V1.5.0: New content & Upcoming PS4/PS5 version & Shanghai-Nanking DLC
Hi everyone,
We finally have a release date for the Shanghai-Nanking DLC and the PlayStation 4 / PlayStation 5 version, but first let's see what changes since last major update.
Recent Changes
New Features:
• Added A5M-2 Japanese fighter plane. • Added SDKFZ 222 armored car with 7 camo variants. • Added 3,7cm Pak 36. • Added M1937 1-K AT gun. • Added M1937 19-K AT gun. • Added M1937 53-K AT gun. • Reworked C96 models. • Enfield rifles animations reworked. • M1911 animations reworked. • Reworked most of the radios • Added some new Face models. • Started reworking Fallschirmjäger uniforms. • New system to add locations in custom maps. • Finalized Shanghai-Nanking DLC for the upcoming release. • New system to add into text for vanilla and custom missions. • New system to localize custom missions. • New system to set Campaign-tree order of custom missions. • New system to localize custom missions. • Added many new functionalities to Scripting System. • Reworked rain effect. • Released coming soon Shanghai-Nanking DLC page.
Fixes:
• Removed "Take control of spawned vehicle" button; To take control of a spawned vehicle pressing on the vehicle label is now enough. • Some fixes in uniform textures. • Improved memory management to reduce potential memory leak issues. • Fixed bug with I-16 rockets. • Improved bots pathfinding for maps with very steep hills. • Fixed Panzer I seat slot count. • Improved performance of some FPS animations. • Fixed bug with M1 helmet. • Fixed bug with Paratroopers M1 Carbine. • Changed the way ticket system works, by counting dead units instead of respawns now. • Improvements in riggings. • Improved AI to calculate longer paths when they can't find a good one. • General bug fixes, especially around the new scripting system. • Improved camera reload animation system. • Addressed various smaller bugs reported via Discord.
Shanghai - Nanking Campaign
Shanghai Nanking will launch on Steam the 28th of March (2025)! This DLC will bring 2 maps (with around 100 new map props) and 23 missions on them, various vehicles and weapons, more than 70 clothing pieces and the new China faction!
The DLC will take a few extra weeks to be released on console as well, but we are doing our best to bring it ASAP!
PlayStation Release
The same day, 28th of March, the game will also become available on the PlayStation store for both PS4 and PS5! The game will launch with all DLCs except for Shanghai Nanking, that might take a few extra weeks to be approved and released on this console as well.
Scripting system
While we plan to add even more functionalities, the scripting system expanded a lot with functionalities such as callbacks. We managed to make the first fully scripted mission in Easy Red 2: The Sihang Warehouse defense mission for the upcoming Shanghai-Nanking DLC.
More missions will feature scripting, including base game missions, and we are planning to run a scripting contest along with Workshop creators in order to promote the new system and help with it's usage.
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Thank you all, Marco
Live Dev Chat: Let's answer questions from the community!
Hello everyone!
Today we are going to do a Live Chat hosted by EndoSkull Gaming, where you can ask us some questions that we'll try to answer as deep as we can!
Join us on Endo's channel!
V1.4.10: New scripting system, new content, Shanghai-Nanking DLC page ready!
Hi everyone,
In this post, we are sharing more news about the Shanghai-Nanking campaigns, the PlayStation release, and some new systems we are developing. But first, here are the changelogs for all the latest updates, including the most recent one just released:
Recent Changes
New Features:
• Added a very early look of the Scripting system. • Added new Japanese uniform parts, including new helmet and cap variants. • Added German Smocks uniforms. • Added new German M40 and M43 caps with many variants. • Added P-40 plane. • Added Polikarpov I-16 plane. • Added KI-27 plane • Added Ki-43 plane. • Added Panzer I A tank. • Added T-26 tank. • Added Type94 tankette. • Added new Lee-Enfield reload animation system. • Released coming soon Shanghai-Nanking DLC page.
Fixes:
• Smaller improvements in face textures. • Big changes in Japanese loadouts for better historical accuracy. • Improved riggings of uniforms. • Improved save data system to handle cases of no space on disk. • Improved memory management of TPS animations. • Adjustments on stone wall prop for better placement on the ground. • Various sounds and animations improvemen • Addressed various smaller bugs reported via Discord.
Scripting system
Exciting update for Easy Red 2! We’re introducing an optional Lua-based Scripting System that lets you completely customize your missions: Create new game modes, design unique mission objectives (like destroying a target or triggering explosions), and fine-tune AI and soldier behaviors—all while working alongside the default Mission Editor. Whether you’re editing scripts in-game or using your favorite external editor, this system gives you unprecedented control over every mission phase and AI action.
This system have been added in the game, but it's currently very early and not finalized at all. There are still many functions that needs to be added, especially in order to properly handle inventories, UI elements and custom sounds. We will also provide new Mission-Editor tool to acquire IDs of vehicles, items, squads, world positions and more, in order to properly use them in your scripts. However much of it can be used to start prototyping some new experiences! Once ready this system will of course be used for vanilla missions as well to create a more dynamic and less repetitive gameplay! You can start making your script by taking a look to Easy Red 2 Scripting system docs.
Feel free to try the system as it is and to join the Discord Server where we have dedicated channel to report problems with the system, suggest new scripting features and share your scripts so other members of the community can use them in their missions!
Shanghai - Nanking Campaign
Finally we are in the very last stages of the making of the Shanghai-Nanking DLC, where we are currently setting up last missions and testing them to ensure to bring the highest quality as possible. This DLC will bring 2 maps (with around 100 new map props) and several missions on them, various vehicles and weapons, more than 70 clothing pieces and the new China faction!
We don't have a very precise release date yet on any platform, but we expect it to be available on Steam between 3 and 6 weeks!
PlayStation Release
We have been working with Sony to ensure the game build complies with PlayStation's quality guidelines. Not only is the build 100% ready, but it also strictly adheres to all the requirements for release on PlayStation. The approval process is revealing being a bit more tricky than expected so hopefully we'll be able to bring good news about this very soon!
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Thank you all, Marco
V1.4.9: New uniforms, gore improvements, Shanghai & PlayStation news and more!
Hi everyone,
Hi everyone,
In this post, we are sharing more news about the Shanghai-Nanking campaigns, the PlayStation release, and some new systems we are developing. But first, here are the changelogs for all the latest updates, including the most recent one just released:
Recent Changes
New Features:
• Added new German winter uniforms, including the German Parka and other new German uniforms. • Expanded the gore system with a new prototype feature. • New vehicle: Breda 37 static MG. • Added new Enfield No.4 Mk1 and No.1 Mk3 animations, allowing dynamic combinations of stripper clip and individual bullet reloads, as well as the ability to cancel the reload animation at any moment. • Added new third-person injured animation variants. • Added new US voice acting. • Added a new tool for the Map Editor: Multi-replace props. • New intro and main menu music. • Added new soundtracks. • Added a "block player" feature for multiplayer. • Added a "report player" feature for multiplayer. • New FPS unequip animation system – currently applied to various weapons. • New MP40 & MP38 animations. • Reworked Lanchester animations. • Reworked Walther P.38 sounds. • Reworked Enfield revolver and Ruby pistol animations. • Improved Kar98 animations. • New Type 100 sounds. • New trench props. • Added 24 new destructible sandbag wall props. • Added various road sign props. • Reworked various Japanese props. • Various other props added.
Fixes:
• Improved rigging on various uniforms. • Enhanced many animations. • Improved various weapon sounds. • Reworked the Type 96 AA gun and added a camo variant. • Reworked the M2A1 Howitzer. • Fixed historical inaccuracies with some calibers and weapon penetration data. • Fixed some achievements. • Various quality and performance improvements. • Improved vehicle armor stats. • Adjusted the size of some headgear. • Improved vehicle performance. • Optimized building LOD performance. • Adjusted some loadouts. • Players can no longer ADS while reloading static MGs. • Addressed various smaller bugs reported via Discord.
Progress with New Uniforms
We are currently focused on reworking uniforms to include new variations and achieve greater historical accuracy. While this update already introduces many new uniforms, we are also working on German smocks, new headgear, and additional camouflage variants. Later, we plan to fully revisit Italian and Soviet uniforms.
The historical accuracy of our uniforms has significantly improved, and we are now able to produce them much faster than before. This year will bring even more uniform improvements than we initially planned!
Progress on the Gore System
We continue developing the gore system, achieving new and interesting results. The gore system now extends to soldiers’ legs, with more realistic blood effects.
Remember that gore is a fully optional feature and can be disabled anytime in the pause settings.
Shanghai - Nanking Campaign
In our last update, we shared percentage-based progress for different aspects of the campaign. Now, the uniforms, vehicles, props, and the Shanghai map are practically finished! We are currently finalizing the Nanking map and a few remaining weapons for the Chinese Army.
We are slightly behind schedule for BETA testing the DLC, but we expect to start within a couple of weeks with some volunteers from Discord.
Recently we have been showcasing a ton of Nanking-Shanghai content on our Discord server. This includes the upcoming weapons, tanks, planes, buildings and uniforms. We really suggest to join the community to get in touch and to see more about all the content we are developing!
PlayStation Release
We have been working with Sony to ensure the game build complies with PlayStation's quality guidelines. Not only is the build 100% ready, but it also strictly adheres to all the requirements for release on PlayStation. However, we still need to go through the approval process, and we expect to receive news from Sony next week.
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Thank you all, Marco
V1.4.6: New Campaign menu, Performance Boosts & DLC Progress!
Hi everyone,
First of all, apologies for the long wait for this update. We wanted to rework some very delicate aspects of the game that required extensive testing to ensure the changes were released in a stable condition. However, as you'll see, this update includes significant performance improvements that we’re confident many of you—especially those with low-end setups—will appreciate!
Here are the changelogs for this update:
Recent Changes
New Features
• Completely reworked Campaign and Multiplayer menus to provide a higher-quality experience and greater control over mission setup, including new options. • Reworked UI navigation for gamepads. • New German Afrika Korps uniforms. • New placeholder German Infantry uniforms (WIP). • Added the MP38. • Reworked the MP40, MP41, and STG 44. • Added new patches for some battalions. • Reworked some VFX. • Added new on-cover animations for some vehicles. • Added new Kar 98 animations. • Added new Walther P.38 animations. • Reworked various TPS animations. • Reworked multiple sounds. • Reworked several vehicles.
Fixes
• Improved the performance of units during battles. • Enhanced spawning performance for units in battle: spawning may now have a 1–2 second delay for units to load, which resolves occasional lag spikes during spawn events. • Improved the performance of road decals. • Completely reworked the map prop spawn system for faster, smoother, and more optimized gameplay. • Improved the physics of planes. • Made significant improvements to plane AI. • Fixed various issues in tutorials. • Fixed AI-related issues. • Adjusted British army uniform colors. • Fixed various FPS animation bugs. • Improved the handling of infantry uniform shaders. • Corrected localization issues. • Enhanced overall stability and reduced memory usage. • Addressed various smaller bugs reported via Discord.
New campaign menu
We’ve reworked the campaign menu to give it a fresh look and improved functionality for managing campaign missions. The updated menu now offers two main ways to configure a match:
• A quick setup option for players who prefer minimal customization and want to jump straight into the action. This "Full Campaign" play type lets you play through all missions in the default campaign order without configuring options or returning to the menu after completing each mission. • A detailed configuration option that allows for in-depth customization of one or multiple missions, played in a specific or random order.
The menu also lets you set up missions for Multiplayer. You can decide at the last minute whether your configuration should be joinable by others online. While optional, this feature may encourage more players to host multiplayer matches and keep that section of the game active.
Since the Singleplayer and Multiplayer menu configurations now share the same UI, any future features added to the match configuration (like the "Play Type" option) will be available for both modes.
The Multiplayer menu has also been enhanced with additional server list details and a more user-friendly, less chaotic interface.
Performance improvements
We’ve spent significant time reworking various systems to optimize performance, especially for low-end hardware such as the Nintendo Switch and Xbox One.
The performance improvements include: • Improved map prop spawn system: Props now load faster and smoother as you traverse the map. • Optimized respawn performance: Previously, units spawned instantly but caused occasional lag spikes. Spawning is now asynchronous, taking 1–2 seconds per squad but resulting in smoother gameplay. • Better AI rendering performance: AI now places less strain on the GPU. • Enhanced cover generation: Props with AI cover positions are now managed more efficiently, reducing CPU usage.
Second Sino-Japanese War
Here is the new cover image for the upcoming Sino-Japanese DLC!
Now that we’ve completed urgent UI and performance updates, we can dedicate more time to completing the DLC. Here’s the current progress: • Props and buildings: 90% complete (this represents most of the DLC’s workload, with nearly 100 unique assets). • Map development: 50% complete. • Uniforms: 90% complete. • Weapons and animations: 50% complete. • Vehicles: 30% complete. • Music: 100% complete. • Voiceovers (Chinese faction): 80% complete.
While we initially hoped to release the DLC by Christmas, the scope has grown significantly. However, we aim to launch it before the end of winter.
PlayStation release & Console Updates
We’ve submitted the update to Nintendo and Xbox and hope for swift approval. Console players will benefit from enhanced gamepad navigation, UI, and performance changes!
The PlayStation version is nearly ready with a PS4–PS5 cross-gen build. This allows a single purchase to work across both consoles, with graphical enhancements on PS5 to leverage its capabilities.
A dedicated PS5 build is also in the works but will come later. It will primarily feature support for the PS5 DualSense controller’s adaptive triggers.
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Thank you all, Marco
V1.4.4: Tunisia released, new weapons and animations, new sound mixing and more!
Hi everyone, Here are the changelogs for this update (1.4.4):
New Features
• Released Tunisia Campaign Part 1 with 15 new missions. • Added Pattern 14 Enfield rifle. • Added M1917 Enfield rifle. • Added Springfield M1903 Early War. • Reworked Springfield M1903 A3 and its optics. • New FPS crawling animation. • Reworked TPS animations when using static MGs. • Significant changes in audio mixing. • New Japanese voice. • Numerous changes in weapon sounds. • Some additional new sounds. • Various localization fixes. • Added Ukrainian language support. • Added trigger pull animation in FPS. • Added and reworked various props.
Fixes
• Major mission rebalancing. • Uniform improvements. • Reworked various FPS animations. • Improved wet material effects under rain. • Enhanced grenade bounce physics. • Minor AI improvements. • Various smaller fixes based on feedback from Discord.
Tunisia Campaign
We are now releasing Part 1 of the Tunisia Campaign, covering the northern region of the Battle of Tunisia. This campaign includes 15 new missions, a new map with various new props, buildings, weapons, vehicles, and unique camouflages created specifically for this setting. As promised, this substantial campaign is released for free. The second part of the campaign, featuring South Tunisia, is scheduled for early 2025.
Second Sino-Japanese War
With Tunisia Part 1 now released, we are shifting our focus to the Sino-Japanese War. This substantial DLC campaign will require only a few months to complete and will introduce a vast amount of unique content that’s rarely seen in WWII video games. Expect more news on this soon!
PlayStation Release & Console Updates
We’re working on bringing this latest update to Xbox and Nintendo Switch, hopefully within the next couple of weeks as usual. Regarding the PlayStation version, we finished a fully functional build last week. We are currently conducting quality checks on the final product before submitting it to Sony for approval. While it’s challenging to provide an exact release date, we hope the game will be available on PlayStation by Christmas!
Available Content
You can get Battle of the Bulge and France Invasion here
We are continually improving all aspects of the base game and, as always, are open to suggestions from the Steam Discussions and Discord server.
Thank you all, Marco
V1.4.3: new destructible tank tracks system, new facial models and more!
Hi everyone, Here's the changelogs for this update (1.4.3):
New Features
•New Destructible tracks and wheel system (description below). •New Face-Body system to have more quality and better proportioned human bodies, more quality faces, and new future systems. •New eye blinking anymation. •New Automatic weapon sound system. The system is now applied to all portable, turret and plane MG42, MG34 and Browning M2. During the following weeks we will keep reworking more automatic weapons to use this new system. •Added new TPS animations. •Added 22 new rock models for Map Editor and future Vanilla campaigns. •Added new Zis-2 AT gun with winter camo variant.
Fixes
•Improved vehicle damage system and explosions damage system by a lot. •Improved size of FPS hands. •Improved FPS walking dynamic animations. •Reworked Zis-3 AT gun. •Various other smaller fixes from feedbacks on Discord.
New Roadmap!
We just released our newest roadmap today. Within the roadmap we explain all the biggest features we will attempt to work on in the future months. As always, every future update will also contain a good dose of smaller new features and improvements.
We released a lot of stuff during Septembe, like a new AI system for Self propelled artilleries, many new vehicles, new animations and various gameplay changes. We didn't have the time to properly discuss them within Steam posts, but you can read trough all the changes recently released in our changelogs post.
New destructible tank tracks system
We've made significant changes on the vehicle damage system in order to push it toward a better simulation. Tank tracks and vehicle wheels can now easily be damaged by smaller calibers, making AT guns more useful. Damaged tracks and wheels will show a visual effect and will prevent vehicles from moving until a member of the vehicle crew will exit and repair the part.
This little clip shows an example of the system:
Tunisia and the Second Sino-Japanese War
We are showing some news about the upcoming campaings in the roadmap post. As explained, we will start tetsing Tunisia Part 1 (North) within the next couple weeks in public BETA.
Playstation release & Console Updates
All the changes up to this update are now being delivered to Xbox and Nintendo to wait for their approval which as usual should take around 10-15 days. Playstation 4 and Playstation 5 version of the game is proceeding development steadly.
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Thank you all, Marco
📅 Easy Red 2 - New Roadmap for Late 2024 to Mid 2025 🗺️
Greetings, soldiers of Easy Red 2!
We’re excited to share our new roadmap, laying out the path ahead for Easy Red 2 from late 2024 to mid-2025. We're working hard to make the game bigger and better than ever, with new systems, features, and content to look forward to. Here's a glimpse at what's coming:
✨ Major New Features ✨
New Body & Face Mesh System: We're bringing in more realistic body proportions and facial animations, including eye blinking! New skin effects and improved faces are coming in future updates too.
Enhanced Sound System for autmatic weapons: Expect a significant overhaul of automatic weapon sounds, covering everything from SMGs to turrets and plane MGs. This new sound system will create a much more immersive experience.
Vehicle Destructibility: With destructible static vehicles already in, we’re adding destructible tank tracks and wheels next. This will include new effects for destroyed tank tracks, and make anti-tank rifles more useful in battle.
Crouching in Open-Top Vehicles: To help protect from enemy fire, you'll soon be able to crouch inside open-top vehicles like the LCVP or when using mounted MGs.
Modding Scripting Support: We'll try to expand modding capabilities by adding scripting options. This will eventually allow scripting for AI behavior and mission creation!
PlayStation 4 & PlayStation 5 Releases: Console players, we're coming your way soon!
Kwajalein & Anzio Campaign Reworks: We’ll be upgrading both these campaigns to bring them in line with the latest Easy Red 2 content quality.
Constant Free Content: More vehicles, weapons, uniforms, buildings, and props! While it’s tough to predict every addition, upcoming campaigns like Tunisia and the Sino-Japanese War will bring loads of exciting new content.
Nintendo Switch & Xbox: As always we'll keep releasing every update on all systems!
🔧 Major Improvements 🔧
Vehicle Animation Reworks: We're revamping animations for characters in vehicles to make them more natural and fluid.
Vehicle Model Updates: Many older vehicle models are being upgraded to match the quality of our latest creations.
Sound Overhauls: Expect enhanced audio quality across the board, from weapons to environmental sounds.
Menu & UI Improvements: The mission selection and loading screens will be reworked for a cleaner and more consistent experience. We’re also adding small UI features to improve overall usability.
AI Enhancements: We've made great strides in AI this year, but there's still room for improvement. Expect more updates to make battles feel even more realistic.
Uniform Updates: We’re continuing to refine the look of uniforms. As you know British uniforms have been reworked recently, and next up are the German ones.
Gore System Improvements: We know many of you have requested improvements to the gore system. We’re experimenting with new ways to implement this.
🌍 Upcoming Campaigns 🌍
Tunisia Campaign
We decided that Tunisia will be split into two maps: North and South. We figured it would be best this way as to include many important locations from the campaign without squeezing them too close together in proximity. From the lush open fields of the North to the arid landscapes of the middle and down to the bone-dry South, Tunisia features a wide variety of scenery, maybe some totally different than what you think of when you think of the North African campaign in the Second World War.
The first map for the Tunisian campaign, the North, is nearing completion and the missions will going into development shortly! We can hope to have some missions coming into the PC public BETA around the first half of October.
Some key locations will be Tunis, Bizerte, Mateur, Enfidaville, Longstop Hill, Zaghouan and multiple more. At the moment, based on the missions planned there will be at least 16 new missions added to the base game Easy Red 2 with the Northern Tunisia campaign alone!
New props, vehicles, uniforms, and a new faction—New Zealand—are all coming with this campaign.
Sino-Japanese War DLC
This massive DLC will include far more content than originally planned, with two major campaigns: the 1937 battles of Shanghai and Nanjing. Expect a huge array of new buildings, props, uniforms, and unique weapons like the Type 11 LMG, complete with a complex reload system. Check out a sneak peek of the Type 11 LMG system we are working on:
Note: This is a concept preview in a testing scene, and it's nothing like the final product.
🔍 A Note from the Team 🔍
This roadmap only outlines the major features and changes coming in the next several months. As always, we'll be working on smaller updates, bug fixes, and polishing regularly—just like we have for the past four years with near-weekly updates. You can view our full history of changelogs here.
We owe our continued success to you, our dedicated community. Your feedback and suggestions have been invaluable, and your enthusiasm for Easy Red 2 motivates us to keep pushing the game forward. Thank you for spreading the word and being part of this journey.
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
Stay tuned, and see you on the battlefield!
Marco and the Easy Red 2 Team
V1.4.2: AI improvements, new uniforms, various bug fixes
Hi everyone, Here's the changelogs for this update:
New Features
•New AI system for Self-Propelled Artilleries which make those kind of vehicles keeping distance from the battle in order to provide indirect artillery fire via radio call just like static artilleries. •AI can now turn static artilleries from the second seat. •New settings to costumize UI. •New British Africa uniforms. •New British 1944 uniforms. •New British headgears. •New animation for repairing vehicles. •New Mosin reload sounds. •Holding F in Panzerfaust crate now allows taking the Panzerfaust into inventory. •New M2 Browning model rework. •New system to set physics disabled on vehicles spawned as prop in Mission Editor. •New system to set specific camo on vehicles spawned as prop in Mission Editor. •Gameplay progress (win state, respawn record...) of Workshop and Editor missions is now saves just like vanilla missions.
Fixes
•Fixed radioman taking long time to answer radio calls. •Fixed bug where dead bodies where despawning when close to them. •Fixed invisible barrier bug in repair station. •Fixes with medic keeping recalculating their path while reaching units to heal causing weird movements and high performance impact. •Improvements in M2 Browning firing animation. •Smaller improvements in AI. •Fixes Luger slide animation bug when empty. •Fixes in Normandy map. •Fixes in Artillery AI. •Fixes in British uniform. •Fixes in some loadouts. •Fixed Aircraft repair zone not working correctly after previous update. •Various other smaller fixes from feedbacks on Discord.
V1.4.1: AI improvements, destructible static guns, repairable vehicles and more!
Hi everyone,
First, here's the changelogs for this update:
Recent Changes
New Features
•Static emplacements can now be destroyed. •Reworked damage system for tanks and wheeled vehicles. •Tanks and wheeled vehicles now can be repaired in some occasions with a Toolbox Item. •New multi-interaction system by holding F. •Reworked FIAT 626 model in 3 variants and 4 camos •Reworked JU-52 model now with 4 camos. •New British and Polish helmets. •New Canadian voice. •New Juno Beach voice lines. •New ripped flags props. •Added sensitive content filter. •Added new Date Palm prop. •Added US M43 uniform. •Added British officer uniform & vest (dog tag soldiers) •Added Japanese officer uniform & vest (dog tag soldiers) •New TPS LMG locomotion animations.
Fixes
•Big changes in AI for vehicles in order to make them more convincing in movements and get stuck onto props less often. •Fixed a bug where AI was sometime instantly dying when leaving a vehicle in motion. •Smaller infantry AI performance and pathfinding improvements (expecially inside big buildings). •Other fixes in AI. •Improved soviet uniform skinning. •Reworked some anims. •Fixes in Canadian uniforms. •Fixes in Winchester M12 Trench Gun. •Fixes in Obrez gun. •Fixes in US M41 uniforms. •Reworked many weapon firing and reload sounds. •Fixes in various missions. •Fixes in Matilda tank. •Fixes in Tiger I tank. •Fixes in Panzer III E tank. •Fixes in Panzer 38(t) tank. •Fixes in Bren Carrier. •Fixes in PTRD animations. •Fixes in Obrez animations. •Fixes in Volga River Crossing mission. •Various other smaller fixes from feedbacks on Discord.
New vehicle damage systems
We've made significant changes to how vehicles function in the game.
First, static vehicles can now take damage until they are completely destroyed. Some of these vehicles can be damaged by grenades or collisions with other vehicles, while others will require larger explosions, such as demolition charges, to be affected.
Additionally, the damage systems for tanks and wheeled vehicles have been completely rewritten. Beyond the introduction of a new damage formula, certain parts, like the engine and transmission, can now be repaired after being destroyed. To perform this, tank crew members are now equipped with a new "Toolbox" item, which they can use to repair damaged parts. AI-controlled units will also be able to use this tool.
AI changes
Significant progress has been made recently in AI pathfinding, especially for vehicles. AI-controlled tanks and wheeled vehicles should now move more realistically on the battlefield and reach their destinations faster. While this is a substantial improvement, the AI has also received several smaller adjustments recently and will continue to be enhanced in future updates.
Tunisia and the Second Sino-Japanese War
We are almost done adding new vehicles and props for the new free Tunisia campaign, and those are already accessible on the Map & Mission Editor. We now plan to make a few desert uniforms for British and German army. In the meantime, now that the Stalingrad campaign is fully reworked, we will also start focusing most of our map making efforts into making this map and it's missions.
As for the Second Sino-Japanese War DLC, we are almost done making the buildings and the uniforms for this campaign. Then we will also have to finalize the weapons, the vehicles, the map and the missions. This campaign will be finalized after the Tunisia campaign, and we hope to release it during the Fall.
Playstation release & Console Updates
All the changes up to this update are now being delivered to Xbox and Nintendo to wait for their approval which as usual should take around 10-15 days.
Also we can finally confirm that a Playstation 4 and Playstation 5 version of the game is being worked on and we hope to release this around Christmas.
Available content
You can get Battle of the Bulge and France Invasion here
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.