New sounds. Update of the Map Editor and modding. New geese. QoL
General:
Improved sound engine and reworked most audio effects
Many special effects have been redesigned
Unit properties interface improved: similar weapons are grouped, special damage is displayed less redundantly
Wheat and rice can now grow on slight slopes
Updated model and textures for domestic fowl and some other units
New flags now wave above buildings
Map Editor:
Improved fine placement of environment objects
For some mods, parameters can now be set via a dedicated interface according to mod developer restrictions
Modding:
Mod parameters can now be added and configured through a dedicated interface
The f_copy function has been added to most containers
In the extended buttons interface, the number of available buttons increased from 9 to 16
Added a new upgrade type for changing unit vision range
Damage properties now support armor impact reduction modifiers
API:
New match data now includes info about units destroyed by each player
Bug Fixes:
In some cases, when the target was too close, projectiles could fly far beyond the max attack range
The Japanese motorcycle lacked the attack-ground command
The Japanese motorcycle would automatically attack animals
Trebuchet might fail to release the projectile when aiming at a moving target
Fixed auto-attack range for the Long-Range SPG
Ca.3 Bomber could queue multiple paratroop drops
Western Europe Royal Stable could not be upgraded to the Italian Barracks
Other issues fixed
New country - Italy. Balance. QoL
General:
A new country added - Italy
Japan received a new unit - Motorcycle SB-7 Kai Tokkan with mortar unit
Improved appearance of some units and buildings (and yes... we've redesigned the siege technique again)
All mechanical units now have a destroyed model after death
Fixed bugs:
Construction plans for buildings with limited quantity could be set beyond the limit, and workers began construction (but stopped)
When placing infantry units on the scene, positioning was grid-based
Other bugs
Balance:
Early Europe
Horseman: attack interval increased from 1.5 to 1.7
Early Asia
Horseman: attack interval increased from 2.0 to 2.2
Western Europe
Morgenstern: average armor increased from 4.3 to 4.5, movement speed increased from 42 to 47
Crossbowman: average armor increased from 1.8 to 2.3
Eastern Europe
Pernach: average armor increased from 5.9 to 6.2, attack interval decreased from 1.7 to 1.6, movement speed increased from 42 to 47
Crossbowman: average armor increased from 1.8 to 2.3
Eastern Asia
Rocket cannon: projectile dispersion reduced from 18% to 17%
Turtle-ship: health increased from 600 to 650, average armor reduced from 8.0 to 7.7
India
Fury of Durga: average armor increased from 13.5 to 14.2
Germany
Flammenwerfer: average armor increased from 3.0 to 5.4
USSR
Partisan: shot interval increased from 5.0 to 5.5, average armor increased from 1.6 to 1.8
T-34: shot interval increased from 6.0 to 6.5, damage increased from 90 to 105
IS-2: shot interval increased from 9.0 to 9.1, damage increased from 120 to 140
Poland
Saboteur: movement speed increased from 50 to 55
Public testing of Italy for everyone
We are conducting open testing of Italy. The new country is available in single-sandbox mode for everyone during the beta testing period.
Please note that to join, you need to go to the game settings in Steam and select "test-update - Testing the next patch" in the Betas versions section.
Public Testing of Italy
You already know that a new country—Italy—will soon be arriving in our game.
Open public testing will begin this week, and you will be able to gain access through our in-game store to experience this wonderful nation and its paratroopers firsthand.
You can find out about the start of testing on our official discord channel, where we will also be reading your feedback and ideas.
As soon as the testing begins, to join, go to the game settings in Steam and select "test-update - Testing the next patch" in the Betas versions section.
The new Sylvan Serpent statue is now available
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Old folks say that in times long forgotten, there lived a wise Sylvan Serpent, the guardian of woods and keeper of hidden paths. Its breath was a fragrant breeze that brought life, and its voice—a melody enchanting all living things.
Yet one day, a cruel ruler came to the forest, wishing to fell the trees and build a city devoid of the spirit of life. The serpent gave up the spark of its own life to protect the ancient woodland and took away the will of the foolish invaders. Absorbing the evil of mankind, it transformed into an eternal guardian
The Sylvan Serpent is available in the in-game store for everyone.
Custom map reliability. Balance changes. Bug fixes. QoL
GENERAL
Planes circle around their destination point, attacking all enemies, and do not return until they run out of fuel or ammunition.
In map developer mode, you can call up the data access console with the F8 key.
Cows (and other neutral units in special game modes) now leave the construction zone just like allies.
Custom maps now have a reliability notification indicating how often players encounter errors.
In regular matches, the rally point of the Altar is immediately set to the bush with a berry.
On ultra graphics settings, the fog of war now appears volumetric (can be disabled).
BUG FIXES
The torpedo boat did not attack submarines with depth charges.
It was impossible to upgrade more than 100 units at a time.
Regardless of capabilities, all selected units now accept and execute the "attack ground" command.
Unfinished buildings were not counted toward the building limit, which, for example, allowed multiple Colossi to be built simultaneously.
Other bugs.
BALANCE:
Cow: no longer summons wild animals when taking damage.
Stone Age:
Maceman: movement speed increased from 35 to 38.
Slinger: movement speed increased from 55 to 56.
Early Europe:
Archer: attack interval reduced from 1.8 to 1.7 sec.
Horseman: attack interval increased from 0.9 to 1.5 sec., now deals damage twice per attack.
Horse crossbowman: attack interval reduced from 2.8 to 2.4 sec.
Swordsman: movement speed reduced from 57 to 55, cost increased from 70/0/30 to 80/0/40.
Axeman: attack interval reduced from 2.0 to 1.8 sec., average armor increased from 0.7 to 1.4.
Ram: attack interval reduced from 3.0 to 2.5 sec.
Early Asia:
Heavy spearman: unit damage increased from 6 to 10, building damage increased from 6 to 7, attack interval increased from 1.1 sec. to 2.0 sec.
Horseman: attack interval increased from 1.2 to 2.0 sec., now deals damage twice per attack.
Horse archer: attack interval reduced from 1.8 to 1.3 sec.
Western Europe:
Scout: vision range increased by 12%.
Morgenstern: unit damage reduced from 30 to 22, building damage reduced from 20 to 15, now deals damage twice per attack.
Longbow: maximum attack range increased from 150 to 160.
Heavy knight: damage increased from 15 to 16.
Onager: number of projectiles per attack increased from 9 to 10.
Dragoon: attack interval reduced from 2.0 to 1.8 sec.
Cannon: attack interval increased from 7.0 to 7.5 sec.
Trebuchet: attack interval reduced from 13.0 to 12.5 sec.
Bombard: attack interval reduced from 8.0 to 7.5 sec.
Galleon: damage increased from 50 to 60.
Eastern Europe:
Pernach: unit damage reduced from 28 to 21, building damage reduced from 20 to 15, now deals damage twice per attack.
Dragoon: attack interval reduced from 2.7 to 2.0 sec.
Catapult: projectile spread increased from 13% to 14%.
Cannon: attack interval increased from 6.0 to 6.8 sec.
Halberdier: damage increased from 13 to 14.
Horse archer: damage increased from 12 to 13.
Galleon: damage increased from 50 to 60.
Western Asia:
House: cost reduced from 270 materials to 250 materials.
Barracks: cost reduced from 0/350/100 to 0/300/80.
Shooting range: cost reduced from 150/300 to 120/280.
Stable: cost reduced from 150/300 to 150/250.
Oglan: damage increased from 13 to 14, arrow spread reduced from 20% to 17%.
Ballista: damage zone size reduced by 6%, movement speed increased from 30 to 35.
Sipakh: damage increased from 7 to 8, attack interval increased from 1.1 to 1.2 sec.
Mamluk: damage increased from 7 to 8, attack interval increased from 1.2 to 1.3 sec.
Azap: reservation time reduced from 18 to 15 sec., max reserve increased from 3 to 4, training time reduced from 3 to 2 sec.
All battle elephants: melee damage reduced from 20 to 14, now deals damage twice per attack.
Attack ship: now able to attack ground.
Eastern Asia:
Dragoon: attack interval reduced from 2.7 to 2.2 sec.
Hand cannon: attack interval increased from 5.0 to 5.5 sec.
Harquebusier: damage reduced from 19 to 18.
Horse archer: attack interval reduced from 1.8 to 1.6 sec., arrow spread reduced from 18% to 16%.
Ronin: attack interval increased from 1.1 to 1.7 sec., now deals damage twice per attack.
Abstract Country:
Anti-Aircraft gun: damage increased from 65 to 70, attack interval reduced from 2.5 to 2.3 sec.
Anti-Aircraft car: cost reduced from 400/800/200 to 350/700/200, production time reduced from 80 to 70 sec.
Howitzer: average armor reduced from 9.6 to 7.0.
Military aerostat: health increased from 500 to 550.
Steamboat: population cost reduced from 6 to 3.
Torpedo boat: torpedo launch interval reduced from 12 to 11 sec.
Battleship: health increased from 1000 to 1100, now able to attack ground.
Great Britain:
House: cost increased from 600 to 700 materials.
Light machine gunner: training time increased from 35 to 40 sec.
Dreadnought: health increased from 1200 to 1350, now able to attack ground.
Sea fort: now able to attack ground.
India:
House: cost reduced from 400 to 350 materials.
Fury of Durga: production time reduced from 150 to 120 sec.
Turkey:
Topchu: training time reduced from 65 to 60 sec., cost reduced from 350/300/50 to 350/250/50, attack interval reduced from 10.0 to 9.5 sec.
Mortar: attack interval reduced from 10 to 9 sec., damage zone size reduced by 8%, minimum attack distance reduced from 350 to 320.
Artillery tower: minimum attack distance reduced from 350 to 320, projectile spread reduced from 18% to 16%.
Steam debarquer: population cost reduced from 5 to 3.
Germany:
Me.262: turn speed increased by 28%.
Goliath operator: cost reduced from 1000/500/700 to 800/400/600, production time reduced from 110 to 100 sec., Goliath cost reduced from 0/100/230 to 0/100/200.
Russia:
House: cost increased from 550 to 650 materials.
Death's Scythe: attack interval increased from 10 to 11 sec.
Soldier: damage reduced from 22 to 21.
Partisan: cost increased from 10 to 20 food.
Flamethrower tank: movement speed increased from 50 to 55, attack interval reduced from 4.0 to 3.5 sec.
Anti-Aircraft tachanka: average armor reduced from 22.2 to 18.5.
France:
FT17: damage increased from 65 to 70, attack interval reduced from 4.4 to 4.0 sec.
2C: damage increased from 70 to 80, attack interval reduced from 5.0 to 4.5 sec.
FCM F1: primary weapon damage increased from 130 to 140, secondary weapon damage increased from 70 to 80, now attacks ground with both weapons.
China:
Type FT: damage increased from 65 to 70, attack interval reduced from 5.3 to 4.8 sec.
Japan:
Light trench mortar: projectile spread reduced from 28% to 24%, cost reduced from 150/250/50 to 150/200/40, training time reduced from 50 to 40 sec.
Jet fighter J8M1: turn speed increased by 40%, damage zone size reduced by 8%.
Yamato: now able to attack ground.
Austro-Hungary:
Nimrod: population cost increased from 5 to 6.
Persia:
Eye of Simurgh: damage zone size reduced by 5%, attack interval reduced from 10 to 9 sec., building damage increased from 40 to 45.
Div-Destroyer: attack interval reduced from 3.0 to 2.5 sec., now able to destroy anti-tank obstacles.
Gathra: Immortal ability cooldown reduced from 130 to 120 sec.
Atash: attack interval reduced from 38 to 35 sec.
Italy is preparing for release. A brief overview of the units.
The new nation, Italy, is in the final stages of production. We will introduce you to the units that will soon be at your disposal.
Let’s start with the forces of the First Industrial Revolution.
Among the light troops, the assault group stands out.
The highly maneuverable and fast Guzzi Alce motorcycle, paired with the brave armored stormtroopers, Arditi, pose a serious threat to enemy infantry.
Meanwhile, an infantryman equipped with the Brixia automatic grenade launcher can fire multiple grenades in a single burst while remaining a mobile and lightweight unit.
The classic Italian light and fast armored vehicle, Terni, comes armed with a rapid-fire machine gun.
Someone might say that the light tank F3000 seems oddly familiar, but we’d answer that it’s not the shape that matters—what matters is who built the machine and the soul they put into it. We are renowned not for the memories of our ancestors but for the deeds of their children.
The monstrous D.S. Howitzer rolls onto the battlefield as a terrifying piece of heavy artillery.
The magnificent heavy bomber, Caproni Ca.3, can cover impressive distances for its time while carrying a deadly payload.
The forces of the Second Industrial Revolution bring even more weight to Italy’s presence on the battlefield.
Equipped with a powerful engine and a fearsome rapid-firing cannon, the AB 41 armored car can not only deliver infantry to the battlefield but also provide cover during combat.
The medium-heavy tank M13 40 confidently takes on the role of a versatile combat vehicle.
The queen of long-range artillery may not fire often, but every shot she takes reaps a rich harvest.
The heavy bomber, Caproni Ca.132, proudly continues the legacy of its predecessor by delivering death and destruction to enemy positions.
In addition to these forces, Italy offers several other exciting opportunities.
Stay tuned for our news.
Technical Maintenance on the game server. Troubleshooting is in progress
Dear players! We want to inform you that our game server is temporarily unavailable due to technical reasons. Our team is already actively working to resolve the issues and doing everything possible to restore access to the game as quickly as possible.
We understand how important it is for you to be part of the game world, and we thank you for your patience and support during this time.
Stay tuned to our announcements to stay updated on the server’s restoration.
Don’t Look Up! The Pumpkinfall
From the clouds, with a thunderous roar and a howling wind, an enormous bright-orange pumpkin plummeted and crashed near the headman's house. The earth trembled beneath its weight. It was so gigantic that it could have fed the entire village for weeks. Soon, cries of terror echoed from every direction.
The villagers rushed out of their homes, unable to believe their eyes. The pumpkin, split open like an ancient beast, as if torn from the bowels of the earth, suddenly cracked further. From its depths, as though drawn out by some abyss, emerged grotesque figures — faceless, with long, clawed limbs.
With a disgusting squelch, enormous spiders and beetles began to crawl out — black as pitch, their legs coated in thick slime. Their eyes, glowing like red embers, gleamed in the mist. They scurried in every direction, like a horde of ravenous predators. But that was only the beginning.
After them, human bones started to fly out of the pumpkin — not just scattered fragments, but entire skeletal hands and skulls, glimmering in the darkness. They twirled through the air in a grotesque dance of death. And behind them, as if emerging from the very pits of hell, coffins followed. Black, massive, covered in green mold and dirt, they whirled over the field, their lids slamming shut with a hollow thud.
But the most terrifying sight of all was the appearance of gigantic black clocks, entirely made from human skeletons. The hands on the clock face spun wildly, filling the air with a horrifying crunch, as if bones were breaking, pushing time mercilessly toward midnight. Instead of a chime, a menacing graveyard hum echoed, reverberating across the fields and forests, freezing the villagers in their tracks with fear.
Pumpkin Strike is available in our game store during this spooky autumn season.
Changes in the dynamics of rating gains for 1v1 and 2v2 matches!
Changes have been made to the rating system for 1v1 and 2v2 matches! The dynamics of rating point gains and losses have been updated.
At the start of the season, rating changes will be doubled — instead of the usual 30 rating points, you can now gain or lose up to 60 rating points per match. This will allow you to climb the leaderboards faster and have a greater impact on your ranking from the very first games.
However, as the end of the season approaches, the rewards and penalties for 1v1 and 2v2 matches will decrease. The closer we get to the end of the season, the less your rating will change.
Step into battle confidently and take control of your path to the top of the rankings from the very first matches of the season!