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Topaz Rhino (2.3.0) Patch Notes

2026-04-01 · Hannah_RE · Steam original ↗

Overview

The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.

Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.

Gameplay, UI, and Systems 

General UI & Menu Updates 

Matchmaking, Lobbies, & Friends List 

Maps 

New Maps added to all modes 

Égletons - (1vs1) 

Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day. 

Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below. 

Classic Company of Heroes community map, originally created by Cam51. 

Pisa Centrale - (2vs2)

The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all. 

“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.” 

Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield. 

Sedjenane Marshes - (3vs3) 

Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest. 

The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat. 

British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.  

Castello della Nebbia - (4vs4) 

Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail. 

The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation. 

With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy. 

Map Quality of Life Improvements 

We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps. 

Cosmetics 

NOTE: Thank you everyone for your patience as we rolled out the changes to the Loadout, Store, and Cosmetic sets. For any players that only had a few items from a given set, you should now have all items that make up its themed Ultimate Set (excluding Night Fighters and Devil's Brigade).

In total, today we granted 5,000,000 cosmetic items! Thanks again for your patience and we hope you enjoy the update.

New Cosmetic Content 

Cosmetic Fixes 

Units, Abilities & Combat Fixes 

General Unit Behavior 

A.I. Improvements 

We have implemented several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game.  

Artillery and Anti-Tank Guns 

Infantry Combat 

Vehicle Combat 

Team Weapon Combat 

    General A.I. Improvements 

Multiplayer Balance Changes 

Fireside Chat with the Balance Team

General 

Victory Points 

Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety – providing more opportunities for heavy tanks to make an impact – and increasing the chance for comebacks 

Hidden Demolition Charges 

We wanted to give more counterplay against these powerful traps that could often immediately destroy individual squads without warning, while still allowing them to differ from the standard demolition charge.  

Anti-air Changes 

Anti-aircraft units have been difficult to balance, which has resulted in many plane-based abilities being ineffective. Due to how the system functions, anti-aircraft units need to be capable of quickly intercepting aircraft to prevent their payloads from being dropped, but it created situations where AA could completely lock out sections of the map by being in the area. 

We are making significant changes to how mobile anti-aircraft units function, requiring players to micro their anti-aircraft units and give the opponent greater counterplay opportunities in disabling anti-air units for a short period of time. 

Detectors 

Detector units were ineffective, often being unable to find camouflaged units before they were fired upon or hit by certain abilities. Furthermore, most units re-camouflage too quickly after leaving detection range. To address this issue, detection range will now match the standard engagement range of infantry. 

For the Axis factions, detectors were also too plentiful, being on starting engineering units that were cheap to field. Players will now need to upgrade their Pioneers with sweeper packages before they can act as a detector unit. 

Salvage 

We are significantly increasing the time it takes to salvage wrecks and reducing the rewards given to the player as salvage could be too effective in mid-late game scenarios where there were many wrecks laying around. 

Towed Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36  

Towed anti-tank guns are too mobile and effective. These long-range, high damage units are able to quickly set-up and engage targets while being difficult to take out as they could be re-attached to their truck once teardown was completed and were hard to outmaneuver with their fast rotation rates. We are making a large number of changes to make these weapons less efficient and more difficult to reposition when outmaneuvered. 

We have also lowered the range on the non-Battlegroup version of these units, making them easier to avoid and reducing how far these units can hit vehicles from off-screen. 

Heavy Tank Cost Reduction 

We are further increasing the cost discount provided by tech for heavy tanks. Combined with the increase in victory points, this change should improve their usage, especially in team games. 

Light Artillery - Pack Howitzer, le.IG 18 

We are increasing the minimum angle and lowering the projectile speed of light artillery units to make it easier to avoid their projectiles. This will make these units less oppressive with a focus on reducing their projectile speeds when there is a clear line of fire to the target. 

GrB 39 Grenade Launcher 

We are reducing the damage output of the grenade launcher to make these weapons less oppressive against units in cover as the grenade launcher allows the user to remain at a safe distance compared to flamethrowers. 

Halftrack Recrew Team Weapon 

Grenades 

We are improving the damage drop-off of basic Axis grenades to be more in-line with other throwables, while still retaining a lower kill radius and higher cost. Rifle grenades have also had their minimum range slightly increased to make it harder to use at close range. 

Satchel Charges - Fallschirmpioneers and Paratroopers 

As a measure to prevent paradropped units from immediately neutralizing static structures, satchels will now start on a cooldown when the unit is dropped in. 

US Forces 

Survival Training 

The recent changes made to the US economy allows us to reduce the costs of certain Infantry Support Center upgrades that are now too costly overall. 

Advanced Logistics 

Air Support Center 

We want the Air Support Center to be able to impact a player’s forces in some way that is not reliant on usage of the airstrike abilities. To facilitate this, the structure will now increase munitions income by a small amount.  

M1 57mm Anti-tank Gun Team 

The veterancy abilities of the US anti-tank gun have been reworked with Brace being replaced by Quick Adjust, an ability focused on mobility, while Focused Vision has been returned to a timed ability with greater vision being provided. 

M4A1 Sherman Medium Tank 

M18 Hellcat Tank Destroyer 

To make the M18 Hellcat more potent as a tank destroyer without directly increasing its firepower, we are allowing the unit to have 50 range if it remains stationary after a delay. This allows the Hellcat to be stronger for defense or when combined with spotters, while preventing it from becoming oppressive through its speed and mobility if it had the increased range by default. 

Pathfinders and Artillery Observers Squads 

Changes made through recent patches have made the Scout variants fall out of favor, with the units being weaker and the Axis early game becoming stronger. We are pulling back some of the nerfs made to these units. 

  Armored Battlegroup 

Fast Deploy 

  Special Operations Battlegroup 

M4A1 Sherman Whizbang 

The following change is meant to make the M4A1 Sherman Whizbang more vulnerable when attacked by enemy units and reduce its general mobility on the battlefield. 

  Advanced Infantry Battlegroup 

M2A1 105mm Howitzer Emplacement 

A number of emplaced artillery units are having their damage penalty against defensive structures removed as their scatter at long-range made them unreliable and they were unable to move forward to get more accurate hits.  

The US 105mm is also gaining improvements to its area of effect damage and scatter to make it a more reliable artillery piece, while reducing the potency of its more powerful abilities. 

  Heavy Weapons Battlegroup 

Halftrack Strong Points 

  Italian Partisan Battlegroup 

Resistance Fighters 

Wehrmacht 

221 Armored Car 

The Wehrmacht’s light vehicles experience requirements were too low, allowing them to gain veterancy quickly. This change brings them in-line with units of their combat performance. 

251 Armored Personnel Carrier and Variants 

StuG III G Assault Gun 

The following change is meant to increase the lethality of the Point-Blank Blast ability, at the cost of a shorter duration. 

Sturmpanzer IV Brummbar 

This will slightly slow down the projectile of the Brummbar to be on-par with the Centaur and the Sherman Dozer as the current projectile is too fast and is incapable of being dodged by infantry. 

Nebelwerfer 42 

The High-Explosive Barrage has had its damage drop-off increased to make near direct hits more lethal as the ability was a little weak despite its munitions cost. 

Breakthrough Battlegroup 

Rapid Production 

  Blitzkrieg 

This change is meant to reduce the survivability of vehicles under this effect, with players needing to focus on using the speed and rotation bonus to avoid enemies, rather than having a chance for enemy rounds to miss. 

  Mechanized Battlegroup 

Panther Heavy Tank  

The large number of call-ins within Mechanized allows the player to maintain pressure on the opponent and have all the tools they need to counter the opponent without tech. For this reason, the Panther is becoming a dedicated production unit, requiring players to tech to get mobile anti-tank options. 

Stosstruppen StG Package 

  Italian Coastal Battlegroup 

Coastal Reserves 

With the recent changes to casualty collection, Coastals could recover too much manpower over the course of the game. To address this issue, we have increased the time it takes to trigger Reserve Pool and slightly increased their manpower cost. 

Bulwark 

Bulwark could make bunkers too difficult to destroy if constant pressure was not applied, especially with dedicated artillery units that needed to recharge after barrages. To address this issue, we are increasing the delay before healing occurs and the rate that health is restored. 

Obice 210 da 210/22  

  Terror Battlegroup 

Jericho Trumpets 

Terror Propaganda Warfare 

  Last Stand Battlegroup 

Sturmpioneer Squad 

Pantherturm Emplacement 

Scavenge Doctrine 

British Forces 

Company Command Post Refit and Rearm 

Changes have been made to Refitting British vehicles, preventing players from retiring light vehicles and then deploying a tank immediately afterwards. We have also reduced the amount of resources refunded by the truck that spawns with the 17-pounder to make refitting it much less efficient. 

17-pounder CWT Truck 

Infantry Section 

Bishop 

We have reworked the Direct-Fire ability to be a shorter-range barrage ability that can quickly fire a small series of shells at the target position but has a high likelihood to collide with intervening obstacles. 

M3 Grant Medium Tank 

We are slightly toning down the amount of firepower of the Grant’s Veterancy 1 ability due to the extreme power it gives this unit. 

BL 5.5 Artillery Emplacement 

Perimeter Monitor 

  Canadian Shock Battlegroup 

 Burnout 

PIAT 

Attacking Spirit 

Attacking Spirit is having its Command Point cost increased to make the ability less impactful in the early game where early healing can allow a player to snowball their advantage. 

Demolition Engineers 

Churchill Crocodile Heavy Tank 

The following change makes it harder to stall for the Crocodile in smaller game modes, following the same rule as other heavy tanks due to its strong anti-infantry performance and ability to ward away lighter vehicles. 

  Polish Cavalry Battlegroup 

Recon Mission 

Sherman VC Firefly Tank Destroyer 

To emphasize the Firefly’s role as a premium tank destroyer, we are increasing its weapon range, while maintaining the unit’s slow rate of fire and poor movement speed. 

Land Mattress Team 

  Australian Defense Battlegroup 

Over Repair 

  Air and Sea Battlegroup 

Commandos 

Deutches Afrikakorps 

Emergency Repair Kits 

The first vehicle health upgrade in the Armory was too powerful due to its impact on breakpoints and relatively low cost. This led to the upgrade having a high pick rate over the options. 

To create a better gameplay experience, health is now exclusive to a final tier Armory upgrade focusing on the upgrade’s role as an auto-repair tool that reduces the downtime of infantry. 

2.5 Tonne Truck and Medical Variant 

The bonus provided by Field Supplies made massed Afrikakorps infantry too powerful. We have reworked the ability to focus on battlefield sustainment and independence from vehicles, rather than combat power. 

With the removal of health bonuses from Emergency Repair Kits and the adjustment made to Field Supplies, we increased the health of the medical variant for increased durability. 

250/9 Halftrack 

The 250/9 will now require fuel, rather than munitions. This change is meant to delay tech and vehicle timings, slowing down how quickly the Afrikakorps can build a large number of armored vehicles that were difficult for early game infantry to deal with. 

Flakvierling Halftrack 

The following change is meant to reduce the raw effectiveness of the flak halftrack against units in cover as its previous set-up allowed it to always land hits on larger squads.  

While still capable of suppressing units in heavy cover, infantry will be able to stall out in heavy cover for a significantly longer period of time without taking extreme amounts of damage based on their squad size. 

Panzer Armee Kommand 

With the recent changes to the Armory, the Afrikakorps had a too much manpower compared to the other factions. To delay their transition to late game vehicles, the manpower cost has been increased on their final tech structure. 

8Rad Armored Car 

The 8rad is ineffective against infantry at long-range, despite being a dedicated specialist that is lightly armored and has to compete with the Flakvierling or the StuG D. To address this issue, we are giving back its long-range firepower on the autocannon, allowing it to be lethal at maximum range while overall damage-per-second remains the same at and below 35 meters. 

StuG III G and D Assault Guns 

  Italian Combined Arms Battlegroup 

Semovente da 75/18 Assault Gun 

The following change to the Semovente will allow the unit to arrive earlier onto the battlefield without needing to sacrifice the upgrades required for Bersaglieri to function in mid to late game scenarios. 

Carro Armato M13/40 Light Tank 

Italian Combined Arms Strafing Run 

  Italian Infantry Battlegroup 

L6/40 Light Tank 

We are increasing the L6’s effectiveness and lowering its cost to bring it in-line with its current performance. The L6’s autocannon will still be primarily an anti-vehicle unit with the flamethrower being the primary option against infantry. 

Cannone da 105/28 Howitzer 

Because of the towed nature of the Cannone, it is difficult to destroy and able to pressure base sectors on smaller maps due to its range. To retain its range as an artillery piece, we are removing its ability to barrage from the base sector and weakening some of its auto-fire capability to be less oppressive. 

Panzerjager Kommand Battlegroup 

Butterfly Bomb Drop 

  Armored Support Battlegroup 

Veteran Gunners 

This change is meant to tone down some of the passive power of this early game pick. 

Panzer IV Command Tank 

  Kriegsmarine Battlegroup 

Hardpoint 

This lowers the anti-air damage of the Hardpoint due to its current cost effectiveness whereas other AA emplacements require manpower and fuel. 

Fritz X Guided Bomb 

Bug Fixes 

Abilities 

 

Artillery, Anti-Tank Guns & Team Weapons 

Vehicles & Miscellaneous Fixes 

Stability 

High Priority Known Issues  

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.