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Men of War II | Incoming Update News


Greetings, Commanders!

As we have reported previously, work is ongoing on the highly anticipated update bringing the offline mode for single-player to Men of War II; and the development is now in its final stages, we are running thorough tests to ensure a smooth roll-out for this major rework of the game's system architecture.

What we have not told you however is that while this is the absolute priority for most of the team, there are some who could not contribute towards the purely technical aspects of the game being improved; but even those talented designers are not just sitting around idly. And so, when the update comes this month (October 2024), you have much more to look forward to then just not needing to be connected to the Internet to play the game anymore. Now, we want to release the update with a bang, so we won't spoil everything here. But to whet your appetite a little bit, let's say you can expect...

[h2]New Units[/h2]
8 newcomers are set to join the rosters of the three nations available in the game, and round out somewhat under-represented unit types.



And to fully utilize them, 3 new battalions will become available, 1 each for the USSR, USA and Germany.



[h2]Improvements to UI[/h2]
  • When waiting for a match-making game to assemble, you will now see information about all others in the queue - how many players are from each region, how many have selected which battalion type (infantry/tank/artillery), their MMR values and team size.
  • We are also implementing a selector allowing newcomers to pick a settings profile that fits them best (competitive/realism mode), and making it easier to switch between profiles for established players as well.
  • And while it won't be ready for this update yet, we are happy to announce that we are working on a significant UI overhaul - we will be ready to share more information soon!


[h2]Visual and Technical Improvements[/h2]
  • We are implementing enhanced particle effects, allowing for increasingly realistic visuals.
  • FX Editor update, to further enhance modding capabilities.
  • And even though we are focusing on the ability to play single-player offline, we are preparing improvements to the multiplayer infrastructure as well; improving speed and reliability of dedicated servers, as well as overall connection stability.


Thank you to everyone who has already purchased Men of War II and is fighting in the trenches of World War II with us – let us know what you think about the game by writing a review here on Steam, posting in the Discussions or chatting with us on the Men of War II Official Discord server. Our journey is just beginning, and we can’t wait to share more info and updates with you.

As a reminder, if you are experiencing problems with the game and are receiving an error message you are unclear about, we have prepared a troubleshooting guide explaining the most common errors and hints for how to remedy them here.

Gem RTS Editor - Changes and Improvements | Beginner's Guide to Modding


Greetings, Commanders!

Today, we would like to talk about the Men of War II editor - namely, the new features that we have implemented since the game's release. But before we dive into that, since it is a topic for more experienced modders, we have also prepared a few introductory videos for those of you who would like to create custom maps and missions but don’t know where to start in the editor. So far, we have produced 3 of them, but please let us know if we should cover any additional topics in this manner:

Please note that these guides show and explain only the very basic tools and processes in the Gem RTS Editor - we encourage you to experiment and try different things in order to unlock the full potential of this robust tool.

And now without further ado, let’s dive into the new options, features, and improvements in the Editor. Some may not be immediately noticeable, but they provide access to functionality previously unavailable in the series. Let’s go over everything step by step.

The Main Menu (ESC) has been reworked and is now context-sensitive. The menu no longer remains fixed and centered on the screen - instead, it pops up wherever your mouse cursor is located. You can now easily load the map or mission you were last working on, making it much more convenient. There’s no need to search for your project manually to continue working on it. For more details, you can read the corresponding article in the Gem RTS documentation.





In F2 mode, a new section called "scene" has appeared. This section contains two tabs: "explorer" and "layers." We’ll discuss the "layers" tab later.

Now, regarding the "explorer" tab: it displays all the objects present on the map. These objects are organized into a hierarchy familiar to all users. For example, you can find the entire map's entourage under construction/entourage/, and buildings under constructions/town_e/ and so on. But simply displaying objects in a list isn’t enough for practical application. You can easily locate a specific object, center the camera on it, and find out its mid and id.





Moreover, in "explorer," you can lock or hide objects (for instance, hiding a certain type of tree or all the trees on the map). You can also freeze all the rocks on the map, so they can't be selected, allowing you to work on other parts of the terrain without distraction.

[h3]Custom Layers and Their Functions[/h3]
In the same "scene" section of the F2 mode, there is a "layers" tab where you can also select objects on the map and group them into a custom layer. The created layer can be locked or hidden as needed.



Imagine a situation where you have a city block consisting of houses and various stamps. To work with this area, you need to manipulate the stamps. To do this, you must select the necessary stamps in the specific area, i.e., the city block.



But what if external objects obstruct your view? You’re trying to select one object, but another one gets highlighted instead. Rather than moving obstructing objects out of the way or painstakingly selecting the needed object, you can instead assign the objects of that block into custom layers. For example, if houses are usually the main obstruction, you can select the houses and add them to a custom "houses" layer.



As mentioned earlier, you can freeze or hide the custom layer. In this case, it’s more convenient to hide the houses so they don’t get in the way, and you can see only the objects you need to work with.
The houses in the "houses" layer become invisible and no longer selectable. Don’t worry, though—hidden or frozen objects won’t stay that way permanently. You can switch their state as needed, and all parameters reset when you reload the map.



You can read more about working with the scene editor in the corresponding article in the GEM RTS documentation.

[h3]Custom Foliage Brush in the Foliage Editor[/h3]
A dream come true for every map maker – now you can create custom brushes with any objects (entities) for any task and paint them across the map. Each object within the brush can have unique parameters assigned to it, such as a random selection of its minimum and maximum size. You can also set texmod, color, tilt angle for uneven surfaces, and other settings.



This innovation dramatically speeds up map creation. No more manually copying and placing objects to create something like a forest—just a few clicks with the brush and your forest is done. There are even some ready-to-use brushes available right now (forests, various thickets, stumps, etc.). You can read more about the Foliage editor in the corresponding article in the GEM RTS documentation.



[h3]Land Decal[/h3]
This new feature allows you to add a global stamp (land decal) that displays over the entire map in F2 mode.



By clicking "Create," you can load a premade texture. For example, a snapshot of a village and its surroundings in Normandy has been created. The "Transparency" slider adjusts the decal’s opacity. This addition makes it much easier and more convenient to create maps based on real locations. You can read more about working with terrain in the corresponding article in the GEM RTS documentation.



[h3]Heightmap Export[/h3]
In F2 mode (under the Land/Heights section), in addition to the "Export heightmap" function, you can export the heightmap of a map at a specific resolution.



For instance, you can export the heightmap at a resolution of 4096px to refine the map’s terrain using external programs. You can read more about working with terrain in the corresponding article in the GEM RTS documentation.

These are just a few of the improvements that we are continuing to make to Men of War II to enhance the editor's usability and simplify the workflow while making the game richer in terms of content and functionality. Even if you're not a professional modder and have never worked with an editor before, nothing is stopping you from realizing your boldest dreams right now (and as mentioned before, we have prepared a playlist of helpful Beginner’s Guides on YouTube). Stay tuned for more updates here or on the game's official Discord server - and don’t be shy, to share the maps, missions, and mods with us! We’ll share what’s new and exciting in the FX editor in one of the upcoming dev diaries. As always, if you encounter any issues or have any suggestions or other feedback, please let us know either here in the comments, in Steam Discussions, or even better, join the conversation on the the Men of War II Official Discord Server.

See you on the battlefield and in the Steam Workshop, Commanders!

Men of War II | The State of Development of the Offline Mode


Greetings, Commanders!

Since the start of Men of War II’s development, we have focused on creating a game with extensive single-player content, while also emphasizing the ability to play any campaign, mission, and mode cooperatively with your friends. And of course, we also wanted to provide as much content to the PvP enthusiasts among our fans. However, as with every endeavor, we had to choose a priority – have all those options available at launch and provide the most expansive gameplay experience yet in the franchise, or make the game available offline, sacrificing some of its scope.

Looking back, we understand that we have underestimated the value you, our community, places on having the single-player part of the game available offline. We started working on it even before the launch, but it is not an easy process. The online features permeate almost every part of Men of War II – changing this takes time and needs to be done carefully, but we’ve already completed most of the necessary work and are making steady progress towards fully implementing the offline mode for single-player. Currently, we are aiming for release in late September or early October.

[h3]What functionality have we already developed?[/h3]
  • All content necessary for the offline mode to work has been moved to local storage.
  • The ability to turn offline mode on and off in the interface.
  • Added loading/saving player data feature from their offline profiles.
  • The ability to create more serious mods for the game, including full-fledged campaigns and new content for the "Conquest" mode.

[h3]What are we still working on?[/h3]
  • Fixing various technical issues and bugs, implement loading and saving of all data on local computers, and polish the process to reduce loading times as much as possible.
  • Once the offline mode is finalized, every single game mode, mission, and feature needs to be tested.

[h3]How will it all work?[/h3]

After the implementation of the offline mode, Men of War II will work as follows:
  • The game will launch and work even without internet access. You will be able to complete training, all story campaigns, and additional missions, edit available battalions and play with bots, check battle statistics, and organize a lobby for one person.
  • Cooperative, multiplayer, matchmaking, and social functionality (statistics, the ability to connect to friends, dedicated servers, etc.) will normally work only in online mode. In offline mode, these elements will be blocked at the level of the general interface. In addition, some Steam achievements will be unlocked in offline mode, and some only when connected to the Internet.
  • You can switch from offline to online mode directly from the game interface (by default, if you are connected to the internet, it will launch in online mode). Your offline data will be stored in your profile on your PC, so you can safely transfer your data to another computer using the same Steam Cloud, if necessary.

The release of the offline mode is our top priority and while we are working on completing it as soon as possible, we are also not neglecting fixing bugs and improving the overall technical state of the game. As always, if you encounter any issues or have any suggestions or other feedback, please let us know either here in the comments, in Steam Discussions, or even better, join the conversation on the the Men of War II Official Discord Server.

As a reminder, if you are experiencing problems with the game and are receiving an error message you are unclear about, we have prepared a troubleshooting guide explaining the most common errors and hints for how to remedy them here.

Thank you to everyone who has already purchased Men of War II and is fighting in the trenches of World War II with us – our journey is just beginning, and we can’t wait to share more info and updates with you.

Men of War II | The state of development of the offline mode


Greetings, Commanders!

Since the start of Men of War II’s development, we have focused on creating a game with extensive single-player content, while also emphasizing the ability to play any campaign, mission, and mode cooperatively with your friends. And of course, we also wanted to provide as much content to the PvP enthusiasts among our fans. However, as with every endeavor, we had to choose a priority – have all those options available at launch and provide the most expansive gameplay experience yet in the franchise, or make the game available offline, sacrificing some of its scope.

Looking back, we understand that we have underestimated the value you, our community, places on having the single-player part of the game available offline. We started working on it even before the launch, but it is not an easy process. The online features permeate almost every part of Men of War II – changing this takes time and needs to be done carefully, but we’ve already completed most of the necessary work and are making steady progress towards fully implementing the offline mode for single-player. Currently, we are aiming for release in late September or early October.

[h3]What functionality have we already developed?[/h3]
  • All content necessary for the offline mode to work has been moved to local storage.
  • The ability to turn offline mode on and off in the interface.
  • Added loading/saving player data feature from their offline profiles.
  • The ability to create more serious mods for the game, including full-fledged campaigns and new content for the "Conquest" mode.

[h3]What are we still working on?[/h3]
  • Fixing various technical issues and bugs, implement loading and saving of all data on local computers, and polish the process to reduce loading times as much as possible.
  • Once the offline mode is finalized, every single game mode, mission, and feature needs to be tested.

[h3]How will it all work?[/h3]

After the implementation of the offline mode, Men of War II will work as follows:
  • The game will launch and work even without internet access. You will be able to complete training, all story campaigns, and additional missions, edit available battalions and play with bots, check battle statistics, and organize a lobby for one person.
  • Cooperative, multiplayer, matchmaking, and social functionality (statistics, the ability to connect to friends, dedicated servers, etc.) will normally work only in online mode. In offline mode, these elements will be blocked at the level of the general interface. In addition, some Steam achievements will be unlocked in offline mode, and some only when connected to the Internet.
  • You can switch from offline to online mode directly from the game interface (by default, if you are connected to the internet, it will launch in online mode). Your offline data will be stored in your profile on your PC, so you can safely transfer your data to another computer using the same Steam Cloud, if necessary.

The release of the offline mode is our top priority and while we are working on completing it as soon as possible, we are also not neglecting fixing bugs and improving the overall technical state of the game. As always, if you encounter any issues or have any suggestions or other feedback, please let us know either here in the comments, in Steam Discussions, or even better, join the conversation on the the Men of War II Official Discord Server.

As a reminder, if you are experiencing problems with the game and are receiving an error message you are unclear about, we have prepared a troubleshooting guide explaining the most common errors and hints for how to remedy them here.

Thank you to everyone who has already purchased Men of War II and is fighting in the trenches of World War II with us – our journey is just beginning, and we can’t wait to share more info and updates with you.

Men of War II | Patch v1.038 Live


Greetings, Commanders!

We have just released a new update for Men of War II, which means a short downtime for multiplayer servers (no longer than 20-30 minutes). In the meantime, all single-player campaigns remain available. Among other issues, we have fixed a bug causing crashes and improved loading times — the full changelog is available below.

If you are experiencing problems with the game and are receiving an error message you are unclear about, we have prepared a troubleshooting guide explaining the most common errors and hints for how to remedy them here. But as always, if you encounter any issues or have any suggestions or other feedback, please let us know either here in the comments, in Steam Discussions, or even better, join the conversation on the Men of War II Official Discord Server.

[h2]Full Changelog:[/h2]
[h3]General Fixes[/h3]
  • Fixed a crash in rendering.
  • Increased speed of game loading.
  • Fixed an issue with Inventory - the key modifiers CTRL (one pack of items) and SHIFT (one item) now work when dragging or RMB-clicking items.
  • Fixed an issue with Inventory - Items no longer break the Inventory if there is no space for them.

[h3]Gameplay Mechanics[/h3]
  • Fixed a bug where smoke and signal grenades did not activate when hitting certain buildings and fortifications.
  • Corrected damage recording in statistics for kills with an artillery strike called by signal grenades.
  • Allied forces now consider occupied machine guns and observation towers when pathfinding.
  • Redesigned the accounting of firing radius for soldiers with bazookas.

[h3]UI[/h3]
  • Fixed an error message delivery issue - previously, an error message in the match was issued only after the match was canceled.
  • Adjusted the map size in Conquest on ultra-wide 32:9 monitors — now it should be possible to drag a battalion from one location to another, as previously, on such monitors, both locations did not fit on one screen vertically.

[h3]Editor[/h3]
  • Added a new section, Scene Explorer + Layers, for quick object search on the map and for quick enabling/disabling visibility and selection during editing - for example, you can disable all grass and prohibit selection of boxes.
  • It is now possible to work with the entire scene or with individual selections of objects.
  • Redesigned Foliage - Generate - now the brush will collect only within the selection, not across the entire scene.
  • Added several standard brushes for the Foliage tool in the editor.

[h3]Missions[/h3]
  • Fixed pathfinding for the ship in the "Brest" mission.
  • Fixed achievement acquisition when completing the "Ambush" mission on HARD difficulty.

We will see you on the battlefield soon, Commanders!