bushes that were floating
Adding some more visuals to roads and vineyards feel where the most action will take place around the VIP points
Adding some more grass removing some bushes adding a destructive wall at the lower left arm feel in order to ground the area more
Adding some texture under most stonewalls to simulate each of the Stonewall and to ground some of the Stonewall more into the landscape
Adding some more entities to the lumber area to give it a more feel of an area in and processing of being cut down
Addressing some passing through a wine yard where the vineyards themselves were blocking for anti tank guns could not move though this has now been fixed
Addressing right P point where a Stonewall was too close on the allied sides on the VP point giving a unfair advantage this has now been fixed by moving the wall a bit further away from the capture zone

Update: 23 Feb, 2024 @ 3:51am

Hot fix
addressing passing from both the small village and located at each base where passing was not suited for AT guns and tanks this has now been fixed
Addressing the green cover at the middle VIP point that favored one side this has been fixed
Addressing two farm fields where passing and entrance was not suitable for AT guns this has been fixed
Addressing road leading up to one base where the path was too small and one destroyed vehicle could block it this has been addressed by widening the road a bit
Addressing the allied base village where passing was not optimal going downward and addressing this by adding a new stair creating a new path an easy path thing for the retreating units
Addressing some vineyard feel where passing was not good this has now been fixed
addressing trees post signs etcetera that could block passing has been bunch up together in order to create clear the path for units

Update: 22 Feb, 2024 @ 6:09am

Map update hot fix
Addressing pathing on the map for farm fields where some entrance could not accommodate AT guns passing through
Addressing the tree V P points where green cover favored one side as the other side only had yellow cover this has now been addressed so both sides on the tree VP points has green cover
Addressing passing issues at the two small village from each base from the allies base fixing a blocking of a staircase by objects. At the German base where the village is located addressing passing for AT guns to be able to use the staircase this has been addressed
One manpower point was a cut off and the other was not, addressing territory issues and making the cut off point a normal point as on this map, the manpower points are there for the British battle group that uses a Medical Center which can only be built on manpower points in table the use of this UK battle group if the player wish so

Update: 21 Feb, 2024 @ 10:48am