added fuel upkeep costs to all tanks added a fixed version of the 8p map "Operation Goodwood" reduced M8 Scott, Tertrarch CS, StuH42, Stupa & Grille howitzer direct fire damage against tanks, reduced area penetration values reduced accuracy for all timed or AP/HE switching HE shells new AI files from Mettiu included fixed M18, M36 & Jumbo target priorities for german tank guns thanks to Halftrack (BotB) we now have new historical acurate tank tracks for: Panther, Jagdpanther, Wespe, Marder III, StugIII, Hetzer, Tiger, Kingtiger Cromwell, M7 Priest, M10 Wolverine, M10 Achilles, M18 hellcat, Sherman, Sherman E8 reworked all at-guns & tankhunter camo buttons for better understanding fixed Stuart target priority for Geschützwagen PAK40 added a 5sec fire delay after Tiger long range shot. Thx to isiar! reworked Panther fast fire ability: added a 5sec fire-delay after ability use with vet2 the Panther get`s a double-shot ability with vet4 the abilty get`s replaced with an enhanced tripe shot ability reduced MP upkeep costs for pioneers & engineers fixed Pz4 short barrel HE switch added a post aim time for all long barrel turret tanks of 20sec and 30sec for Tiger, Kingtiger, M26 & M36 Before aim time was only 3sec. Advantage is that the turret will stay some time directed to the last position it was firing at! 88 and Pantherturm will allways stay in last firing position. No more turning back into a dumb basic position fixed all artillery barrage issues (only 1-2 shots firing) fixed Flamethrower bug. Now not the whole squads dies if the flamethrower explodes fixed too high accuracy of some at-guns against infantry fixed mortar hold fire ability. Now also the gunners oneself will stop firing with rifles fixed HMG squads camouflage (now toggled) fixed bug that PAK36 is not able to move sometimes fixed all at-gun weapon crew issues no more damaging own at-gun with rifle fire no more handheld weapon attacks out of camo reworked a whole bunch of tanks regarding build times & prices It would be too much to list all changes here but to give a summary. Overall these changes should bring faster production times & smaller prices for allied tanks compared to german counterparts and redefined build times and prices for tankhunters: price and build time adjustments for allied tanks moderate price & build time increases for some german tanks with turrets moderate price & build time decreases for all german turretless tankhunters considerable price & build time decrease for Jagdpanther considerable build time increase for Tiger, Kingtiger & Pershing reduced the effect of production speed for building & techtree upgrades price and build time adjustments for CW tanks increased all Churchill hitpoints by 50 considerable price decrease for Comet set all tank AP ammo abilities to the same duarion time of 20sec added additional build requirements for tank-call in`s. So now your are only able to use a call-in if the needed build requirements for an equal tank is archieved. fixed wrong US/CW weapon target priorities for Hetzer & Marder III fixed wrong M18 hellcat damage modifier for Pzschrecks from x2 to x3 fixed lost mp income & free reinforce for howitzers/gun emplacements. removed reinforce radius of US m16,M3T48 AT HT, WM flammenwerfer HT, CW Churchill 95mm & Avre fixed ALL tanks hull & coaxial MG's range fixed all single HE weapon abilities accuracy made all single HE shots accuracy equal fixed all barrage abilities and HE abilities facing angle fixed wrong target priorities for all at-guns fixed missing auto fire for US/WM at-squads when in abush mode increased kill chance for tank rear hitting Pzfaust & Schrecks fixed Panzerfaust- & schreck Armored jeep bounce off raised Heavy MG setup time from 3,5 to 6sec and teardown from 2,5 to 3sec replaced MG34 & m1919A6 LMG`s with newer models from Eliw00ds team reworked mortars: rechanged 81mm mortar FX to a "lighter" one. Impact FX still has a difference to the 60mm mortars now only direct hits will cause serious casualties for infantry sitting in trenches or buildings. Nearby hits have only a very low effect on infantry in trenches and houses. reduced mortar damage against emplacements added new retrat points that can be set by command units like Leutnant, Feldwebel or Ranger captain If a retreat point is set it overrides all other alternative "retreat to ..." abilities as long as it exists! added a new and experimental "infantry only" gametype where tanks are no more buildable. Be aware that this gametype is not official supported by me because I don`t want a submod for BK. It`s just for fun and has a very low priority for further development. reduced and equalised damage of axis 20mm cannons against armored cars & halftracks removed health modifier in "on loading modifiers" for emplacements so now captured emplacements do no more gain new health magically direct after capture no more bounces for tank guns against emplacements some nice WM/US building texture tweaks (credits to VanAdrian) http://forums.relicn...#post1045363797 http://forums.relicn...#post1045363379 fixed all missing target tables for all weapons once and for all (via script) so no more "my 20mm Flak can damage my Kingtiger" thingy and similar added new Pak40 model by Eliw00d and his team with 2 different camos for WM/PE new fx effect and sound for 88 HE round impacts removed trails from sticky bombs, satchel charges & PE AT-grenades infantry AT squads: fixed missing priority against some vehicles anks, even for picked-up AT weapons fixed priority when in ambush mode AT squads in camouflage will not auto fire with their rifles towards infantry in range, and will not auto attack tanks with their rifles heavy damaged vehicles (AC/Halftrack) now goes down with sticky bomb hit new sub-menu for WM & US FHQ and for airborne FHQ to allow garrison infantry to use their abilities infantry squads no more receive suppression during retreat limited all snipers to max 2 ingame per faction regardless of which type of snipers (f.e. airborne or buildable) a max. of 2 is allowed added weapon scatter bonus for all infantry mortar crews when vet up
New abush/camo system Now all tanks that are capable of using an ambush ability ,due to it`s nature (tankhunters) or low silhouette, can only activate this ability if they stand near to bushes and/or trees. Called last now have a small surrounding aura that gives nearby tanks the needed "requirement" to use their camo ability. And the best is: If the tank is allready camouflaged and the nearby tree or bush gets blasted away due to (for example) mortar fire, the tank will loose it`s camo immediately.
reworked lockdown/camo abilities for german tankhunter units tankhunters can always use a lock down ability without camouflage.Only requirements for activation: not moving & negative cover if camouflage requirements are given (trees, bushes or adequate object cover) the lock-down ability is instantly swapped with an ambush camo position ability. The modifiers are equal for both types, only the camo (and resulting first strike camo bonuses) is additional for the ambush ability. both abilities (standard lock-down or ambus camo lock-down) have unique buttons for activation & deactiovation. It should be 100% logical and clear to use! if a tankhunter in ambush position looses the camo requirements (f.e. tree destroyed) it will instantly loose the camo but will stay in the locked down position keeping the lock-down modifiers detecion radius for all low shilouette tankhunters is 25 (other tanks like Geschützwagen, M10, M18 have 40)
Wehrmacht:
US base quad trailer is no more able to kill Pz IV D from behind raised Flak 38 Emplacement building speed from 40 to 100 sec increased the Stuh42 scatter radius to the same values like the SIG33 from Stupa/Grille raised Flak38 single build time from 60 to 90 changed single Flak38 construction target table, so it`s much more vulnerable while it is build added a new unit/model: Stug III as reward unit for Blitzkrieg/Terror Stug IV. Credits to Eliw00d and his team! removed Geschützwagen reward unit made the Geschützwagen as permanent replacement of the StugIV for Defensive doctrine changed StuH model to historical acurate StugIII based chasis added a new unit/model: Panzerwerfer 42 "Maultier" with 10-fold 150mm Nebelwerfer replacing the Walking Stuka in Blitzkrieg doctrine. Credits to Halftrack & Tankdestroyer! added a new unit/model: SdKfz 251 with PzB41 available for WM defensive. Credits to Eliw00d and his team! new skin for Jagdpanzer IV (A) by DMz new skin for Flakpanzer 38t by DMz fixed missing hold ground button for StuG grenadiers raised Grille 1-shot price from 25 to 35 (same as avre) added a new build submenu for for better and clear view of all buildable units in this building rearranged some availabilities of halftracks: Mortar halftrack now available for all doctrines Defensive: 251 with 20mm Flak38 Blitzkrieg: Panzerwerfer 42 Terror: Walking Stuka slightly raised PAK36 accuracy against Jeep fixed units missing the "axis cover enhancement" ability fixed Demolition Stormtroopers Mine-deploying bug added new LMG34 upgrade for regular WM Blitz stromtroopers fixed zeal abilities for all WM infantry added new zeal ability for mortar/MG42 teams fixed wrong hitpoints for WM anti-tank team loaders (from 55 to 70) reworked the Axis assault grenade ability Pz4D, Stug iv, Stug IV late and Stug III are now able to capture territory in Blitz doc after techtree upgrade fixed wrong MP44 range fixed stormtroopers demolition squad not stopping the "hide ability" while retreating Terror bombardment and WM DEF 280mm rocket barrage no more able to target enemy hq sector added evasive actions ability for WM Blitz Stormtroopers backup squad exchanged WM starting bunkers with Flak38 emplacement fixed Brummbär firing through walls fixed missing "in construction damage modifiers" for Flak38 & lfH18 emplacement WM supervise ability can now also be used to speed up FHQ unit production some rework for WM DEF doctrine: new unit/model: Elefant tankhunter. Credits to Tiger205 consolidated PAK40 emplacement and Pantherturm consolidated victor target upgrade for lfH18 & mortars (was allready made with Elefant integration) consolidated 280mm barrage and registered defensive mortar ability some position rearrangements new upgrade: Pioneer Veteran training this upgrades enhances experience income by 50%. So they will vet up faster. Additional they get a health bonus of +20hp. And in the end pioneers can now upgrade with 4x MP40. So with these changes there`s no need for an additional "Westwall" pioneer squad. new upgrade: enhanced emplacements this upgrade enhances hitpoints for all emplacements and also adds a received penetration modifier. The same as the CW RE upgrade. This has also an optical effect as all emplacements get a new state with more barbwire. new emplacement type for 88 (as many didn`t liked the pure sandbag emplacement). It now uses the CW howitzer emplacement. the WM Blitz Stormtrooper halftrack now comes with MG`s right from the start tom underline it`s purpose increased fixed 88 (emplacement & single) range from 75 to 100 new fx explosion for axis s-mines enhanced V1 explosion fx added victory-target ability for WM def recon unit reduced V1 ability from 250 to 200mun Volks have access to the Eihandgranate right from the start (like US/CW also have) removed the requirement "in territory" for terror doc mortar incendiary round added the terror doc zeal ability to pioneers reduced fuel cost of WM 'naked' 88 from 75 to 50 (same as PE luft) enabled WM pak36 37mm to vet up fixed Henschel Kingtiger wrong MG sound# added a new skin for Pantherturm. Credits to VanAdrian made LeiG18 available for FHQ`s if reward unit is active made the PAK40 available for WM Def FHQ`s StugIV HE ability recharge time reduced from 45 to 30 Moebelwagen will no more fire when not in stationery position new submenu for WM Feldwebel to avoid ability overlapping delayed WM mortar halftrack to phase 2 added the missing 88 barrage for Def doc feuerleit bunker victor target ability
Allied:
added CCKW 50cal. upgrade for infantry doctrine. Credits to Eliw00d and his team fixed Ranger granades overlapping fixed captured/recrewed 76 mm AT-gun icon reduced M8 Scott howitzer accuracy M16 halftrack changes: Decreased moving accuracy from from 0.5 to 0.25 decreased accuracy against infantry about 25% added a new unit/model: M15a1 halftrack as reward unit for M16 halftrack. Credits to Eliw00d and his team added a new unit/model: Light tank M24 as reward unit for M5 Stuart. Credits to DMz & Tankdestroyer M8 Greyhound is no more replaceable with a reward unit added a new unit/model: Armored Jeep with .50cal MG for Airborne doctrine. Credits to Eliw00d and his team fixed Ranger sniper retreat bug while in evasive action decreased Airborne squad prices (450mp for normal & 550mp for 82nd) added a new build submenu for motorpool for better and clear view of all buildable units in this building removed 3rd bazooka from AT-squad. 3rd bazooka is now available after building the 2nd motorpool Infantry doctrine production speed modifier fixed removed US infanry riflemen double bonus removed camo first-strike modifiers for airborne infantry for testing purpose: new M88 smoke grenade shot for US M10/M18 tankhunters for testing purpose: new M89 phosphorus round shot for M24 reduced damage of the 37mm M15A1 autocanon vs. bunkers from 0,75 to 0,25 US rifleman reinforcement sergeant now able to build US armor doc "improved production" now also affects the recoilless Jeep M15A1 now able to capture territory in armor doc fixed inverted M3-T48 AT Halftrack camo icons added some new fuel basic income upgrades for US Supply Yard now US mortar HT, 57mm AT HT, and m15a1 HT can capture territory reduced US supply yard fuel supply upgrade costs by 50% reworked some Sherman Calliope details
now the Calliope has 2 barrages with a shared timer. The new salvo is a halfed one firing 30 rockets. Reload time and price is half of the full barrage. increased basic damage output from 40-50 to 50-60 increased rocket blast radius from 5 to 10, so now each rocket has a great increase in area damage. increased barrage price to 80/40 (full/small barrage) changed explosion fx changed firing frequency. Now the rockets will have a random time offset between 0-1sec. So the Calliope needs longer to fire but it looks much more realistic! reworked allied tank availabilities: tank factory is buildable right after the motorpool all Shermans are now available in the tank factory included a new submenue for tank factory moved tank commander to barracks M18 Hellcat changes: tried to fix the maingun missfire (please test) raised hitpoints from 400 to 500 reworked the camo ability (now you do not need to deactivate camo, you can "run" by simply order it to drive away...then the ambush ability will automatically stop) now can fire 2 shoots until revealed out of camo reworked M10/M18 ambush ability: We`ve included an automatic flank speed feature (for 5sec) that boosts your M10/M18 when you break your ambush mode. Means if you are in ambush mode and fired on your target and then order the M10/M18 f.e. to drive backwards it automatically breaks the ambush mode and activates a 5sec flank speed. Should be enough to escape. Additional the M10/M18 gets a received_accuracy modifier of 0,25 (-85%) during these 5sec when it moves! fixed missing camo first strike modifiers for M10 Wolverine & Achilles reworked 75mm recoiless rifle for Jeep and Infantry (same damage output, some penetration changes, accuracy changes) fixed missing reinforce radius for US motorpool & tankdepot (as the axis player can also reinforce with their tank factories) fixed US 105mm emplacement barrage new weapon model: m1941 Johnson LMG for 101 Airborne, available as upgrade & & Urban warfare squad decreased US rifle grenades accuracy (now US & CW use the same values) increased ammo price for HE rifle grenades +5 increased HEAT rifle grenade accuracy added missing grenades abilities for US airborne HQ squad some rework on US infantry doctrine: added a new special Ranger training upgrade this upgrade adds more heath and speeds up veterancy gain. Additional the Rangers get a new ambush ability and the sticky bomb ability get`s replaced with a satchel charge ability removed phosphor upgrade rearranged all techtree upgrades now the 105mm howitzer comes much earlier added a new multiple grenade ability for US Rangers fixed Quad 50.cal long range penetration against motorcycle removed US MK2 grenade WSC upgrade now the US Player has grenades right from the start and is no more disadvantaged compared to axis early. The rifle grenades still require the WSC as building. fixed US RR-Jeep missing shooting trail some US urban warfare squad changes: exchanged 30cal. with Johnson M1941 to obtain more offensive firepower (fire on the move) exchanged sticky bombs with 1-shot pay bazooka ability for testing purpose tried to make the M12 trenchgun louder...it`s far from perfect but it`s a bit louder now... correct requirement for US infantry doc rifelmans mines decreased US 107mm scatter values (more accuracy) US riflemans rifle grenades and AT squad bazooka upgrades cost reduced when unlocking "weapon mass production" in infantry doc CT dropped 90mm AP rounds from 150 to 75mun US infantry "improve production" now includes the FHQ`s fixed missing attack button for US M20 recon vehicle fixed missing attack button for US GMC truck with .50cal upgrade
Panzerelite
added a new model: SdKfz 252 Light ammunition transporter replacing the 251 model. Credits to Eliw00d and his team! added a new model: SdKfz 221 with sPzB41. Credits to Eliw00d and his team! moved PE SE 120mm heavy mortar team to infantry barracks created new PE SE infantry baracks upgrade to unlock 120mm mortar team delayed PE mortar halftrack: Now the PE baracks are needed additional to build it the 50mm PAK38 now comes earlier (needs baracks + Logistikcompany) added a new build submenu for Logistikcompany for better and clear view of all buildable units in this building restricted PE WSS LMG42 upgrade to max. 2 fixed PE HSF incendiary grenade requirement reduced PE HSF reinforcement time from 60 to 30sec fixed "88" Feuerleit abillity for Fallschirmjäger fixed some "forgotten" tanks for PE tankhunter that didn`t gain any bonus by Zimmerit upgrade some jagdtiger enhancements: fixed wrong PE Jagtiger HE ability description added a 128mm HE shot ability for Jagdtiger to enhance combat value. The explosive weight was 3,6kg so it`s effective between 105 and 150mm arty shell. added a hold fire ability for Jagdtiger (because of his long reload time) added a new switchable "impact fuze with delay" ability for PE 120mm mortar grenades (resulting in airburst effect) slightly increased Hotchkiss Nebelwerfer accuracy replaced the PE mortar bunker model with a new one that is no more "buried" fixed PE scout car unable to crush obstacles fixed FHQ Luftpioneers missing heavy construction menu fixed PE 120mm mortar reinforce cost increased fixed 88 (emplacement & single) range from 75 to 100 fixed PE AT grenades in TH doc removed unnecessary incendiary grenade upgrade for PE HSF added the missing limit for PE sturm grenadiers LMG42 upgrade new PE Stormgrenadiers icon & portrait ui increased PE AT-grenades critical change for destruction against heavy damaged tanks PE Veteran sgt and capture rate upgrade will affect the also the buildable grenadiers in FHQ new submenu for PE HSF [Feuerleit abilities (SE/LW) now available for use]
Commonwealth
WM/PE/US captured 4,2" Mortar is now able to fire a salvo reduced CS Tetrarch area damage for short range from x2 to x1 added new unit/model: M3A1 Stuart replacing the M5 Stuart Avre changes: increased the AVRE scatter radius to the same values like the SIG33 from Stupa/Grille reduced the damage multiplier of the AVRE against bunkers from x4 to x2 increased avre damage from x1 to x2 against emplacements like mg and howitzer nests Dingo Changes: reduced speed from 88.5 to 80 decreased acceleration increased damage of Stiel- & Eihandgranate against Dingo increased damage modifier for all PAK36 variants from 3,5 to 4,5 against Dingo 99% MG42 bulletproof in front and 100% rear penetration 1CP artillery changes reduced range from 85 to 60 Boys-AT team changes: added an initial_delay_time of 3sec for the tread breaker ability disabled fire while squad moving disabled tread breaker ability use while squad moving tank hull-down rework added an initial delay of 5sec to CW hull down ability reduced received_penetration modifier from 0.75 to 0.85 added a new received_accuracy modifier of 0,85 delayed unlock: now you need 4cp to unlock hull-down (before 2) reduced Avre mortar damage against emplacements a little bit (direct hits will still kill, nearby not by force) fixed CW rifle grenade bug reduced CW RA artillery spotter camo detection range from 40 to 20, and FOW vehicle sight from 70 to 40 Churchill no more buildable for KI in all doctrines (thx to isiar) fixed the "Super-Sapper-in-building" bug, thx to isiar for finding it! CW artillery spotter is now only able to drop in friendly territory OR on friendly infantry within enemy territory (you have to target a friendly infantry squad) added missing reinforcements costs for all CW weapon teams fixed missing CW MP upkeep costs fixed wrong emplacement costs fixed wrong target table for CW Sappers reduced damage of the 37mm M15A1 autocanon vs. bunkers from 0,75 to 0,25 decreased 17pdr at-gun price from 480MP to 440MP raised the PIAT`s capability of penetration the Jagdtigers rear from 0 to 50% added reinforce radius for CW c15ta armoured truck fixed wrong rear target tables for both CW Daimer vehicles increased CW rifle grenades accuracy reduced Avre damage against HQ building added a buildible HMG squad for all CW factions fixed CW mortar emplacement barrage range (+5) added a new 2-inch mortar team for CW (2-men team) removed CW MK2 grenade upgrade So now the Tommys have instant grenades like all other factions corrected sappers lee-enfield reload frequency (wrong number) added new Gammon bomb projectile model by nanocheese rearranged tanks build buttons made CW Cromwell & Sherman 5 (reward) CP unlock free made Sherman Firefly available again for RAF doc now CW artillery spotter needs 1 CP to unlock added new unit/model: Cruiser Tank Mk.VI Crusader AA Mk II (credits to Aidas2, Chopin & Darkblade) Tetrarch now has it`s own target table fixed the Commando HMG squad suppression fire ability
Saludos
Última edición por goro_95 el Vie Jun 15, 2012 6:43 pm, editado 2 veces
xdanielx Oberschütze
Mensajes : 39 Fecha de inscripción : 10/03/2012 Edad : 34 Localización : guadalajara
Tema: Re: Blitzkrieg mod 4.5 Dom Jun 10, 2012 3:10 am
perfecto xfin una actualizacion y dime camara k mofificaciones nos podemos esperar? y abra nuevas unidades?
max_aknur Gefreiter
Mensajes : 234 Fecha de inscripción : 23/11/2010 Edad : 40 Localización : Salta, Argentina
Tema: Re: Blitzkrieg mod 4.5 Dom Jun 10, 2012 6:43 am
Para ver los cambios, entra a este link: http://blitzkrieg-mod.de/board/topic/1456-final-changelog-v450/
XxoriolxX Schütze
Mensajes : 5 Fecha de inscripción : 07/01/2011
Tema: Re: Blitzkrieg mod 4.5 Dom Jun 10, 2012 5:41 pm
Cuando Sacan La Traduccion a español !! para el Blitkrieg mod 4.50
-sic- OberGefreiter
Mensajes : 284 Fecha de inscripción : 02/01/2011 Localización : SS
Tema: Re: Blitzkrieg mod 4.5 Lun Jun 11, 2012 6:07 pm
ya esta en MF....el link por ahora es el del foro aleman .
Torito Schütze
Mensajes : 17 Fecha de inscripción : 17/03/2012 Edad : 30 Localización : En El Baño
Tema: Re: Blitzkrieg mod 4.5 Sáb Jun 16, 2012 2:05 am
Hola a todos tengo una duda, yo tengo mi juego hasta la version v4.50 o v4.5 es la Beta, mi duda es, esta nueva version 4.50 full la puedo instalar encima de la beta como tengo mi juego o es necesario desinstalar el mod blitzkrieg y despues instalar esta nueva version terminada v4.50 full y despues y por ultimo seguiria la v4.51?
Maiden116 Führer
Mensajes : 478 Fecha de inscripción : 08/11/2010 Edad : 34
Tema: Re: Blitzkrieg mod 4.5 Sáb Jun 16, 2012 2:58 am
la 4.5 es full, solo tiene que instalar luego la 4.51 y listo a jugar ! !!!
Torito Schütze
Mensajes : 17 Fecha de inscripción : 17/03/2012 Edad : 30 Localización : En El Baño
Tema: Re: Blitzkrieg mod 4.5 Sáb Jun 16, 2012 10:04 pm
Maiden116 gracias por averme aclarado mi duda amigo ya hasta jugue unos minutos esta muy bueno el Mod hay cosas nuevas hasta luego camaradas
elfesa Schütze
Mensajes : 10 Fecha de inscripción : 04/09/2012
Tema: Re: Blitzkrieg mod 4.5 Mar Sep 04, 2012 11:46 am
hola una duda ¿ para instalar el Blitzkrieg Mod 4.50?¿ hay que instalar Blitzkrieg Mod 4.0? Blitzkrieg mod update 4.02b (fix): todo esto tambien gracias
strike_07 StabsGefreiter
Mensajes : 479 Fecha de inscripción : 24/05/2011 Edad : 32 Localización : venezuela
Tema: Re: Blitzkrieg mod 4.5 Mar Sep 04, 2012 3:50 pm