1. Company of Heroes: Europe in Ruins
  2. News

Company of Heroes: Europe in Ruins News

Patch R50.02 Released

Hi All,

We just deployed a new patch which reintroduces the command bar for offmaps and includes a number of other smaller balance tweaks. Offmaps are now purchased in the company screen, next to the unit roster, rather than on radiomen.

The full changelog for this patch is included below.

Lastly, just a note that COH is currently having some issues with custom games not showing up in the ingame lobby. This means that until Relic resolves the issue, you will have to join games through the friends list. We very much recommend therefore that you join the mod on discord if you're playing EIR. The discord can be joined at: https://discord.gg/J96DekM

- The EIR Team

[h2]Patch R0.50.02 changelog
[/h2]

US

1. Recoilless Rifles:
Angle scatter improved from 12.5 to 7.5
Scatter ratio’s set to 0.5 from 0.2/0.3
Price to 200 munitions from 150

2. Airborne Hard and Fast doctrine unlock
Removed: +4 player population
Satchels on AB engineers now provide a package of different abilities:
Satchel charge, Roebuck Grenade (+ splash damage), Stun Grenade (7s slow and weapon disable)

3. Airborne Ballistic Caps doctrine unlock
Renamed to Trained NCOs
Recoilless Rifle penetration and damage buffs removed
Now grants Victor Mortar ability and Tank commander unlock for Sherman 75/76.

4. Airborne Pathfinders doctrine unlock
Added bonus for recon runs

5. GMC smoke barrage
Now correctly functions with Base of Fire upgrade

6. Airbourne commando nades
No longer disappear if Hard and Fast doctrine is selected.

7. Reward infantry that cannot be clearly identified as riflemen/riflemen variants have had their ability to throw sticky grenades removed. (Chausseurs/volontaires)

8. M8 Scott: Target tables modified to more consistently target infantry

9. Plotting Maps Recharge: No longer requires purchase to function.


Commonwealth

1. 25lb/FOO/Creeping Barrage
Shell FX reverted to vCOH (larger explosions)

2. Staghound Armored Car
50.cal, HP and main gun Reverted to vCoH stats
Population increased to 10 from 8

3. Cromwell
Acceleration reduced to 2.7 from 4.85
Deceleration reduced to 4.5 from 9
Rotation reduced to 40 from 70
Population cost reduced to 10 from 12

4. Stuart Light Tank
Will no longer bounce when shooting the rear of certain targets.

5. RCA Dead Center doctrine ability
Now gives +4 player pop instead of team pop.

6. Gammon Bombs
Now function

7. Commando Mosquito offmap
Potential damage per run reduced


Wehrmacht

1. Pervitin Pills
Now reeneabled for blitzkrieg
Offensive bonuses expanded.

2. Jagdtiger
Vehicle criticals changed to tank criticals.

3. PIV/V Command Tank
Overlap of inspiration Aura with repairs resolved.


Panzer Elite

1. Panzer III
Non-upgun variant has been reverted to previous version
Upgun + Skirted upgrade modified to account for the above changes.
Can now purchase Zimmerit, Command elements and Infrarot (accuracy bonus)

2. Hetzer main gun/infrarot variant
Ready aim time reduced from 1.5 to 0.5

3. Stummel
Target Tables modified to more consistently auto-aim for infantry.

Radiomen no longer, Offmaps return home!

Heya folks and welcome back to another Europe in Ruins Dev blog. This week we are going to take a look at the offmap rework that is almost here! Its been a few weeks since I last did one of these (the target of weekly was only going to last so long!), so lets get cracking!

[h2]Offmap Rework[/h2]

Some context to start, offmaps have gone for many iterations in the history of EIR, from being on the command bar in-game and tied to PP/SP/TP in the launcher, to the current iteration where they are attached to the radioman and cost standard resources. The current iteration was designed in order to allow offmaps to be given a cost in terms of the standard resources, rather than any specific desire to put offmaps on the radioman.

But no longer will offmaps to tied to the whims of one man! They will be released from the shackles set upon them and cast back into the wilderness that is the command bar!

Offmaps on the company tab.

Offmaps will have their own section on the company section! Purchasing them on the company screen will give you them in battle on the command bar like in the good ol' days (For clarity, the command bar is the spot where offmaps go in vCoH and where stuff like radio triangulation still goes atm), exciting times!

This does of course have a few results:
  • Every offmap needs moving back from the radioman to the command par
  • This means they may not all be moved back instantly
  • The cost of offmaps (which have been steadily decreasing due to the radioman platform) will need to be completely revised, as such, may will see regular changes.


Hopefully, you guys are as excited for this update as we are! But don't worry, that's not all we've been working on!

[h2]Europe In Ruins: The Gathering[/h2]
There have been a lot of new cards added in the recent warmap and commander updates, some of these have worked well, others less so. As such the current cards are all being reviewed, with many receiving some tweaks, some new ones being built, and old ones being removed, I wont go into the details of that quite yet, as there is still plenty that is work in progress. What I will instead look at is how you go about obtaining cards and how that will change:

[h3]Packs[/h3]
There are currently 3 types of packs you can purchase, for different amounts of gold which offer different chances of obtaining each rarity. These will all disappear in the next update and be replaced by a single 'booster' pack of cards, which contains:
  • 4 Commons
  • 3 Uncommons
  • 2 Rares
  • 25% chance 1 rare is a legendary


These new packs will cost 1000 gold.

The results of opening a booster pack

While we marvel at the new art, I'd like to thank Akra for gathering all the artwork for the new card art together, it looks amazing in my personal opinion!

[h3]Postgame drops[/h3]

Currently, you can get a card postgame for each of the following reasons:
  • Winning the battle
  • Suffering a narrow defeat
  • Playing vs. a higher rated team
  • Taking a sector
  • Taking a warmap action vs a frontline VP/ war theatre (This can be any action, offensive/ defensive)


This gives a maximum of 4 cards dropped postgame (you cant win and lose the same game), these drop reasons will remain the same for now, though will be reviewed down the line if there are better reasons for dropping cards, or if we want to drop more/less.

[h3]The Market[/h3]
The final way you can currently obtain cards is through the market, this is in a weird spot at the moment, partly as a lot of folks regularly put cards for far more than anyone will pay. To clean it up a little, in the next update you will no longer be able to put war bonds or warmap action cards on the market. Rather it will be limited to reward units and commander cards.

In addition, in a future update, I plan to add a 'Store' where non-legendary cards can be bought with gold for say 25 times the cost of selling a card of that rarity. In addition, gold earned per game will be increased in order to allow for more use of it to be made! (I just realised all these increases in gain/cost sound a lot like inflation.... oh what has EIR become)

[h2]A call to arms[/h2]

As mentioned in a previous dev blog, the dev team is still on the lookout of new blood, primarily for the following roles:
  • SQL bits and bobs
  • Wiki Leader (lead the community in writing a wiki)
  • Community outreach (Post on forums/Reddit, attempt to bring in fresh meat)


That's all for this week folks! Let's see if we can maintain a more consistent upload schedule for these going forward (yeah right....). Next time, well who knows what we'll be working on by then!

Patch R050 & New War

Hi All,

On friday we deployed a major new patch that introduces a slew of warmap and doctrine changes. The warmap changes were detailed out in earlier "enter the commander" dev blog. The accompanying balance and doctrine changes are listed in full below.

It's now been well over 3 months since we've launched on steam and we're pleased to see there's still lots of games happening daily! As always, if you run into any bugs or technical problems, do drop us a line on discord. And similarly, if you've got any feedback on balance, doctrine or faction design we'd be keen to hear it there too as we'll be taking a closer look at unit balance and doctrine design in the patches ahead.

The war reset in this patch has also brought with it a full wipe of player companies, so if you haven't yet tried the mod or haven't played it in a while, now's probably a great time to jump back in

Regards,
The EIR team

--

General

The warmap has been reset to accommodate a series of sweeping warmap changes. This reset entails a full wipe of all companies. Player profiles have been allocated gold on the basis of their performance (war xp) in the last war. Company resources have been set at 9000 MP, 2000 MP and 1100 F.
All doctrine unit upgrades now have descriptions added in the company screen which we hope will make it easier for players to keep track of what units can get what buffs. As a next step, we will also be working to add short descriptions for most non-doctrinal unlocks, as well as for the units themselves.
Launcher patch notes and warmap changes are detailed out in our latest steam dev blog here

Reward unit changes:
  • US: Added M5 ATG, AM-M8 Spahis. Marines swapped for Assault Riflemen. Beachmasters swapped out for Chaffee
  • CW: Added Achilles, Comet, Land Mattress swapped out for AEC
  • WM: Added Sturmpanzer IV, JadgTiger
  • PE: Added Stug IV, Paracuditsi


Americans
Roster changes:
  • The M5 ATG removed as an unlock from infantry, now a reward unit
  • Priest CS removed as an unlock from infantry
  • GMC now a doctrine unlock in Priest CS' place (was a base inf doc unit)
  • Transport truck removed from the base US roster


1 - US Radioman
Fixed an issue with infantry doctrine artillery offmap overlapping with the replacements ability
Fire Support Engaging offmap cost now increased to 180MU for 3, from 120MU. This offmap was at a cost far less than anything else remotely similar (Rocket Arty costs 90MU for one use) so has been increased slightly

2 - Quad
Fixed an issue where it was prioritising the ATG weapon over its crew, rendering it less effective

3 - Bazookas
Accuracy and damage modifier versus PAKs now correctly applied
This equalises them with other HHAT options in terms of performance vs ATG

4 - M5 ATG
Fixed AP rounds still (visually) showing up as an ability ingame despite now being removed

5 - Infantry Ballistic Caps
Removed AP rounds from M10, Hellcats

6 - Infantry Tank Reapers
Now grants M10s 46 sight

7 - Armor Pour it on 'em
Should now correctly buff the M8 Scott (+ 0.3m splash)

8 - Airborne Hard & Fast
LMG should now be able to be fired on the move


Commonwealth
Roster changes:
  • Achilles removed as an unlock from RCA, now a reward unit
  • Sherman III removed from base CW roster
  • Bedford transport truck removed from base CW roster
  • 3in M10 removed from base Commando roster
  • RSE now gets the Staghound again instead of AEC.
  • Bofors emplacement added to RSE heavy duty unlock
  • T48 removed as an unlock from Commandos
  • 95mm Cromwell removed as an unlock from Commandos, moved to RCA
  • Wasp removed from RCA, moved to RSE
  • Trenchbusters removed from RCA, moved to RSE, now can buy flamer by default
  • Comet removed from RSE, now a reward unit


1 - Commando doctrine
Recon Forces swapped with Speed Trials from RCA
6pdr buff moved from Ambush Ops to RSE
Unit unlocks moved around

2 - Royal Engineer doctrine
Unlocks generally moved around
Gained Motorised Inf and Close Supp from RCA

3 - Royal Canadian Artillery doctrine
Unlocks moved around and consolidated

4 - Daimler Little John
Fixed an issue with unit portrait showing up as a pink box

5 - Matilda reward unit
Now 10 pop, further review pending

6 - Bren MMG
Suppression output reduced by 20%
Burst duration reduced to 2.5 - 3.5s from 4-5s

7 - Riflenades
Price increased to 70 MU (from 65)

8 - Bren LMG
Price increased to 80 MU (from 75)

9 - Stuart
Cost reduced to 150 F (from 160), pending further review

10 - Staghound
Can now purchase .50 cal upgrade (replaces the weaker jeep MG upgrade)

11 - Commando Jeep
Repair kit now has MP cost

12 - Commando Triangulation
Now costs 1 pop per radiotower (i.e. 3 pop fully deployed)

12 - RCA Gunnery unlock
-40s cooldown on marksman ability now properly a free unlock (no longer necessary to purchase for 0 MP)

13 - RCA motorised infantry unlock
Infantry sprint and 50% less suppression after exiting a vehicle now a free upgrade

14 - RCA Scout sniper team
Now 1 man instead of 2

15 - RCA Calling it in
Now removed as an offmap for RCA, swapped out for Artillery Intel which reveals a singular area in the fog of war for 60 seconds

16 - RCA Bren MMG AT rifle/Crew Shock upgrade
Now displays small AT rifle icon on the unit hover over


Wehrmacht
Roster changes:
  • Opel Transport truck removed from base WM roster
  • Blaue Grenadiers added as a new doctrine unlock in Terror. These are 5 men KCH with volksgrenadier rifles but without heroic criticals.


1 - Kriegsmarine reward unit
Now no longer cost Munitions (was 90)

2 - Puma
Fixed an issue where it was prioritising the ATG weapon over its crew, rendering it less effective

3 - Blitzkrieg Overwhelm
Now a free player upgrade (applied upon doctrine selection rather than as a purchaseable upgrade)

4 - Blitzkrieg Around the Maginot
FlammenHT upgrade to 60 MP (from 40)

5 - Blitzkrieg Boosted Propellant Charge
Nebelwerfer upgrade cost reduced to 50 F (from 70)

5 - Terror PanzerAbteilung passive repair
StuG passive repair cost reduced to 45 F (from 50)


Panzer Elite
Roster changes:
  • Opel transport truck removed from base PE roster
  • Panzer III now a base roster unit, comes upgunned by default & can purchase skirts
  • Grille has been removed from Scorched Earth pending rework
  • Tankhunters Scout car has been reinstated instead of Panzer I.
  • Tankhunters Marder III has been reinstated instead of Geschutzwagen
  • Tankhunters Hotchkiss Stuka has been reinstated instead of Artywagen
  • Tankhunters now has Panzer I as a doctrine unlock unit (Afrika Korps)
  • Scorched Earth now has Panzer II as a doctrine unlock unit (Little Tank, Big Boom)


1 - Hotchkiss Upgun
Now correctly receives a repair kit (medium instead of light)

2 - Munitions Halftrack
Fixed a bug that was giving it worse vehicle criticals

3 - Armored Car
Fixed an issue where it was prioritising the ATG weapon over its crew, rendering it less effective

4 - TH Plating
Cost increased to 50 MP (from 25)

5 - TH Field Mechanics
Now unlocks rudimentary repairs and PPSH close quarter SMG upgrade for panzergrenadiers

6 - TH Scavenging Experts
Now unlocks ability for kettenkrads and pgrens to salvage wrecks for free and without requiring rudimentary repairs.
2x Salvage speed removed
Only panzergrenadiers can place mines using salvaged munitions

7 - SE Point Support
Hotchkiss Direct Fire barrage moved to UI slot 7 to avoid potential overlaps

8 - SE Duck Hunt offmap
Moved to Luftwaffe to replace panzer knacker, 3 uses max
Replaced by Artillery Intel (reveals area in FoW for 60s)

9 - Luftwaffe Panzergrenadier LMG upgrade
No longer allows firing on the move


Maps
Removed 4p Lanteville pending rework
Added 4p Causeway (updated version, no more water)
Updated 4p Point du Hoc (more open)
Updated 4p St Winn (reworked town center)
Updated 6p Carentan (opened map around the trainyard)
Added 8p Pointe du Hoc (map by Gork)
Added updated version of Forest (by skaffa, fixed water splash upon shell impact)
Added updated version of St Lo (by skaffa)

Enter The Commander

Good Morning! In today's dev blog we will be taking a look at all of the other exciting new features coming in the upcoming launcher update outside of the warmap update we looked at last week (Go check that out if you haven't already).

Firstly though, a quick reminder. As mentioned last week, alongside the patch tomorrow comes a wipe as well as a few hours downtime (which will hopefully just be in the morning EU times when the mod is most quiet) while we test the last of the update features and hotfix any issues. This downtime will be communicated on discord so check there for the latest! Now that's sorted, back to looking at all the new features!

[h2]Enter The Commander![/h2]


In the new update, we have an all-new tab in the launcher, the Commander tab, which will be replacing the old Advantages tab and will add a whole new level of depth and persistency to your company! In the commander tab, you will be able to assign advantages as in the previous advantages tab, customize your company, view your Hall of Heroes, and choose your commander advantages! That's a lot, so let's break down the new features.

[h3]Company Customization[/h3]

When you create a new company, you will be able to assign a number to the company (like 101st Airborne), then when you reach rank 4 (Major/ Sturmbannfuhrer) you can also assign a nickname (101st Airborne `Screaming Eagles`). The numbers must be unique for that doctrine, so if someone else has it, tough luck, while the nicknames must be unique for the faction.

A company without a number assigned, simply click on the '+', enter the number and save it

Once you have assigned a number to your company, it will appear a little different in your company selection, using a more historic name. If you can't remember which is which, just hover over the faction's flag for the company and it will show you the base name for the company.

A refreshed company list!

The Hall Of Heroes

Spent so much time babysitting that vet 5 King Tiger only for some airborne to hunt it down while it repairs as you watch all your hard work disappear without leaving any trace beyond a fiery wreck? Well no longer! When a vet 4 or 5 unit dies in battle, it will now earn a place in that companies Hall Of Heroes! A place for you to marvel at all the vet which has come and gone in the war!

A Blitzkrieg Hall Of Heroes

[h3]Commander Advantages[/h3]

The big one! Alongside the Commander tab comes a whole new type of Warmap Cards, Commander Advantages. These cards will allow you to give your company a tactical edge depending on the cards you choose to use! Commander Advantage cards that you get can be activated on a company by clicking on one of the empty card slots on the Commander tab. If you want to remove them, you can do that by right-clicking, but then they are gone forever!

A selection of Allied Commander Advantage cards

But what advantages can you get from these cards? Well currently there are 8 different types of cards, most of which exist at multiple rarities with their effect scaling as such. You begin with 3 slots for these cards, and at rank 7 (Brigadier/ Brigadier General/ Generalmajor/ Brigadefuhrer) gain an additional slot to make 4 otal.



Card Name

Effect

Rarity



Medics on Standby!

1/3/6/10% Chance to save infantry units destroyed in a battle

All



Armoured Reserves

1/3/6/10% Chance to save vehicle units destroyed in a battle

All



Veteren Drill Staff

+1/2/3/4 xp per game for all units

All



General Staff

+1/2 Doctrine Selections

Rare/ Legendary



Logistics Wizard

-8/10/14/20s team attack timer when attacking, and half the bonus for R+ timer

All



Trickster!

+8/10/14/20s enemy attack timer when defending, and half the bonus for R+ timer

All



Well Connected

-+4/8/16/32 Gold Per Game

All



Fast Planner

Gain 1 additional warmap action per battle

Common



These cards will add a whole new level of strategy when building your company as you gain more cards and try different ones! Which ones are you most excited to try out?

[h3]But what about that empty space?[/h3]
There is also plenty more still coming for the commander tab!
  • Commander Portraits. A little more fluff, choose a portrait for your commander!
  • Medals! Earn medals for your accomplishments
  • More Commander Advantages!
  • And I'm sure we'll come up with many more ideas!


[h2]Other Changes[/h2]
There are a host of smaller changes as well which I'll just go ahead and list here:

  • Bug Fix - Unit price not updated immediately when adding upgrades
  • Bug Fix - Unit roster not updating after unit removal/ move to holding zone
  • Bug Fix - Pop not updating after load company
  • Bug Fix - Game ratios in launcher did not include those not deployed, the server did, so launcher updated to match.
  • Bug Fix - Player leaving through afk after RFS, before RTL, should now auto force the battle
  • Warbonds now sell for 2x other cards of the same rarity
  • Added ability to filter by card type on the profile tab
  • Wins and losses are now tracked on a profile level as well as companies
  • Battle host now tracked on the profile level rather than the company, meaning host is retained when swapping company
  • Added kick button for lobbies that the host can use. This is only for when folks are clearly afk if it is abused it'll be removed
  • Battle card drops reviewed - No longer gain an extra for overwhelming victory, instead get one for a narrow defeat. Also, gain a card for fighting for objectives on the warmap.
  • Close overlays such as sector info now done with red X rather than the '+' button
  • Warmap sectors now change colour under 200 defense rather than 100
  • Upgrades can now be hard-capped - Note this does not mean we have applied any caps, merely that it is now possible.


And that's all for this week! I hope you are all as excited as we are for this upcoming update. The patch notes on the RGD side will likely come out tomorrow with the patch itself, but until then make use of your vet while it still lives!

A Renewed Warmap

Good morning and welcome to another Europe In Ruins Dev Blog. This week we begin to take a look at some of the features coming in the upcoming launcher update, starting with the Warmap!

As the warmap has been historically a poorly explained part of the mod, here I will go through the entirety of how the warmap works, highlighting new features as I go.

[h2]Getting Started on the Warmap[/h2]

The initial view of the warmap at the start of a war

At the start of the war, and whenever you build a new company, you will need to first deploy to the warmap by clicking on the deploy button, and then choosing from one of the sectors the warmap presents you with.

The sectors of the warmap each represent areas of Western Europe, by clicking on a sector you can find out more about it.
Sector Overview for Paris

Here we can see:
  • The sector name
  • The bonus provided for being stationed in the sector
  • The current defence of the sector, if this hits 0 the sector is captured by the opposing side
  • The current defence modifier for the sector, this is a percentage modifier for all defence actions taken in the sector. That is to say if a defend action were to add say 120 defence points to a sector after a battle, but the modifier was down to 75%, that battle would instead add 90 points. This means a sector with a low defence modifier is harder to defend than one with a high modifier.
  • The amount of Victory Points (VPs) the controlling side will earn every full cycle, a full cycle is every 100 turns for each faction, that is a 2v2 counts as 2 turns, and a 4v4 counts as 4. The VPs are what is being fought over in the war.


Sector bonuses are a new feature this patch, and as such, here is the full list of available bonuses:
  • Manpower - +200 Manpower for all companies stationed here
  • Munitions - +50 Munitions for all companies stationed here
  • Fuel - +30 Fuel for all companies stationed here
  • Airport - Companies based here can attack/raid sectors two sectors away
  • Barracks - All infantry units in companies based here get +1xp per game
  • Factory - All vehicle units in companies based here get +1xp per game
  • None - No bonus from this sector


The war progresses! Allies have made large advances in Northern France, but have almost lost Italy!

Now that your company is deployed to a sector, you can choose the type of action your company will make:
  • Attack Sector - Attacking a sector allows lowering its defence points based on the result of each battle you partake in.
  • Defend Sector - Defending a sector allows raising the sectors defence points based on the result of each battle you partake in.
  • Support Sector - Supporting a sector will raise the defence modifier of the sector, which will otherwise slowly decrease as battles are fought in the sector, in addition, it will increase the defence of the sector by half of what defending the sector would do. This option is only available to the Infantry, Royal Artillery, Defensive and Scorched Earth doctrines.
  • Raid Sector - Raiding a sector will directly reduce the defence modifier of the sector based on the result of each battle you partake in, in addition, it will lower the defence of the sector by half of what attacking the sector would do. This option is only available to the Airborne, Commando, Blitzkrieg, and Luftwaffe doctrines.
  • Assault Sector - Assaulting a sector will lower its defence by 1.5 times what attacking the sector would do, but also lowers the defence modifier of your own sector, leaving it more vulnerable to attack. This option is only available to the Armour, Royal Engineers, Terror and Tank Hunters doctrines.


The Allies continue their Northern push while losing more ground in the South. We can also see the player using the airport to attack St. Ettiene

[h2]Warmap Action Cards[/h2]

A selection of Allied Warmap Action Cards

To engage further with the warmap you can make use of warmap action cards (the green ones) these have a huge range of effects, while a lot of these are already in EIR, there are quite a few new ones so let's go through them

  • Dig In! - Add an amount of defence to a friendly sector based on the card rarity.
  • Bombing! - Remove an amount of defence to an enemy sector based on the card rarity, this cannot be used to capture a sector.
  • Fortify Sector! - Increase the defence modifier of a friendly sector based on the card rarity.
  • Break the line - Reduce the defence modifier of an enemy sector based on the card rarity.
  • Extra HQ - Add a temporary spawn point to a sector for 150 turns.
  • Rebase Company - Move your company to any friendly sector
  • Battle Plans! - Move the friendly war focus to a new sector, lasts 250 turns.
  • Disrupt Plans! - Move the enemy war focus to a new sector, lasts 250 turns.


That's all well and good, but what is this war focus? Well, it's a way for commanders to set a focus for their side of the way. Any player who makes an action on the warmap (attack, defend etc.) which targets a war focus gets an additional warmap card dropped at the end of each game.

[h2]The Endgame[/h2]

With their southern flank collapsing, the allies make a dash for Berlin in attempt to score more VPs

For a long time there has been no endgame in EIR, every few months a wipe would be done to reset the huge amount of vet which had built up. With the revamped warmap, the endgame will now be tied to the warmap. Both sides will be fighting over victory points, with the first side to reach 3000 (subject to change) will win the war!

VPs are gained by controlling key sectors with small gold, silver, or bronze star icons. Gold stars are for primary objectives and provide 25vps per full cycle, silver is for secondary objectives and provides 15vps per full cycle, while bronze is for the war focus, and provides 5vps per full cycle. In addition, fighting battles while either attacking/ defending etc. a VP will also net VPs.

But what happens when a war is won? First of all the end of the war means a wipe. So make sure to use your warmap cards when a war is reaching its closing stages! Also, every player will be given rewards to get them started in the next war, these rewards are based on participation in the previous war. Some of the rewards that will be given are:

  • 1 gold per warxp (the XP value used to determine your rank) across all companies
  • The top few contributors to the war for each side (Contribution being a weighted sum of the results of attacking/defending/supporting/raiding sectors) will gain warmap cards which cannot be dropped in packs or postgame.
  • More to come! I haven't quite decided on all the post-war rewards just yet, as some will be based on some mechanics I am still developing


With these huge changes to the warmap, along with the rest of the patch, there will be a wipe next Friday, alongside a few hours downtime while the dev team tests and I hotfix any major issues.

That's all for today. Next week we will look at the all-new commander tab you may have noticed on some of the screenshots, a whole new class of warmap cards, and a host of other improvements and bug fixes!