Spearhead III – VERSION 1.1 – FULL RELEASE BABY.
We’re finally out of alpha! It’s been a long road getting the mod to state where we consider it complete, and relatively balanced. Thank you everyone for your continued support! This release isn’t just symbolic, we got a whole list of changes here:
Changes
– Negative Command Points have been fixed, and preliminary CP adjustments have begun.
Airborne
– Luftwaffe Relay Point is now the Airborne Rally Point, and can be built by both Wehrmacht & US.
– Rally Point range increased to 150m.
– Can now build airborne units from the structure.
– Auto-Reinforce of 30m added for all infantry.
Defenses
– Fighting Position reduced hitpoints from 640 -> 480.
– Fighting Position upgrades now cost an additional 150MP
Guns
– 20mm Guns increased accuracy against infantry by 25%
– Anti-Tank / Tank Guns now do 80% damage against Bunkers, rather than 40%.
– Mortars have further increased accuracy against other artillery, 1.5 -> 2.5x.
Vehicles
– Popcap & Build Times have been reduced for many Light Vehicles & Early Game Medium Tanks.
– Armored Cars, Light Tanks, Trucks, and some AA have received price adjustments.
Americans
– 10th FA now uses Overwatch Barrrage rather than the beacon.
– Smoke replaces Healing for Bazooka Teams & Riflemen.
– Captain no longer requires veterancy for Barrage. Smoke replaces Healing.
– Chaffee moved to the Armory
– Scout Squad Conversions are now an optional upgrade alongside being buildable.
Changelog can be viewed on Discord.
Also, we didn’t want to set it up until we were in a decent spot with the mod, but we now have a Patreon! Please check it out if you want to support our work.
https://www.patreon.com/SpearheadIII
As we tried to do for Spearhead I, we aim to provide a more tactical, and engaging gameplay experience, where bringing the right weapons, equipment, and tactics play a bigger role in combat, using the new systems Relic provided, such as side armor, elevations, etc. We also plan to make this version more focused, and better polished, where Spearhead I later in its development, suffered from content bloat, and many untested features.
Note: We are the original team that worked on SH1. SH2 is headed by Stoklomolvi, which we gave permission to use our mod as a base for his own. While we are on good terms, neither of us are affiliated with each other when it comes to SH3, or any future projects. Please don’t ask questions expecting that we know exactly what you’re talking about regarding something from SH2.
Infantry
Most small arms have had their ranges increased by ~2x, while damage was increased around 3x. Each weapon has been manually adjusted. Expect engagements in the open or close quarters to end much more quickly. Infantry performance and cost have also been reworked. A better trained squad may perform better in a stand-up fight, but can be easily outmaneuvered and killed.
Explosives
We removed the modifier that prevented most explosives from wiping entire squads. Previously, if an explosive wiped a certain amount of units within the squad (3-4) it would leave the last few alive. Additionally, we increased the kill radius for explosives, and increased their scatter. Field Artillery ranges have stayed about the same to maintain balance, but Assault Guns and Grenades have had their ranges about doubled.
Vehicles
All vehicles have been tuned to behave more realistically. Most will travel slower, take longer to accelerate, and also have a slower reverse speed. Expect vehicles to perform better at their strengths, worse at their weaknesses. An armored car can kill infantry much faster, but will utterly fail to penetrate a tank. Using the right caliber against the right amount of armor is less of a suggestion, and more of a requirement.
Here is the link to our discord, where you can keep more up to date with announcements, roadmaps, and future content:
https://discord.gg/7wRYB7bgAg
We mainly interact with the community on Discord, as well as keep better track of bug reports on there. If you post in the steam comments, we may not see/read your message. Please keep that in mind.
That said, please keep the steam comments civil. If you have a suggestion, or bug report, be precise about what you’re asking for. Angry rants or making demands of the team for the sake of "historical realism" will not get you anywhere. We strive for a more realistic experience with our mod, but we are not here to make a milsim.
Revisions:
Old revisions of this mod are available below. Click the link to download.