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Opal Scorpion (2.1.0) Patch Notes

2025-06-26 · John_RE · Steam original ↗

OVERVIEW 

The Opal Scorpion (2.1.0) update includes 5 new maps, multiplayer balance changes, new cosmetics, and additional gameplay and quality of life improvements.  

As always, we will be monitoring your feedback and bug reports in the coming days to ensure we are on top of any critical issues. If you’re encountering any technical problems or wish to report a bug, please submit a new request here. 

You can find our Known Issues list here. 

We’ll see you on the battlefield! 

NEW CONTENT & FEATURES 

New Cosmetics 

With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds. 

US Forces - Amphibious Assault 

Wehrmacht - War Torn 

British Forces - Desert Rose 

Deutsches Afrikakorps - Desert Cats 

Exclusive Nightfighters Packs 

Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds. 

Maps 

New Maps 

Tuscan Vineyards (1vs1) 

Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield. 

A picturesque battlefield nestled in the heart of the Italian campaign. Amidst the rolling hills and sprawling vineyards of Tuscany, this once tranquil region has become a critical theatre of war. The vineyards, once a source of pride for local winemakers, now serve as hiding spots and cover for soldiers engaged in intense firefights. The rows of grapevines provide tactical opportunities for ambushes and flanking maneuvers, testing the mettle of commanders leading their troops through this challenging terrain. 

El Alamein (2vs2) 

The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long. 

“Here we will stand and fight; there will be no further withdrawal. I have ordered that all plans and instructions dealing with further withdrawal are to be burnt, and at once. We will stand and fight here. If we can't stay here alive, then let us stay here dead.” 

Lieutenant-General Bernard Montgomery 

El Alamein’s flat, barren terrain presented tactical challenges for its defenders; trenches and foxholes were often only inches deep and sightlines were long. Mechanized warfare was king. 

Lorraine (2vs2) 

Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2vs2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town. 

"I remember this town the day we arrived - streets packed with children playing, markets buzzing with activity in the warm midday sun. Now it's no more than a graveyard of rubble and ash; a burial plot for the innocence of mankind." 

A heavily destroyed urban landscape, Lorraine favors close-quarters combat amongst the ruins. 

Gabès Gap (3vs3) 

Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers. 

"We broke off from the boys at Medenine - heavy hearts and all. The 8th were to advance into harm’s way while we skirted Southwest, deeper into the mountains, some 140 miles behind enemy lines. With any luck we could cut Jerry off at Gabès. But the best laid plans..." 

The Battle of Wadi Akarit broke the final Axis bridgehead on the road to Tunis. Salt marshes and exposed coastline offered little protection on either side. 

Red Ball Express (4vs4) 

We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4vs4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses. 

“You will not find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics.” 

General Dwight D. Eisenhower 

Military expressways were critical to the movement of matériel inland; thousands of tonnes of critical supplies were the lifeblood of the Allied offensive. 

Classic Company of Heroes community map, originally created by Yojimbo252. 

Multiplayer Maps Quality of Life Improvements  

We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates. 

Localization 

Added text localization for the following languages: 

MULTIPLAYER CHANGES 

Breach 

Breach is difficult to use due to several issues that we have identified. 

These issues caused Breach to punish the player using it, felt unresponsive, and did not punish the opponent for losing the building as they would have plenty of time to either respond, or throw grenades back at the breaching unit. 

We have made significant changes to improve Breach – particularly in urban maps - that includes improvements to speed and responsiveness. 

Towing Improvements

Towing has been given several major improvements, increasing responsiveness and reducing delays. It should be faster in most cases, and many common delays and bugs have been fixed. 

Territory & Victory Point Vision Changes 

Capture points offered too much vision, allowing players to see the attacker’s units if they passed by a territory point. We want reconnaissance units and abilities to play a greater role in identifying what kind of units the opponent has in an area. To facilitate this, we are reducing the vision range on points. 

Non-lethal Smoke and Flare Abilities from Vehicles and Artillery Units 

We have made improvements to several non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot/in reload cycle.  

Friendly Fire 

Currently, players can call-in artillery or throw grenades on top of their own units and deal significantly reduced damage to themselves, but full damage to the enemy. This caused situations where dropping a grenade or artillery on top of yourself was a way to win an engagement.  

We have adjusted how friendly-fire interacts with a player’s own units and weapons. Certain abilities and weapons will now deal full friendly fire damage to their owner’s forces, forcing players to be more careful with where they target their abilities. This does not impact friendly fire damage against allies, which is still reduced. 

This impacts the following weapons: 

Capture Behavior 

We have made some adjustments to capture behavior to make it easier to retain cover positions/current position if they are already capturing and units will be less likely to pile up on the point directly, instead, opting to stop once they are within a certain distance of the capture point. 

Emplacements 

Static artillery emplacements are too vulnerable to mobile artillery units that can move away after delivering a barrage, while also being susceptible to off-maps and enemy assaults. Due to these issues, we are raising the resilience of artillery emplacements against on-field artillery.  

These changes, combined with the reduced health of mobile artillery, are to allow static artillery units to better absorb and counter on-field artillery barrages, while remaining vulnerable to traditional threats like direct attacks and off-maps. 

Grenades 

Basic grenades are underwhelming. Their damage drop-off was often too high and moving slightly from a grenade’s center would cause the damage to change drastically. 

We are making a change to improve the general effectiveness of basic grenades by reducing the damage drop-off between the near and mid radius and improving the kill radius slightly, while still retaining the significantly lower damage at the edges of the explosion. This should make direct hits on units more rewarding. 

Rifle grenades have been changed to function differently, having a considerable kill radius, but deals limited damage past that zone and has the smallest blast radius overall. 

Infantry Section Rifle Grenades 

Pathfinder Rifle Grenades 

German Stick Grenades 

Mk 2 Frag Grenades, Mills Bombs, and ‘Cooked’ variant 

Stun Grenade 

Red/White Phosphorus Grenade 

Light Mortars and Light Infantry Artillery – 81mm, 8cm, Mortar Halftrack, 3-inch Heavy Mortar, Pack Howitzer, leIG 18 

Light artillery is a little weak in terms of its power. Stationary units can easily move out of the barrage radius of light artillery because projectiles could take 4-5 seconds to arrive after it had been fired and direct hits are not guaranteed. While players could reduce the travel time it takes for projectiles, light artillery always wants to fire at maximum range to remain safe. 

To allow these units to be effective at long range where they can accumulate damage against stationary targets, we are speeding up the projectiles of these units. 

Camouflage 

Regular unit detection range is reduced back to range 10. This will improve general stealth gameplay for units that rely on this feature, such as Commandos. Stealth can be difficult for these units to utilize as they could be spotted before they got into their effective range. We are also allowing German anti-tank guns to get their First-strike bonus as these units need to slowly move into position with limited vision. 

We have reworked the stealth features of Battlefield Espionage to be less oppressive to play against. Those can be found in  Deutsches Afrikakorps changes. 

Bunkers and Fighting Positions 

Upgraded bunkers and fighting positions will retain their garrison feature to give units more  viable positions to fight from. Players did not keep un-upgraded bunkers or fighting positions around as it was more useful to upgrade them in the long run. 

Minesweeping 

It was difficult for minesweepers to gain veterancy due to their limited combat power after opting out of their weapon upgrade. We have changed minesweeping to now provide experience, allowing sweepers to gain veterancy even if they do not directly participate in combat. 

Experience gained per Mine type: 

Signal Detection – 221 Scout Car, 254 Artillery Tractor, 4x4 Truck 

We are creating counterplay against the Signal Detection ability found on several units by causing them to periodically appear in the fog of war, allowing them to be engaged by long-range units or artillery and letting the opponent know Signal Detection is active. The previous version allowed for the gathering of intel without any risk, yet we want to maintain the long-range detection capability as they have limited direct combat capabilities. 

Players can turn the Signal Detection ability off to prevent their units from revealing themselves. 

Wreck Changes 

Wrecks could be too easily destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down and it also meant wrecks that players wanted to salvage/recover could accidently be destroyed by most mid-late game vehicles. 

Most wrecks will now require one level higher to be crushed. 

GrB 39 Grenader Launcher 

The GrB’s anti-garrison damage is being reduced. This is primarily focused on reducing splash applied to other models in the building, while keeping its damage high against a single entity inside the garrison. 

Towed and Fixed Artillery Emplacements  

Command point cost of certain fixed or towed artillery is being reduced to allow them to come online sooner and see more play. 

Snipers 

Distribute Medical Supplies – 250 Light Carrier, Dingo 

This is a quality of life change to allow these units to heal on the move due to the healing being limited for a timed duration with a significant recharge time afterwards. 

Artillery, Siphon, Intel Disruption Beacons and Luftwaffe Relay 

Mobile Anti-tank Guns 

This is a small boost to anti-tank guns to make their veterancy 3 feel more powerful. 

US Forces 

Captain Retinue 

The Captain is a vital unit for the US Forces due to its powerful abilities. This has often led to the Infantry Support Center being chosen over the other Support Centers, which is also able to use the momentum of an extra unit to push the enemy. 

To create more build diversity, we are allowing the Captain to be purchased from the Headquarters after upgrading to any support center. This allows US players to always have the option to get the Captain, while letting the Infantry Support Center to retain the free unit it gives. 

Air Support Center 

We have made a change to the Air Support Center by allowing the first bombing and strafing run abilities to be free. This will allow players who have gone Air Support Center to shift early game engagements in their favor without needing to wait for munitions. 

Designate Forward Repair Station 

Designate Forward Repair Station has had its healing speed increased to allow vehicles to get back into the fight faster.  

Furthermore, it can repair structures to support defensive gameplay through fighting positions or emplacements found in battlegroups. 

Rapid Repairs 

The Rapid Repair upgrade is being reworked to focus on repairing large groups of vehicles around the Forward Repair Station, which is a central aspect of the Mechanized Support Center. 

M1918 Browning Automatic Rifles 

BARs will now be available from the Barracks without requiring a Support Center. The current iteration of the weapon arrives too late to make a significant impact and the window to capitalize on the advantage is very small.  

We can allow BARs to arrive earlier in the game to give the US player an early advantage because Axis have several tools to fight off upgraded Riflemen that arrive not too long afterwards and the American player sets themselves back heavily by needing to invest in tech and eventual healing. 

Heavy Barrels 

A new upgrade has been added to the Mechanized Support Center that gives a general combat boost to all American vehicles against infantry threats and allows their machine guns to outrange threats like infantry anti-tank. 

M4A1 76mm Gun Conversion 

We are moving the 76mm gun to the Tank Depot to make the standard Sherman less reliant on Support Centers and instead, the decision to upgrade to the 76mm gun is more focused on the type of strategy the player wants to employ. 

¼-ton 4x4 Truck 

We have refreshed several units’ Veterancy 3 bonuses to make them feel significant. 

M1 57mm Anti-tank Gun 

M8 Greyhound Armored Car 

M24 Chaffee Light Tank 

The Chaffee’s speed is being increased to improve its anti-vehicle flanking and pursuit role. 

M4(105) Sherman Dozer 

The high damage the Dozer does against structures made the bunker buster barrage redundant. We have revamped this ability to now fire a devastating single shot that detonates which has a much higher damage payload compared to its auto-attack allowing it to quickly clear stationary targets that fail to move away from the blast zone. 

M8 Scott SPG 

We are doing a rework to the Scott to differentiate it from the other vehicles in the US roster. Range of the barrage is being increased but the auto-attack is being lowered to make the Scott a light, but somewhat durable mobile artillery unit with the ability to engage unsupported enemy units at short-range. 

M29 Weasel Recon Vehicle 

The Pack Howitzer variant of the Weasel is gaining veterancy 1 to allow a quick transition into support roles. Previously, when the Weasel with Pack Howitzer was brought onto the field, it struggled to gain veterancy due to the increased lethality on the battlefield. 

M2A1 105mm Howitzer Emplacement 

The following change helps the auto-fire ability scale from the bonuses such as the Ammunition Storage and veterancy.  

M3 Assault Carrier 

Wehrmacht 

Kettenkrad  

The Kettenkrad has also had its Communication Cables vision range adjusted for the recent territory points change. It is slightly lower than before but is compensated by no vision being provided by Territory Points to begin with. 

Grenadiers 

Grenadiers were a little too efficient when Wehrmacht is meant to rely more on their advanced infantry squads or heavy machine guns to directly combat Allied infantry in the later stages of the game. Grenadiers will now have the same upkeep as other mainlines to reduce their efficiency. Increased recharge times on Merge will also make it harder to replenish advanced squads with Grenadiers alone. 

Sniper 

The sniper’s Veterancy 3 for Wehrmacht was weak as it couldn’t spot for itself and the rate of fire bonus was not significant enough from Ambush. We have changed it so the Ambush bonus is significantly higher, and the sniper is able to be a spotter in both combat and out-of-combat scenarios. 

Panzergrenadier Squad 

These changes improve the scaling of the Wehrmacht Panzergrenadier, making options like Officer Quarters a significant power spike and improving their performance in mid-to-late game scenarios. 

We want Wehrmacht Advanced Infantry to be capable of fighting upgraded Allied infantry and be the Wehrmacht’s primary frontline infantry unit as the game progresses. 

Jager Squad 

Jager squads have been adjusted to focus their role as ranged infantry that deal good damage at range but have lower health. Furthermore, the Scoped G43s damage has been increased to make upgraded Jagers a powerful anti-infantry unit at the cost of giving up the Panzerschreck. 

We have also adjusted their veterancy ability allowing them to control enemy infantry advances and make it harder to close with the Wehrmacht squads or team weapons, but they will no longer have camouflage which gave them significant power through Ambush bonuses. 

StuG III G Assault Gun 

Point-Blank Blast has been reworked to now be a timed ability. The previous iteration was difficult to use as the vehicle had to lock onto enemies and was unable to act without cancelling the order. This new iteration gives the player greater control over which targets they can engage while the ability is active. 

Marder III Tank Destroyer 

RPzB 54 Panzerschreck Anti-tank Weapon – Affects the Afrikakorps variant 

We are adjusting the scatter of the Panzerschreck to be more in-line with other weapons and prevent situations where the rocket would fly at impossible angles from the launcher. The scatter will still be higher than other anti-tank weapons like the Bazooka, especially at long-range, but attack ground will be more reliable. 

Luftwaffe Relay 

We want the Luftwaffe Relay to be important to players using Fallschirm units, but it fails to synergize with the emplacements or team weapons that can be obtained by the Luftwaffe Battlegroup. To allow for better synergy with these unit types, we are allowing the Relay the ability to re-man abandoned team weapons emplacements. 

You can now also salvage structure for resources, allowing players to move/establish new Relays once an area is secured. 

Fallschirmjager Squad 

This change is to allow Fallschirmjager to better scale into the late-game by giving them higher offensive power – keeping the unit focused as a vulnerable damage dealer that is best used from ambush and cover. 

Flak 36 Anti-tank Emplacement 

Wespe Self-propelled Gun 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. 

Coastal Reserves 

Coastal Reserves are gaining a new ability to synergize with the changes to bunkers. This makes the unit effective at trading out with enemies from fortified defensive positions/garrisons. We have also slightly increased the power this unit gets when receiving veterancy as it cannot be traded out for Advanced Infantry and is more combat-orientated than the Grenadier. 

British Forces 

Team Weapon Training 

This change will allow all British units to benefit from Training Center upgrades. Previously, emplacements were the only unit type to never receive bonuses, despite taking up population and upkeep. 

Company Command Post 

The British being able to refit their vehicles is a powerful and unique mechanic that allows the faction to have flexibility with its unit choices. However, it could be used too frequently, allowing for scenarios where players refitted multiple units at once and then produced higher tier units rapidly. The change still gives the British faction flexibility to change out vehicles, but the frequency is now gated behind time. 

Dingo Scout Scout Car 

CMP 15 CWT AA Truck 

The CWT AA Truck will now deploy faster, allowing it to better respond to enemy incursions and reset sooner if it is forced to move. 

Bishop Self-propelled Gun 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. 

The Bishop has also had its fire rate slowed down to give enemies more time to dodge subsequent projectiles. 

Foot Guards Section 

With the Breach changes, the British needed one unit in the core roster that was capable of breaching.  

While Royal Engineers could fulfill that role, their flamethrower already allowed them to push enemies out of buildings whereas other breaching units cannot clear buildings as quickly. 

Matilda Heavy Tank 

The Matilda is having its frontal armor increased to allow it to better spearhead attacks into enemy positions. With the reduction of its anti-infantry power in previous patches, we can now bring back some of its durability. 

BL 5.5 Inch Artillery Emplacement 

The BL 5.5’s new veterancy ability is meant to synergize with the Forward Observer Barrage found on the Gurkhas, Recce Section and Dingo. This new ability gives the Forward Observer Barrage additional power in the late game, by giving more alpha-strike power as multiple guns can join in on the barrage. 

Centaur IV Medium Tank 

The Centaur’s late game utility is lacking, being a short-ranged anti-infantry vehicle. While it can deal good damage, it must compete with other mid-game vehicles in that tier while still doing decent anti-infantry damage.  

To allow the Centaur to support allies in battle, a new ability has been added, enabling the Centaur to deal light anti-vehicle damage that causes a significant debuff on enemy vehicles. 

2-pounder Anti-tank Gun 

The 2-pounder Target Weakpoint ability was too potent as it could get multiple shots off and effectively stun-lock the target throughout the entire ability’s duration. We changed the ability to only allow for one shot to be fired, but it still retains its ease of use where it is active the moment the ability is triggered. 

Canadian Shock Section 

The manpower cost of this unit was too high for their performance and stat-line. While durable, they rely on weapon upgrades or abilities to do high amounts of damage whereas other units of similar cost have higher offensive power. 

We have also improved the 2-inch Mortar Barrage, giving it more damage against stationary positions, and slightly reducing its munition cost as the player must buy the upgrade to enable the ability. 

Deutsches Afrikakorps 

Afrikakorps Team Weapons - leIG 18, Pak 38 AT Gun, Flak 36 AT Gun 

We want to incentivize team weapon play for the Afrikakorps by allowing them to also benefit from the Combined Arms bonus. The Afrikakorps already has weaker team weapons and they have trouble keeping up with the mobile nature of the faction.  

Kradschutzen Motorcycle Team 

Panzerpioneer Squad 

Panzerpioneers with the grenade launcher were too easily able to counter units like machine guns as they were able to use smoke to break line of sight to recover from suppression or to volley grenades from behind the smoke screen. We are removing the smoke grenade ability to prevent Panzerpioneers from breaking contact with the enemy unless they have additional support. 

We have also increased the health of the unit once it hits its final veterancy level to provide a little more staying power as this unit’s veterancy bonuses are more combat focused than other engineers. 

Panzergrenadier Squad 

Because Afrikakorps Panzergrenadiers rely on fighting near their vehicles to reach their full potential, we are reducing the population of this unit to better reflect its base performance and to be more economical to field in the long run, as the faction does struggle for manpower as the game goes on. 

Assault Grenadier Squad 

Panzerjager Squad 

The price and population of the Panzerjager Squad is being reduced to help the Afrikakorps deal with mobile vehicles and create more opportunities to use other call-ins from the Halftrack Deployment System such as the Assault Grenadier or Anti-tank Gun. By lowering their base price, there is more incentive to build the unit normally. 

Price changes will not affect the Panzerjager Squad that is deployed with the halftrack. 

Pak 38 Anti-tank Gun Team 

Flakvierling Halftrack 

The Armor-piercing Rounds ability was too effective against vehicle threats as it could stop enemy vehicles from fleeing or chasing after the Flakvierling, in addition to increasing its damage output. We are adjusting this ability to now only increase weapon penetration without any other bonuses or negatives to make the unit more reliant on being properly supported to stop vehicle dives. 

Marder III Tank Destroyer 

Carro Armato M13/40 Light Tank 

The Carro’s veterancy ability no longer relies on grouping up large amounts of Italian units and instead, the Carro becomes more powerful in dangerous situations where it is closer to heavier vehicles. This creates more interesting gameplay where the player can choose to gain more power by closing with more dangerous targets. 

We also changed the unit to now require an upgrade to activate its unique hull-mounted machine gun. This allows us to give the Carro more power against infantry, while still making cover and positioning of both the vehicle and the target important. 

8 Rad Armored Car 

The turret of the 8rad is being sped up to allow it to better track fast-moving targets while we have also increased its long-range penetration, so the unit deals a little bit more chip damage to other light vehicles when fighting from distance. 

Goliath 

Walking Stuka Rocket Halftrack 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery.  

We have also adjusted the Stuka’s Creeping Barrage to differentiate from the standard barrage. Creeping Barrage will now cover a wider area, but rockets have much less overlap, reducing raw damage to targets. Furthermore, because of the destructive payload of the Stuka, it can no longer double barrage, but firing Creeping Barrage will lead to a much shorter cooldowns as the player has to pay munitions to use the ability. 

Panzerjager Kommand  

Early Warning 

This change corresponds with the recent change to the vision provided by territory points. 

Battlefield Espionage Battlegroup 

250/3 Funkpanzerwagen and Intel Radio Beacon Aura changes 

The stealth auras provided by the Funkpanzerwagen and the Intel Radio Beacons were oppressive to fight against as it allowed units to ambush enemies without needing to consider positioning and rush up to machine gun positions if no detector was available. The small radius of these auras also generally made players group up their units and attack in a blob. 

Changes have been made so the camouflage from these auras now provides standard camouflage to units that are in cover with a four second grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage. In return, we have significantly increased the range of these auras so players can operate further away from the Funkwagon/beacons. 

We will be monitoring how this change goes, as we have noted it can be difficult for team weapons to benefit from the aura. 

Intel Radio Disruption Beacon 

The Beacons are now solely a tool meant to provide nearby friendlies camouflage. Reconnaissance will now require units to scout ahead to see where the best ambush can be set in advance.  

The previous iteration made it too easy to set up ambushes as the player could spot the enemy in the fog of war, while creating issue where a player’s beacons gave themselves away, despite being primarily a tool meant to hide their forces. 

Siphon Beacon 

Siphon Beacons were difficult to use as they gave away their position by telling enemies their point was being siphoned, and observant players would note the change to their income. While it could be powerful in certain situations, it required these beacons to pay off very quickly as they would inevitably be destroyed. 

We are changing the design to now only provide the owning player additional resources with a slower resource gain as it no longer telegraphs that resources are being stolen from the enemy. 

BUG FIXES  

General  

US Forces Changes 

Wehrmacht Changes 

British Forces Changes 

Deutsches Afrikakorps Changes 

Singleplayer & Campaign 

Animation 

User Interface & User Experience