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EUG_PapaYankee

Second Lieutenant
19 Badges
Mar 2, 2017
136
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  • Magicka
  • Steel Division: Normandy 44
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  • Imperator: Rome
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  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Steel Division: Normand 44 Sign-up
  • Surviving Mars
  • Steel Division: Normandy 44 Deluxe Edition
  • Eugen Systems Staff
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
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As announced yesterday, Bulls on Parade, the new update for Steel Division: Normandy 44, is also available now!
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IMPORTANT NOTE ABOUT MODS: All mods will be out of date and won't load, contact modder to ask them to update their mod so you can play again with them!

Here's the patchlog:

NEW FEATURES:
  • New Historical Battle "Operation Atlantic" available
  • Added Random map option in the lobby: pretty self-explanatory, with this option selected, the game will randomly pick a map for you.
  • Added Filter in the battlegroup list: you'll be able to display all your battlegroups, or to only display Breakthrough or Normal battlegroups.
  • Added Rebindable Situation Awareness key: for the ones who'd like to use the spacebar to... let's say... toggle the active pause, for example.

FIXES:
  • Fixed the UE 630(f) Wurfrahmen's icon.
  • Fixed the Universal Carrier (and variants)'s invisible passengers.
  • Fixed some strange AI behaviour on US solo mission #3.
  • Fixed a discrepancy between the number of soldiers in the Canadian Rifle Leader squad and its armament.
  • Fixed the Canadian Rifle Leader squad's picture.
  • Fixed a bug allowing artillery spotter planes to still call a strike even when routed & and breaking off.
  • Fixed the PzH Lorraine's top view image.
  • Fixed the Carrier Recce's (missing) panel order.
  • Fixed 2-man AT teams' strange movements.

BALANCE:

Generic:
  • Recon vehicles now gain accuracy and suppression resilience like vehicles.
  • Reduced damage taken by AT Guns from tank guns but still as many suppression (fire support vehicles/tanks still do as much damage).
  • Added 3 smoke grenades to Sturmpionier and FJ-Sturpionier.
  • Reduced price Lw-Flammenwerfer from 25 to 20.
  • Fixed Puppschen, Bk37 and BK75's damage.
  • Reworked lethality of AT weapons to be more effective against light vehicules.

4th Armored
  • Changed B-26B-10's armor to make it more vulnerable to suppression
  • Reduced B-26B-10 availability to one card in phase A
  • Reduced B-26B-10 veterancy from veteran to rooky in phase A
  • Increased B-26B-10 availability to 2 per card in phase B
  • Reduced B-26B-10 veterancy from elite to veteran in phase B
  • Increased Jeep Bantam price from 35 to 40
  • Removed Sherman 105 from phase A

352. Infanterie-Division
  • Removed one slot in the support category, added one slot in the AT category.
  • Added Pak 40 in two single cards in phase A.

Have fun!
 
Babysteps when balancing AT-units vs tanks. Why not raise the kill chance instead, that is what makes the difference. Tactical FUBAR behavior will still be possible and Panzeschreck/Bazooka will still have a weak role vs tanks. You added 3 smokegrenades to Sturmpiooner but none to Panzerschreck/Baxooka-team, then they will die directly after fire upon a tank unless you manage to time arty-smoke with in-humane time precision...well. Some what better but still alot to do if yo want to balance AT-units vs tanks. Breakthrough will there for still be in the attackers favour, the unbalance remains.
 
The combat modelling actually feels pretty solid right now. Vehicles seem to die as expected but they are no longer quite as fragile as they were prior to the last patch.

I think the game mechanics have come together VERY well. I enjoy playing with the current combat feel much more than before.
 
The combat modelling actually feels pretty solid right now. Vehicles seem to die as expected but they are no longer quite as fragile as they were prior to the last patch.

I think the game mechanics have come together VERY well. I enjoy playing with the current combat feel much more than before.

Yeah my feeling is the same for now.