The December mega-patch is here!

Hold on to your hats boys! The 667mb December “Community” update is here! NEW CONTENT Five new “Art of War” faceplates (one for each faction) curated from the Steam Workshop are now available in the in-game store. Faceplates created by community member RitaRush and 40% of all proceeds go back to the community. Five new […]

Huge March 28th CoH2 Patch

MARCH 28th UPDATE After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game. A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, […]

March 31 Patch – 7 New maps & extensive balance tweaks

MAPS The following NEW Relic Maps have been added to Automatch and Custom games: (6-8) General Mud (2) Angoville (previously a COH1 map, now with COH2 freshness!) The following Community Maps have been added to Custom games and Automatch as part of the Community Map Spotlight Series. Congratulations to the talented map makers that have […]

Feb 4th Patch – Bug fixes but no balance tweaks

Multiplayer Fixes: OKW Jagdpanzer IV cost corrected; reduced to 400 Manpower from 480 Manpower. Fixed an exploit where players could stack the USF Rear Echelon’s “Volley Fire” ability by crewing and de-crewing vehicles. Changed the Classic Hot Key for “Cancel Construction” to “X” to prevent players from accidentally scuttling their structures. Mines are no longer permanently revealed after […]

USA – Airbourne Strategy

How to play as USA – Airbourne This strategy isn’t perfect, but has been the standard lineup for a lot of replays that I’ve seen recently and seems pretty solid. USA late game is pretty lame in the recent patch, therefore the recommendation on the M8A1 to counter troops and encourage aggressive capping to prevent the […]

December 8 Patch!

Features Performance ImprovementsSeveral optimizations were made that improve the game’s frame rate. Entity extensions that have expensive updates now run in parallel on multiple processor cores. Optimized weapon targeting update. Optimized PropertyBagGroup lookups by pre-caching them to allow for constant time lookup. Replaced temporary data structures using heap allocators with stack allocators. Optimized path finding […]