Company of Heroes 2

Company of Heroes 2

Zombies 1.12.6
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Sie_Sayoka  [developer] 10 Jun, 2021 @ 10:25am
Change Log
Ver 1.3 - 6/10/21
  • Added crush for mortar, katyusha, and guardian. These units will destroy terrain and barbed wire. Issue is feature includes crushed objects spawn zombies.
  • Bad UI for portraits is fixed.
  • Removed all commander abilities and passives for Soviets.
  • Lowered penetration for weaker zombies. Should greatly improve tank survivability.
  • Spawning has been reworked and issues regarding not enough building space for custom maps have been resolved.
  • Only the HQ building will be built. HQ HP is increased and receives some regeneration.
  • Tech increments are now exactly 5 minutes maxing out at 20 minutes.
  • Engineers now create a smoke cloud on death and have smoke effects.
  • Mortar and katyusha spawn rates have increased slightly.
  • Added attack animations.
Last edited by Sie_Sayoka; 10 Jun, 2021 @ 10:56am
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Sie_Sayoka  [developer] 19 Nov, 2021 @ 6:12am 
Ver 1.9.1 - 11/20/21
  • Made the flame turrets on the Hover Tank red.
  • Made Titan weapon have more horizontal tracking. This will enable it to attack when moving better.
  • Added reticule for Outbreak Source counter barrage ability.
Last edited by Sie_Sayoka; 20 Nov, 2021 @ 4:25pm
Sie_Sayoka  [developer] 20 Nov, 2021 @ 10:25pm 
Ver 1.9.2 - 11/22/21
  • Fixed bug where Conscripts were not buildable from a rebuilt HQ.
  • Fixed bug where the Captain Supervise ability would not work. This ability can now target any production structure. Description has been changed.
  • Reduced munitions costs of Hover Tank, Rocketeer, and Auto Turret.
  • Hover Tank manpower cost reduced from 500 to 450.
  • Rocketeer manpower cost reduced from 175 to 150 (squad cost 350 to 300).
  • Airship Refueling Station upkeep reduced from 12 to 10 munition/minute.
  • Hover Tank upkeep reduced from 18 to 14 munition/minute.
  • Rocketeer upkeep reduced from 6 to 4 munition/minute.
  • Rocketeers and Tesla Troopers are now available without any prerequisite upgrades.
  • Rocketeer Flame Missile upgrade prerequisite reduced from Tier 3 to Tier 2.
  • Guardian weapon cooldown increased from 2 to 2.5.
  • Sandbag hotkey changed from W to S. This should no longer conflict with the barbwire hotkey.
  • Infected/Turned Tesla Trooper weapon burst duration halved and damage doubled. Resulting DPS is identical but will produce less effects and hopefully less lag.
  • Fixed bug where Royal Engineers couldn't build resource caches.
  • Fixed bug where overwatch type abilities would target your own HQ.
  • Added cosmetic improvements to the Flak 43 Emplacement.
Last edited by Sie_Sayoka; 22 Nov, 2021 @ 10:18pm
Sie_Sayoka  [developer] 1 Dec, 2021 @ 12:14am 
Ver 1.9.3 - 12/4/21
  • Increased sight radius of Hover Tank and Rocketeer from 35 to 45.
  • Fixed bug where Hover Tank had an incorrectly rotated attachment.
  • Changed symbol for the flamethrower turret on the Hover Tank.
  • Added new super heavy airship unit the Landkreuzer. It has 6 turrets and can be upgraded with additional flamethrower turrets and rocket efficiency.
Last edited by Sie_Sayoka; 4 Dec, 2021 @ 8:02am
Sie_Sayoka  [developer] 2 Feb, 2022 @ 10:35pm 
Ver 1.10 - 2/19/22
Major Changes
  • Drastically increased performance for all stages of the game. It was previously common that multiplayer games would "desync" resulting in input delay which would result in the game becoming unplayable. Several systems have been reworked and optimized which will increase overall framerates and hopefully prevent the input delay issue from occurring.
  • Zombie AI has been reworked. This AI cannot see through the fog of war and will spread out its forces more.
  • Zombie squad sizes have been reduced. The approximate amount of units will however remain unchanged as spawning rates will compensate for the difference.
    • Turned from 30 to 6.
    • Zombie from 10 to 5.
    • Spectre from 8 to 4.
    • Undead from 11 to 6.
    • Writhing from 8 to 5.
    • Burned from 10 to 5.
    • Sledge from 8 to 4.
    • Undying from 13 to 6.
    • Wraith from 16 to 5.
    • Firebrand from 12 to 6.
    • Maul from 20 to 5.
    • Revenant from 25 to 6.
    • Infected Tesla Trooper from 12 to 6.
    • Headless from 25 to 6.
    • Guardian from 9 to 6.
  • Revenent HP increased from 45 to 68. Spawns 50% less.
  • Headless HP increased from 55 to 83. Spawns 50% less.
  • Zombie squad population decreased from 8 to 3. On 200 popcap this increases from 25 to 66 squads that a zombie player can have on the field.
  • Removed zombie repair bridge ability.
  • Bridges will now regenerate taking approximately 2 minutes to fully rebuild.
  • Removed zombie retreat system.
  • Removed counter barrage ability from zombie HQ and Artillery Guardians. Zombie HQ will only take 20% damage from artillery.
  • Wraiths have been reworked. They will no longer have the mechanic of exploding once their squad size is too low. Functionally they will be a stronger version of Spectres.
  • Wraith HP reduced from 180 to 75.
  • Reworked zombie attack animations to be smoother. This will increase cooldown for some zombies from 0.3 to 0.375. Overall DPS will be reduced by approximately 20% for these zombies.
  • Zombies will now attack HQ with more squads.
  • Removed terrain crushing for non-special zombies.
  • Removed special passive effects from most zombies.
  • Removed veterancy for zombies.
  • Changed zombie squad formations.
  • Reduced cooldown for Technician shotguns.
  • Fixed bug where Sov and OST HQ didn't have collision.
  • Fixed bug where the damage aura from Mobile Command Post could stack.
  • Titans are no longer immune to fire.
  • Fixed bug where some ambient buildings were invincible.
  • Soviet Assault Guards CP requirement reduced from 5 to 2.
  • Repair Stations now repair buildings within their range as well.
Last edited by Sie_Sayoka; 19 Feb, 2022 @ 6:58pm
Sie_Sayoka  [developer] 24 Feb, 2022 @ 12:51am 
Ver 1.10.1 - 2/24/22
  • Fixed bug where bridges regenerated too fast.
Sie_Sayoka  [developer] 1 Jul, 2022 @ 4:02am 
Ver 1.11 - 10/23/22
Major Fixes and Changes
Overall this update provides a large buff to humans which will make the mod easier.
  • All races now start with Technicians. Technicians can now be built from HQ buildings.
  • B-4 Artillery and Repair Station have been moved to the Technician construction menu.
  • Added L-pills for infantry and scuttle ability for vehicles. These abilities will suicide the squad to free up pop. No resources are refunded.
  • Outbreak Source (HQ) armor has been reduced from 35 to 20. This will allow any unit to be able to damage it. e.x. infantry small arms have a 5% of penetrating.
  • Guardian Grave armor has been reduced from 70 to 20.
  • Guardian Grave now shoots zombie projectiles.
  • Hover tech units have had their initial costs reduced by roughly 20%.
  • Machine Gun Nest construction time reduced from 60 to 45. Manpower cost reduced from 250 to 175. Changed name to Makeshift Bunker. Changed visuals to a wooden bunker.
  • Pantherturm now has the correct weapon it was supposed to have in 1.9.
  • Increased bridge self repair time from around 2 minutes to 4 minutes.
  • Fixed bug where Zombies could use the Incendiary Barrage commander ability.
  • Added the "new" infantry skins from last year's patch.
  • Partially fixed bug where slot items would not work on reinforced units. The root cause is unknown. Most squads that use 2 or more slot items have been changed to now equip those weapons to all squad members. Squads that only use 1 slot item are unaffected.
  • Doubled debuff durations of TD, RPG, and AT gun units from 5 to 10 seconds.
  • Sherman Firefly now targets enemies automatically with Tulip Rockets. Removed modal ability.
  • Sturmtiger now reloads automatically, reload duration reduced from 49 to 35. Added hold fire toggle ability. Rocket and MG now fires automatically.
  • AVRE Churchill now reloads automatically, reload duration reduced from 50 to 35. Mortar fires automatically.
  • Higher tier zombie bonus speed is now slower by 25-50%.
  • Undying, Revenant, and Headless zombie weapon penetration reduced from 50 to 40.
  • Fire zombie weapon penetration reduced from 50 to 40.
  • All vehicles have 30% faster weapon reload times.
  • All vehicles have 25% faster turret traverse.
  • All vehicles have 20% less main gun scatter. This makes them shoot in a tighter grouping.
  • Repair Station engineers repair value increased from 3 to 9.
  • Ashen smoke cloud received accuracy increased from 5% to 15%. This is a nerf.
  • British Comet and Churchill tanks will both be available once Hammer or Anvil upgrades are completed.

Infantry & Emplacement Weapons
  • SMG range has been reduced from 35 to 30.
  • Rifle range has been increased from 35 to 40.
  • Rifle long range values are now the same as medium.
  • LMG range has been increased from 35 to 40.
  • LMG long range values are now the same as medium.
  • HMG aim time has been drastically reduced.
  • Flamethrower range has been increased from 20 to 25.
  • Pistol range has been set to 35.
  • Pistol long range values are now the same as medium.
  • Pistol damage has been increased from 5 to 8.
  • Pistol cooldown is now 0.25.
  • Grenade ability range increased by 50%.
  • Grenade timer duration reduced by 50%.
  • AT type grenade abilities can target zombies.
  • Zombie aggro range increased from 30 to 35.
  • Hit the Dirt! ability damage reduction increased from 10% to 20%.
  • Mine ability and construction times reduced by 75%.
  • Mine costs reduced by 75%.
  • Vehicle type mines will now trigger from zombies.

Specific Infantry Changes
  • Fallschirmjagers: Starts with Kar98, upgrade to FG42 for all members.
  • Jager Light Infantry Recon: Infantry package gives 4 G43. Sniper upgrade range increase from 35 to 45, damage from 16 to 32.
  • Jager Light Infantry: Infantry package gives 4 G43.
  • Panzerfusiliers: Recon package gives G43 to all members.
  • Volksgrenadiers: StG44 package gives to all members.
  • Obersoldaten: Infrared package gives to all members.
  • Partisan call in: Fixed various bugs regarding incorrect weapons.
  • Conscripts: Upgrades add PTRS and PPSH for all members.
  • Assault Guards: All members have Thompson SMG.
  • Guards Airbourne: Start with SVT, upgrade to PPSH for all members.
  • Guards Rifle Infantry: Upgrade adds PTRS for all members.
  • Penal Battalion: Upgrade adds PTRS for all members.
  • Grenadier: Infantry package gives 4 G43.
  • Panzer Grenadiers: Infantry package gives 4 G43.
  • Stormtroopers: Infantry package gives 4 G43.
  • Jaeger Command Squad: All members have G43.
  • Urban Panzergrenadiers: SMG range from 20 to 30. Changed skin. 2 flamethrowers are no longer slot items.
  • Airbourne Commandos/Special Air Service: Renamed to Special Air Service. Start with Lee Enfields, upgrade to Sten SMG.
  • Assault Section: Upgrade adds Thompsons for all members.
  • Flame Section: 2 flamethrowers are no longer slot items.
  • Paratroopers: Upgrade adds Thompsons for all members.
  • Pathfinders: 2 scoped Garands no longer slot items.
  • Rangers: Upgrade adds Thompsons for all members.
  • Cavalry Riflemen: Upgrade adds Thompsons for all members.
  • Riflemen: Removed commander requirement for carbine upgrade.
  • Tesla Knights: Added toggle ability for melee combat that gives increased armor and health.
  • Technicians: Added Steel Barricade and Minefield to construction menu. Shotgun range increased from 25 to 30. Population cost reduced from 8 to 7.
  • Auto Turret: Range increased from 35 to 40.
  • Miasma: Squad count reduced from 4 to 3. HP increased from 400 to 530. AoE distribution increased. Visuals changed.

New Units
  • Automaton: Late game experimental unit. Effective against large groups of zombies but slow. -10 fuel/min. Available from Experimental Weapons Facility.
  • Shield Infantry: Early game experimental unit. Has heavy frontal armor but is slow and easily flanked. Available from Experimental Weapons Facility.
  • Black Ashen: Late game zombie spawns after 35 minutes. On death creates a black smoke cloud that's larger and lasts longer than normal Ashen.
  • Territory Point Fortifications: Building is constructed on a territory node. Has high HP and armor to slow down sector capture. Available from engineer type units.

Last Stand
The Last Stand is an available upgrade for all human races that permanently alters gameplay. It is available after 15 minutes. Thematically it is used as the last desperate attempt to fight off the zombies Features include:
  • Removal of all ammo and fuel income and bank.
  • Disabling of the retreat command.
  • 2x manpower income.
  • +20% speed, damage, and damage reduction for all infantry.
  • Automated spawning of militia soldiers every 45 seconds.
  • Additional infantry units that can be dispatched from commander UI.
  • Auto-attacking artillery units. Buildable from Logistics Post in Technician build menu.
  • Additional light tanks. Buildable from Logistics Post in Technician build menu.
  • Weapon Rack Trucks. Buildable from Logistics Post in Technician build menu.
  • Production buildings that create infantry will only cost manpower to build.
  • Race specific commander attack abilities.

Last Stand Specific Units
  • Logistics Post: Factory building available in the Technician's build menu once a Last Stand upgrade has been completed. Creates Last Stand specific units.
  • Entombing Pillbox: Bunker that provides garrisoned infantry with +accuracy -reload -cooldown. Can be upgraded with an MG and additional armor. Infantry garrisoned are permanently sealed inside.
  • Interwar Tanks: Lightly armored tanks but they have effective weapons against infantry.
    • T-26: SOV.
    • BT-7: SOV.
    • Panzer 38(t): OST.
    • Panzer 35R 731(f): OKW.
    • Light Tank Mk VI: UK.
    • Light Tank Mk VII Tetrarch: UK
    • Landsverk L-60: US.
  • Civilian Squads: These squads are spawned automatically with the Last Stand upgrade. They have a random assortment of weapons and perform poorly compared to regular troops. They can merge with other squads.
    • Gulag Battalion: Soviets.
    • Landesschützen: OKW.
    • Volkssturm: OST.
    • Home Guard: UK.
    • Refugees: US.
  • Drafted Squads: These squads can be called in through the corresponding commander ability. They are similar to other frontline troops. The ability calls in 2 at a time.
    • Soviet Conscripts: Ukrainian Conscripts, Byelorussian Conscripts, Polish Conscripts, Baltic Conscripts, Caucasian Conscripts, Central Asian Conscripts.
    • OKW allies & auxiliary forces: Afrika Korps, French Chasseurs, Italian Soldati, Norwegian Menige, Ordnungspolizei, Westtruppen.
    • OST allies & auxiliary forces: Bulgarian Rednitsi, Czechoslovak Grenadiers, Finnish Sotamiest, Hilfswilligers, Hungarian Honvedek, Romanian Soldaten, Yugoslavian Grenadiers.
    • UK allies & conscripts: Australian Infantry Section, Canadian Infantry Section, Colonial Infantry Section, Indian Infantry Section, New Zealander Infantry Section, South African Infantry Section, Portuguese Soldados.
    • US allies: Irish Saighdiuiri, Latin American Soldados, Spanish Soldados, Swedish Meniga, Swiss Soldaten, Turkish Erler.
  • Elite Squads: These squads are much more expensive than normal infantry but are also stronger. Initially they have rifles but can be upgraded to SMGs. Paradrop dispatch ability.
    • Sissi Light Infantry: OST
    • Regulares: US
    • Xa MAS: OKW
    • Gurkha Rifles: UK
    • Sixes Sniper Team: SOV
  • Artillery: Mobile and auto-firing airburst artillery. Shorter range than normal artillery.
    • 76 mm mountain gun M1938: SOV.
    • Obice da 75/18 modello 34: OKW
    • 10.5cmK 338(j): OST.
    • QF 3.7-inch mountain howitzer: UK.
    • Bofors 75 mm Model 1934: US.
  • Weapon Rack Trucks: Mobile weapon racks that provide slightly stronger weapons. Slot items require 2 empty slots.
    • Marksman Rifle: Powerful and accurate rifle.
    • Flamethrower
    • LMG
    • Rifle Grenade

Last Stand Commander Abilities
All commander abilities cost manpower and have 60 second cooldown. They are also a bit faster to get to the target location than other abilities.
  • AEF M83 Cluster Bombs: Like the vanilla version, 30 second cooldown.
  • UK Strafing Support: MG and rocket planes loiter at a location like the vanilla version.
  • OST Chemical Bombing Run: Stuka drops chemical bombs dispersing poison gas. DoT lasts 19 seconds.
  • SOV IL-2 Strafe Support: TWO MG IL-2 Sturmoviks loiter at a location.
  • OKW Reichenberg Barrage: 3 V-1 rockets bomb target location.

  • Experimental Weapons Facility cost changed from 160 manpower + 15 fuel to 175 manpower.
  • Mobile Command Post cost reduced from 200 manpower + 5 fuel to 200 manpower.
  • Mobile Command Post Damage Aura upgrade cost changed from 250 manpower + 150 ammo to 400 manpower.
  • Mobile Command Post Medical Stations upgrade cost changed from 60 ammo to 60 manpower.
  • Removed Dreadnought command point requirement.
  • Landkreuzer population cost reduced from 65 to 55.
  • Fixed typo for Feuerratte.
  • Hover Tank population cost reduced from 18 to 14.
  • Rocketeer population cost reduced from 12 to 9.
  • Tesla Tower aura is now only visible when selected.
  • Fixed bug where Opel Blitz Cargo Truck was not buildable for OST.
  • Removed Hull Down ability from Pioneers, vehicles may still hull down themselves. This fixes a bug where a vehicle could be hulled down twice.
  • Zombies now start with 2 squads instead of 1.
  • Changed Experimental Weapon Facility tier upgrades to correctly display tier numbers.
  • Steel Barricade construction time reduced from 100 to 80 seconds. Munitions cost removed if Last Stand upgrade is active.
  • Improved animations for hull down abilities of the Generator Carriage and Mobile Command Post.
  • Changed Fortified Mortar Bunker icon to better fit its visuals and weapon.
  • Royal Engineers have fuel and munitions caches in a separate build menu.
  • Paratrooper type abilities have been moved to the top row of the commander UI.
  • Paratrooper type abilities' command point requirement removed.
  • Soviet IL-2 Support ability weapon damage increased from 3 to 12.
Last edited by Sie_Sayoka; 23 Oct, 2022 @ 9:28am
Sie_Sayoka  [developer] 24 Oct, 2022 @ 10:32pm 
Ver 1.11.1 - 10/27/22
  • Repair Technicians (from upgrade on some Tesla units) increased repair values from 4 to 12.
  • Airship Refueling Station aura reticule removed. It will only be visible when selected.
  • Aura border for Generator Carriage and Tesla Tower with range upgrade now displays correctly.
  • Fixed interwar tank collision boxes.
  • Changed Logistics Post building to a different and larger model.
Last edited by Sie_Sayoka; 27 Oct, 2022 @ 3:19am
Sie_Sayoka  [developer] 27 Oct, 2022 @ 8:57am 
Ver 1.11.2 - 10/27/22
  • Fixed bug where British could upgrade Last Stand without waiting 15 minutes.
Sie_Sayoka  [developer] 28 Oct, 2022 @ 11:14am 
Ver 1.11.3 - 10/29/22
  • Fixed bug where SMG upgrade wouldn't be available for some paratrooper type infantry.
  • Removed territory requirements for paratrooper type weapon upgrades.
  • Made some background changes which may slightly increase performance.
Last edited by Sie_Sayoka; 30 Oct, 2022 @ 7:17am
Sie_Sayoka  [developer] 30 Oct, 2022 @ 6:12am 
Ver 1.11.4 - 10/31/22
  • Added Flamethrower Infantry Section symbol and icon.
  • Removed visibility of blank upgrade on some zombies.
  • Changed Automaton portrait.
  • Automaton and Shield Infantry no longer avoid vehicles.
  • Removed Soviet commander abilities from the UI for zombies.
  • Removed remaining Soviet commander abilities for zombies.
Last edited by Sie_Sayoka; 31 Oct, 2022 @ 10:15am
Sie_Sayoka  [developer] 4 Nov, 2022 @ 4:18pm 
Ver 1.12 - 12/4/22
Major Fixes & Changes
  • New units:
    • Black Prince: Unique British heavy tank. More HP/armor than Churchill but slower, uses Comet gun.
    • Super Pershing: Unique US heavy tank. More HP/armor than Pershing but slower, uses King Tiger gun.
    • Porsche Tiger: Unique OST heavy tank. More HP/armor than Tiger Ace but slower, uses Elefant movement and Tiger Ace gun.
    • Heavy APCs: Last Stand specific heavy tanks. These tanks have no weapons but allow squads to garrison them. Can be upgraded with a flamethrower or marksman squad. They have no directional armor so the angle of the tank doesn't matter.
      • OKW: Bergejagdtiger
      • OST: Bergetiger II
      • UK: Churchill Kangaroo
      • US: Pershing Dozer
      • SOV: KV-APC
    • Urban Stormtroopers: OKW SMG infantry. Can be spawned from off map or in ambient buildings. Available from HQ.
    • Orbital Comms Station: Grants Thunderstormcaller and Sonnengewehr commander abilities. Buildable from Technician construction menu. Uses 10 fuel/20 ammo per minute.
    • Steel Gate: Works as a wall. Has toggle ability to raise or lower the gate, blocking or granting pathing respectively. Buildable from engineer and technician type units. Costs 3 popcap.
    • Field Barracks: Last Stand building. Is an ambient building that allows the allied armies commander ability to be used on it.to spawn armies. Available from any Last Stand infantry.
    • Cossack: Zombie unit. Upgraded version of Indrik. Fires 4 grenades, roughly 1.5x damage as Indrik. Spawns at 35m+
    • Zmei: Fire zombie unit. Has a fire aura that damages enemies within 12m. Spawns at 40m+ cannot be sniped.
    • Will-o-Wisp: Electric zombie unit. Uses stormcaller homing attack. Spawns at 40m+ cannot be sniped.
    • The Electrocuted: Electric zombie unit. These are upgraded versions of Infected Tesla Troopers. Spawns at 25m+.
  • New abilities:
    • Thunderstormcaller: Commander ability. 9 lightning bolts will strike the target location over 20 seconds. Does wider AoE than Dreadnought Stormcall weapon but does less damage and does not follow enemies.
    • Sonnengewehr: Commander ability. Death beam travels in a straight line through the map. Does not affect units within command sectors.
    • Afterburners: Airship units. 2x speed, 50% evasion, 30% fuel use, 20s.
    • Overheat Engines: Landkreuzer. Does damage to all enemies within 20 meters for 5 seconds. Immobile for 10 seconds afterwards. 25% fuel use.
    • Discharge Capacitors: Dreadnought. Does damage to all enemies within 20 meters for 5 seconds. Weapons disabled for 10 seconds afterwards.
    • Repulsion Field: Dreadnought, Automaton. Received damage -80% 8m radius, enemy speed -75% 30m radius, 10 seconds. Immobile when active.
  • Snipers now have +20% movement speed.
  • Weapon Rack Trucks slot item size reduced from 2 to 1. This means you can equip 2 weapons per squad.
    • The slot item bug is still present so when reinforcing down from 1 unit, the squad wont have the second slot item.
  • Steel Barricades have been completely reworked.
    • Steel Barricades are now free but cost 0.2 popcap.
    • Steel Barricades can now be destroyed by other players by using an Engineer type or Technician unit's wire cutting ability.
    • Steel Barricades no longer aggro zombies but they can still be attacked.
    • Steel Barricades are now neutral structures. They will receive full AoE damage.
    • Improved construction placement for Steel Barricades. They will now be able to build within a straight line with no gaps.
    • Increased Steel Barricade HP from 3000 to 4000. However increased received damage 100% for effective HP of 2000. This makes it have slower repair times.
    • Steel Barricade armor decreased from 100 to 70.
    • Special zombies now do 2x damage to Steel Barricades.
    • Added minimap icon.
  • The Logistics Post is no longer buildable from Technicians. It is now created via a commander ability granted for the Last Stand upgrade.
  • Last Stand upgrade now gives an army upon completion.
  • Territory Point Fortifications now has 2 upgrades.
    • Fortified Sector: All squads within the sector receive 10% less damage.
    • Flak Emplacement: Adds a Flak Emplacement to the structure.
  • Reduced zombie received accuracy from 5x to 3x.
  • Increased HP of non-heavy zombies by 10-25%.

Heavy & Medium Tank Changes
  • Unique heavy tanks (Those that only allow one on the field at a time) have their hp/armor increased by around 10~20%. Rear armor increased to 220. These tanks will have their skins changed from the default. Unique heavy tanks include:
    • AVRE Churchill
    • Crocodile Churchill
    • Black Prince
    • Super Pershing, max 2
    • IS-2
    • ISU-152
    • KV-2
    • KV-8
    • Tiger Ace
    • Porsche Tiger
    • Jagdtiger
    • King Tiger
    • Sturmtiger
  • Heavy tanks/vehicles now have 180 rear armor. This is a buff to everything except for Churchill tanks as they already have 180 rear armor. Vehicles classified as heavy tanks are:
    • M26 Pershing
    • Churchill
    • Elefant
    • Panther and variants
    • Tiger
    • KV-1
  • Unique and Heavy tanks now have pintle upgrades if they weren't available already.
  • Unique heavy tank pintles have 100% more burst duration.
  • Unique heavy tanks now have a self repair ability if they weren't available already.
  • Unique heavy tanks will remove criticals after 20 seconds. This applies to Dreadnought and Landkreuzer as well.
  • All MG upgrades for vehicles and emplacements now take 20 seconds max.
  • Added MG upgrades for most medium tanks.
  • Added MG upgrades for all interwar tanks.
  • Changed TD, RPG, and AT weapon damage to 50% of their original values from 10%. They still have the increased AoE and debuffs from previous updates.
  • Added pistol port upgrade for T34 tanks.
  • Added handbrake mode ability to turretless vehicles.
  • Medium to Heavy type vehicles now have the hull down ability. Removed vanilla commander hull down abilities. Hull down provides 25% less received damage and 20% faster cooldown and reload. Costs 20 manpower to activate. 13 second setup time during which weapons are disabled.
  • KV-8 can now use the tank gun and flamethrower at the same time. Removed related toggle ability. Increased costs.

Zombie & Weapon Type Changes
  • Added slot items on zombies to better reveal what they do.
    • Crosshairs means it's a special zombie. Special zombies are on the sniper's toggle ability list. If there's a slash it cannot be sniped.
    • A skull means it's a heavy zombie with more HP and damage than others.
    • Fire with a slash means it's immune to fire.
    • Lightning bolt with a slash means it's immune to energy weapons.
  • Snipers now do 3x damage to zombies that cannot be sniped.
  • Scoped rifles now do 1.5x damage to zombies that cannot be sniped.
  • AT rifles and bazookas now do 2x damage to heavy zombies.
  • Added Ashen, Black Ashen, Turned Ashen, and Miasma to sniper targeting list.
  • Increased bazooka type weapon accuracy by 5x.
  • Reduced AT rifle ready aim time from 2 to 0.625.
  • Reduced AT rifle cooldown from 2.2 to 2.
  • Changed small arms weapon distance priorities to be even. This significantly increases combat efficiency for most units. Previously units, especially armies only consisting of a single type, would tend to target the same zombie.
  • Fire type weapons have a 3% chance to create Turned Firebrands and 1% chance to create Ashen when killing an enemy.
  • Fire type zombies now do 100% more penetration against Airship type units.
  • Energy type weapons have a 3% chance to create Turned Tesla Troopers and 1% chance to create Ashen when killing an enemy.
  • Energy type zombies now do 50% more penetration against Tesla type units.
  • Ballistic and small explosive type weapons have a 2% chance to create Turned Maul when killing an enemy.
  • All infantry weapon upgrade times reduced to 20 seconds.

AI Changes
  • Reworked and tweaked AI on easy and expert difficulties. They should perform better for the most part.
    • AI can no longer use Last Stand.
    • AI can no longer build non-attacking vehicles.
    • AI can no longer build British Medics.
    • AI will get tech boosts to help them tech up quicker. This is more apparent on smaller maps where previously they would get overrun whilst teching up.
    • AI can no longer build Command Panzer or Panther.
    • AI can no longer use smoke type abilities.
    • AI will spawn allied armies from Last Stand after 15 minutes.
    • AI starts with 2 additional infantry squads.
    • AI will build less defensive structures.
  • Easy AI: Still the recommended AI for zombies. Made some improvements which should increase performance and behavior. It is not recommended to use easy for non-zombies as they will tend to walk within melee range.
  • Standard AI: Recommended for non-zombie AI. Improved some behaviors like engagement range. Uses 3x fuel and manpower which will be scaled up to 6x on 2x resources. Should allow for somewhat even strength compared to a zombie AI up to 30 minutes.
  • Hard AI: For non-zombie AI. Same as standard but has 4x manpower 10x fuel/ammo. Should be slightly stronger than zombies.
  • Expert AI: Alternative AI for zombies. This difficulty has a higher chance of using horde behavior where the AI will gather up units then attack. It's also "smarter" than the easy version which makes it more passive. Arguably weaker than Easy AI even though spawning is the same.

  • Removed KV-1 veterancy hull down ability. Veterancy 1 grants 15% additional HP.
  • Added tank tracks for Tesla Tank, Teleforce, and Generator Carriage.
  • Interwar tank main gun dmg increase 25-50%.
  • Interwar tank coxial MG dmg increase 100%.
  • Fixed Firefly behavior. Firefly rocket damage decreased from 120 to 80, reload increased from 10 to 12.
  • Increased Firefly Tulip Rockets upgrade cost from 30 to 75 ammo.
  • Changed Panzer 35R appearance.
  • Changed Mk VIC appearance.
  • Guardian and Indrik now levitate. This is to make them more visible.
  • Added merge ability to call-in allied armies from Last Stand.
  • Increased Marksman Rifle damage from 35 to 45.
  • Moved Calliope to the Company Command Post spawner menu to make way for the Super Pershing. Calliope still requires a Major.
  • Increased damage and tracking of some of the Landkreuzer's turrets.
  • Fixed bug where some of Landkreuzer's weapons weren't fire type.
  • Added auto-repair timed ability for Last Stand tanks.
  • Increased King Tiger main gun traverse speed by 50%.
  • Tiger Ace main gun damage increased from 160 to 200.
  • IS-2 main gun damage increased from 160 to 200.
  • Increased Churchill Crocodile flamethrower damage from 7 to 10. Increased burst duration from 1.5 to 3.5.
  • Increased KV-8 flamethrower damage from 10 to 13.
  • Changed visuals of the Logistics Post.
  • Increased British sniper damage from 60 to 80.
  • Reworked Turned Tesla Trooper and Infected Tesla Trooper powered system. They now display lightbulb criticals like other Tesla units when powered.
  • Changed sniper type infantry help text to better describe their role.
  • Titans now explode on death.
  • Changed visuals for explosive zombies deaths to match up with their weapons.
  • Fixed bug where grenades from zombies had too short of a timer.
  • Increased Soviet IL-2 autocannon weapon damage from 12 to 26.
  • Increased British Hawker autocannon weapon damage from 10 to 20.
  • Changed merging behavior for Turned Maul, Turned Tesla Trooper, and Turned Firebrand. These units will only merge with their own zombie types.
  • Changed vehicle and building scuttle hotkeys from V to L.
  • Changed Rifleman Flare ability hotkey from L to R.
  • Changed Automaton, Landkreuzer, and Hover Tank minimap icons on the minimap.
  • Hover Tank main gun damage increased from 40 to 75.
  • Default fire DoT weapon damage increased from 2 to 4.
  • Reduced fire type zombie weapon penetration from 50 to 30.
  • Increased electric type zombie weapon damage from 16 to 32.
  • Fixed bug that resulted in some early zombies being faster than they should.
  • Reduced Turned Firebrand and Turned Tesla Trooper weapon penetration to 12, the same as other normal Turned type zombies.
  • Increased weapon penetration upgrade from 25 minute mark for Turned zombies from 24 to 48.
  • Stormtrooper call-in ability recharge time reduced from 90 to 45. Removed initial recharge.
  • Reduced Pantherturm hitbox size to better match its visuals.
  • Set ammo cost for Repair Station to 0 once Last Stand has been upgraded.
  • Sledge and Maul zombie penetration increased from 70 to 100.
  • Changed OKW Tiger skin from blue to brown.
  • Changed Command Panzer skin to green.
  • Removed Automaton regeneration. Now has self repair ability.
  • Lowered Shield Infantry regeneration from upgrade.
  • Shield Infantry and Technician shotguns now do AoE in 30 and 20 degree cones respectively.
  • Fixed bug where Automaton could do damage to electric zombies.
  • Fixed bug where Paratroopers could upgrade both SMG and LMG.
  • Removed damage received and accuracy penalties when repairing for Technicians.
  • Increased Technician repair value per second from 3.2 to 9.
  • Increased all default repair ability values by 50%.
  • Added repair ability to millitia type Last Stand units.
  • Increased Repair Sapper and Repair Vehicle Crew repair value per second from 3 to 9.
  • Added deflection damage of 15% for normal zombie weapons.
  • Improved some behavior for AVRE hold fire ability.
  • Added range ui for AVRE and Sturmtiger.
  • Fixed bug that resulted in Vet 3 AVRE not being able to fire.
  • Reduced ready aim time for AVRE and Sturmtiger from 3 to 1.
  • Made beacons targetable to prevent zombies from getting stuck on them.
  • Changed normal zombie weapon priorities to be even. This means they will attack any target within range instead of focusing on a single target.
  • Last Stand rifle grenade weapon now correctly displays on allied army units.
  • Added wire cutting ability to Technicians and Royal Engineers.
  • Wire cutting abilities now have map wide range and cut instantly.
  • Fixed bug where zombie aggro range was 35 instead of 40.
  • Removed dirt kick up from most zombies. This should slightly increase performance.
  • Fixed bug where Ashen didn't have smoke trails.
  • Fixed bug where Stormtroopers could upgrade multiple weapon packages.
  • Fixed bug where Assault Engineers would spawn from off map.
  • Increased weapon angle of Auto Turrets from 60 to 70.
  • Improved placement UI for Fortified Mortar Bunker and Flak 43 Emplacement. These buildings are meant to be facing opposite of the mouse direction.
  • Reduced size of Bofors minimap icon.
  • Changed minimap icons of Pantherturm, Fortified Mortar Bunker, Flak 38, and Flak 43.
  • Sharpened icons that needed to be sharpened.
  • Decreased Bombardier ability cooldown from 130 to 110.
  • Writhing are now faster.
  • Decreased Ashen cloud received accuracy from 15% to 10%.
  • Ashen and Black Ashen clouds now provide 20% damage reduction.
  • Reduced weapon priority for Wraith and Spectre. This means they will be targeted last.
  • Removed instant kill from all heavy artillery weapons and plane crashes.
  • Railway Artillery and Stuka 500kg bomb do 2x damage to unsnipeable zombies.
  • Fixed bug where Pantherturm had silent ammunition.
  • Fixed bug where Panzergrenadiers didn't have Panzerschreck upgrades.
  • Made 1.11 weapon changes to infantry weapons that were missed.
  • Increased Stuka MG dmg from 2.5 to 15. Increased weapon scatter and AoE.
  • Increased Stuka Autocannon dmg from 20 to 30.
  • Increased P47 MG dmg from 5 to 15. Increased weapon scatter and AoE.
  • Fixed bug where zombies wouldn't be hit by some small AoE weapons.
  • Decreased special zombie target sizes to 1.5. Meaning shots might miss them now with low accuracy weapons. Volatile and Charger have target size of 1, the same as any infantry.
  • Increased Churchill Crocodile flamethrower range from 32 to 35.
  • Increased KV-8 flamethrower range from 30 to 35.
  • Guardians no longer have 6 member squads.
  • Guardian HP increased from 2000 to 2500.
  • Infantry Sections and Conscripts can now build Steel Barricades.
  • Churchill HP reduced from 1400 to 1150.
  • Removed vehicle weapon reload and scatter buffs from 1.11.
  • Fixed bug where Guardians would get crushed if they were too close to a tank they killed.
  • Changed skin of the US sniper to match faction.
  • Guards Troops now start with Mosin Nagant rifles for all members. Can upgrade to PTRS for all members or 3x DP-28 LMG.
  • Airborne Guards can now upgrade 3x DP-28 LMG.
  • Airborne Guards PPSH 41 upgrade cost increased from 0 to 60 ammo.
  • Decreased Fortified Mortar Bunker constructing armor from 140 to 1.
  • Removed regeneration from Guardians.
  • Increased Weapon Rack Truck Flamethrower range from 25 to 30.
  • Removed bonus damage done to Outbreak Source and Guardian Grave by certain types of weapons.
  • Increased Panther acceleration by 50%, speed by 10%.
  • Changed skin of OST Fallschirmjager.
  • Changed skin of OKW Sniper.
  • Reduced cooldown duration for Last Stand allied armies dispatch from 15 to 5 seconds.
  • Obersoldaten LMG upgrade increased from 1 to 2 LMG.
  • Revenant will stop spawning at around 40 minutes. Firebrand and Electrocuted will spawn more frequently after 40 minutes.
  • Jaeger Command Squad now has 1 officer and 4 infantry instead of 5 officers.
  • Jaeger Command Squad now starts with Kar98 rifles. G43 and G43 Sniper is available from upgrades.
  • Changed Wraith skin from SOV vehicle crew to Airborne Guards.
  • Changed icons and portraits of "new" vanilla units to match their vanilla counterparts.
  • Reduced cooldown for Partisan call-in from 30 to 20. Removed initial recharge.
Last edited by Sie_Sayoka; 4 Dec, 2022 @ 10:50am
Sie_Sayoka  [developer] 4 Dec, 2022 @ 5:48pm 
1.12.1 - 12/5/22
  • Changed Field Barracks icon to have the same symbol as infiltration call-ins.
  • Changed ZiS-6 Supply Truck icon to have fuel and munitions symbols.
  • Changed Automaton icon to have the lightning bolt symbol.
  • Changed Mobile Command Post icon to have a radio symbol.
  • Changed Miasma symbol to distinguish it more from Ashen.
  • Fixed bug where IS-2 had no main gun.
  • Made the mod description beautiful.
Last edited by Sie_Sayoka; 5 Dec, 2022 @ 5:20pm
Sie_Sayoka  [developer] 7 Dec, 2022 @ 12:02am 
1.12.2 - 12/7/22
  • Dreadnought and Landkreuzer are now classified as unique heavy tanks. Which means they automatically repair criticals after 20 seconds. They do not receive pintle MG bonuses because they have no pintle MGs.
  • Changed skin of Flame Infantry Section flamethrower users.
  • Removed occlusion for Cossack. It will not longer be a transparent red behind objects.
  • Panzerfusiliers are now buildable from HQ.
  • Removed Sherman smoke abilities to clean up its menu.
  • Removed Sherman Dozer Blade upgrade requirements.
  • Fixed bug where Sonnengewehr could become stuck on the map.
  • Fixed bug where Thunderstormcaller ability didn't have a name.
Last edited by Sie_Sayoka; 7 Dec, 2022 @ 10:38pm
Sie_Sayoka  [developer] 8 Dec, 2022 @ 10:36pm 
1.12.3 - 12/8/22
  • Reduced bonus damage of Snipers on zombies that cannot be sniped from 3x to 1.5x.
  • Reduced bonus damage of scoped rifles on zombies that cannot be sniped from 1.5x to 1.25x.
  • Reduced bonus damage of RPGs and AT rifles on heavy zombies from 2x to 1.5x.
  • Increased stats of SOV sniper rifle and UK sniper rifle to match OST sniper rifle.
  • Decreased aim duration of sniper rifles by around 50%.
  • Increased cooldown of sniper rifles from 3 to 5.
  • Increased cooldown of Airship Sniper Upgrade from 6 to 7.
  • Increased cooldown of Sixes sniper rifle from 2.5 to 4.
  • Changed UK sniper Vet3 bonuses from increased penetration and damage to reduced cooldown and reload duration. The same as SOV and OST snipers.
  • Added scoped rifle icons for Last Stand elite paratrooper units.
Last edited by Sie_Sayoka; 9 Dec, 2022 @ 12:14am
Sie_Sayoka  [developer] 16 Dec, 2022 @ 12:57am 
1.12.4 - 12/16/22
  • Removed vehicle targeting filters for AT guns. They should now freely target any enemy regardless of its type.
  • Changed marksman squad overhead symbol from APC upgrades.
  • Changed SMG upgrade hotkey for Last Stand paratroopers from D to V.
  • Changed Dead Man's Trigger hotkey from D to V.
  • Changed OKW Urban Stormtrooper armor upgrade to Sappenpanzer.
  • Added Sappenpanzer upgrade to OST Stormtroopers.
  • Added Flak Jacket upgrade to Pathfinders.
  • Added Flak Jacket upgrade to Flamethrower Infantry Section.
  • Flamethrower Infantry Section now has Stens instead of Enfields.
  • Flamethrower Infantry Section is now buildable from the Platoon Command Post instead of HQ.
  • Added Flak Jacket to Assault Engineers.
  • Assault Engineers start with 2 Flamethrowers.
  • Shock Troops can be upgraded with 2 Flamethrowers.
  • Urban Panzergrenadiers are now buildable from OKW Battlegroup Headquarters.
  • OST Urban Panzergrenadiers are now buildable from the Infanterie Kompanie instead of the HQ.
Last edited by Sie_Sayoka; 16 Dec, 2022 @ 2:58am
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