Artillery
Power trajectory
Up = buffed, down = nerfedPatch history
- ▲📊NumericRound Shotmorale damage—→+20%
Increased morale damage by 20% when using round shot for counter-battery fire, making it easier to knock out enemy artillery.
counter-battery fire
- ▲📊Numericammo consumption—→Decreased
Mid-tier and high-tier artillery now consume ammunition slightly slower.
mid and high tier
- ▲📊NumericCanister Shotrange—→Increased
Slightly increased the range for both canister and double canister shots.
includes double canister
- ▲📊NumericCanister/Grapeshotdamage+5, +10, +15→+8, +12, +16
Increased damage for canister and grapeshot, with the most significant boost applied to basic ammo types.
basic ammo buffed most
- ▲📊NumericField Guneffective range—→+10%
Field guns now have 10% more effective range, reducing the frequency of misses at long distances.
Howitzers unchanged
- ▲📊Numericprojectile velocity—→+20%
Increased cannon ball velocity by 20%, making it significantly easier to hit advancing AI units.
helps against moving targets
- ≈🐛Bug fixreloading
Fixed a bug where artillery units would continue to reload even after they had died.
bugfix
- ≈📝Textammo namingcanistershot→grapeshot
Fixed a bug where grapeshot was incorrectly labeled as canistershot during ammo changes in battle.
text fix
- ▲🛠QoLformation drawing—→Full Line
Improved formation drawing, allowing Dutch artillery to be drawn as a full line.
Dutch specific
- ▼📊Numericshot damage—→-10
All artillery units now deal 10 less shot damage.
General damage reduction for all artillery.
- ▼📊NumericCanisterrange—→Reduced
Canister range has been marginally reduced to prevent it from being too effective.
Canister shot effectiveness dialed back.
- ▼✂️Removeddamage bonusExtra→Removed
Bronze artillery no longer deal extra damage compared to iron counterparts, as they already possess range and reload advantages.
Bronze artillery no longer deal more damage than iron.
- ▼📊Numericreload time—→Increased
High-caliber artillery, such as 12-pounders, now take longer to reload.
High-caliber guns are slower to fire.
- ▼📊Numericsupply cost—→Increased
Bronze-tier and high-caliber artillery now consume more supply.
Bronze and high-caliber guns are more expensive to maintain.
- ▼📊Numericstamina skill—→-5
All artillery units' stamina skill reduced by 5, causing them to wear out faster and lose accuracy.
Artillery crews tire faster, reducing accuracy.
- ▼📊Numericrange bonus+50→+35
The range bonus for bronze guns compared to iron guns reduced from +50 to +35.
Reduced range advantage for bronze guns.
- ▼📊NumericHowitzerblast radius—→Reduced
Howitzer blast radius has been slightly reduced.
Slightly smaller explosion area.
- ▼📊NumericShuvalov Cannonsplash radius—→Reduced
Shuvalov cannon ball splash damage radius reduced for consistency with other howitzers.
Brought in line with other howitzers.
- ▼✂️Removedeffective range bonusBonus→Removed
Bronze cannons no longer receive an effective range bonus, making them harder to get kills at maximum range.
Bronze guns now lose accuracy at range like iron guns.
- ▲📊Numericspawn rate—→Increased
The Bronze 3lb gun has been made more common.
Bronze 3lb guns are more common.
- ▲🔁ReworkLimber Chestsmovement speedReduced→No change
Limber chests no longer reduce movement speed, preventing artillery from reaching 0 speed.
Removed the risk of 0 movement speed.
- ▼🔁ReworkLimber Chestsstamina—→Reduced
Limber chests now reduce stamina instead of movement speed; tired crews are less accurate.
Movement penalty replaced by stamina drain.
- ≈🐛Bug fixresponsiveness
Fixed bugs regarding limber/unlimbering and cannons being unresponsive to orders.
Fixed order and limbering bugs.