Company of Heroes 3

Company of Heroes 3

(2) Égletons
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Update: 31 Jul @ 2:37pm

Version 2.0.3
  • Atmosphere improvements for both Night and Day. Night now has more clarity and Day has more vibrancy.
  • New building replaces the market cafe north of the church for improved visibility over the +5 munitions.
  • Both Victory Points on the hill side have been changed from small circles to standard circles. This is subject to change if Relic fixes the small VP circle capping bug.
  • Removed the custom decal brown tile roof from the Guard Tower.
  • Minor splat and spline improvements.

Update: 21 Jul @ 3:37pm

Version 2.0.2
  • Fixed pothole rubble preventing building
  • Fixed clipping of potholes
  • Minor splat and spline improvements
  • Sped up transition to 500 seconds

Update: 20 Jul @ 10:31am

Version 2.0.1
  • Replaced the 3x2x2 building overlooking the North side +5 fuel in the town with a 2x2x2 building that now no longer has windows facing North.
  • All buildings below the church have been standardized to ~1200hp.
  • Updated tac map visuals for new building and fixed previous minor visual issue.
  • Replaced misbehaving texture on roof of the new Guard Tower.
  • Fixed impasse blocking AT gun and vehicle movement on central Victory Point stairs (again).

Update: 19 Jul @ 7:44pm

Update: 18 Jul @ 9:17pm

Version 2.0
Our first major update for Égletons includes an overhaul to the map's atmosphere lighting along with other extensive visual improvements, bug fixes, and balance changes based on player feedback.

We thank you playing and we encourage you to continue sharing your feedback with us so we can continue improving the map!

Visual Improvements
  • New atmosphere lighting!
    Égletons now starts at NIGHT and transitions to DAY after around 10 minutes of gameplay.
  • Capture points now have ambient lighting to compliment the new atmosphere and improve nighttime visibility.
  • Updated the custom tactical map with visual improvements and new structures.
  • Adjusted the territory lines of several resource points to conform more naturally to the curvature of terrain and roads.
  • Replaced the aesthetic style of the Wrought Iron walls surrounding the town's fuel points with an overlay of tan-colored low walls and garden pillars.
  • Added new flowers, grass, and hedge decorations throughout the town.
  • Added several new streetlights across the town for better nighttime visibility and to highlight the often unused lanes between the map's border and tall residential buildings.
  • Added decorations to the interior of the church.
  • Added several new texture splats and splines to the hill and its concrete trench.
  • Added a small number of broken trenchboards to the concrete trench's dugout.
  • Various additional decal and splat changes.

Balance Changes
    Resource Point Adjustments
  • The map's total fuel value has been modestly lowered from +50 fuel down to +44 fuel to reduce the impact of uncontested ownership of the town. We are closely monitoring this change and its effects on balance.
  • Reduced the town's +10 fuel to +8 fuel.
  • Reduced both players' base-adjacent +10 fuel points to +8 fuel fuel points.

    New Buildings
  • The 1x1 Stone Shed by the town's park has been replaced with a taller, more formidable Guard Tower.
    - The Shed on the south side was inconsistent at allowing flamethrower units to target the church and provided a very fragile garrison, unlike its direct mirror which is the tall café on the north side of the Church. The new Guard Tower no longer has these weaknesses.

  • The Police Station, otherwise known as the triple-building clock-having superstructure overlooking the town's high fuel, has been replaced with a single large building familiar to most players as the same building at the center of Villa Fiore.
    - Previously the superstructure saw little play and offered little benefit for the South spawn player, who should be its natural beneficiary. However, when the building did see usage, it was frustrating for players to deal with "hop in & out" action.
    - The new building solves these issues while a lack of side windows ensures the new building can be easily flanked and a clock mounted upon the new building's top window ensures that the town's residents can still tell the time.

    The Town
  • Increased the starting health of 3 buildings below the Church (near player cutoffs) from 50% to 70%. We are closely monitoring this change and its effects on balance.
  • The residential building next to the town's northern car garage has been rotated 180 degrees to ensure that a few windows now face towards North player.
  • Moved the Church slightly back from the central VP, slightly widening the combat area.
  • Moved trees away from the Church's rear windows to make its rear line of sight less ambiguous.
  • Removed jerrycans from within the capture point of the central fuel point beneath the church. The jerrycans did no damage to units, but the perception of potential damage affecting player decision making was not desirable.

    The Hill
  • Adjusted sandbag cover for the hill side Victory Points for better cover consistency.
  • Improved pathfinding in higher elevation areas.
  • Improved territory boundaries of the +5 munitions point.
  • Fed the hidden cat and dog.


Bug Fixes
  • Fixed an issue with the central Victory Point's capture circle incorrectly rendering on top of nearby retaining walls while FSR was enabled.
  • Fixed an issue with units phasing through the retaining walls by the central Victory Point.
  • Fixed an issue where the green dots indicating cover would not appear for units on the first set of south-facing stairs by the central Victory Point.
  • Fixed an issue where units garrisoned inside the church could target units behind the 1x1 Stone Shed (now the 1x2 Guard Tower) and fire through the retaining wall.
  • Fixed an issue with pathing between trees right outside the South base.

Update: 12 Jul @ 4:41am