Последние новости по Company of Heroes 3

Опубликована Hannah_RE 27/May/2026

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Today’s Hot Fix addresses several gameplay issues. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.  

General Changes 

  • Fixed an issue where the Flakvierling Halftrack was able to suppress units while moving 

  • Fixed an issue where the Battlefield Espionage Battlegroup applied additional offensive bonuses to certain units that were camouflaged 

  • Fixed an issue where the 251/16 Flammpanzerwagen got the 251 Medium Carrier's veterancy bonuses for planting Riegel mines at Veterancy 3 

  • A.I. will no longer use the Skirmisher Package Rifle Grenades without the Skirmisher Package 

  • Fixed an issue where the Sturmtiger was failing to destroy abandoned team weapons and emplacements at the point of impact as intended 

  • Fixed an issue where Tungsten Rounds caused the Panzer III N's short 75mm to fire a direct-fire projectile 

  • Fixed issue where Elite Forces - Crack Armor weapon swap can cause loss of tungsten core weapon on that vehicle 

We are partially fixing a bug with the SSB Commandos that saw them get more bonuses than intended from camouflage, however, we are keeping their ambush bonuses higher than other ambush troops due to their low durability, high opportunity cost to make them strong, and the Battlegroup lacks a traditional strong late game. 

  • Fixed an issue where the SSB Commandos would get a speed boost when attacking from camouflage at Veterancy 3 

  • Fixed an issue where the unit got two First-Strike bonus modifiers 

  • SSB Commando camouflage First-Strike modifiers increased from 25% damage and 40% accuracy to 40% damage and 75% accuracy (could previously reach +56.3% damage and +96% accuracy) 

Known Issues Under Investigation 

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes

Опубликована Hannah_RE 21/May/2026

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Today’s Hot Fix addresses several issues related to Gameplay/A.I., UI/UX, and stability. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.  

Gameplay/A.I. 

  • Performing weapon conversions/upgrades no longer rewards extra veterancy if the unit was under the influence of an experience modifier 

  • A.I will no longer target structures or points with damaging abilities, such as capture points 

US Forces 

Free French Battlegroup 

  • Fixed an issue where Old Guard caused units to take more damage on retreat rather than less 

Wehrmacht 

  • Fixed a case where the Sturmtiger was dealing more damage than intended to non-squad entities like buildings 

British Forces 

  • Fixed an issue with the British Forces Canadian Shock - Offensive Resupply not generating its pulse aura 

Special Service Battlegroup 

  • Lewes Bombs will no longer stick to friendly vehicles should they intercept the ability’s trajectory 

  • Desert Raider tooltip now correctly shows that it is a passive ability, instead of Offensive/Timed Ability 

Deutsches Afrikakorps 

  • Fixed a case where Combined Arms attack speed bonus on team weapons was overriding other bonus sources, such as from veterancy 

  • Fixed an issue where the Espionage Battlegroup allowed both Disruption Operation and Transfer Depots to be simultaneously picked instead of the options being exclusive 

Elite Forces Battlegroup 

  • Fixed an issue where the Stuka Ace could keep firing its autocannons, even on death 

Ace Squadron 

  • The area of effect on the Ace Squadron was set incorrectly too high, causing the ability to deal massive overlapping damage to units in the middle of their target zone, and overall being too difficult to avoid 

  • Autocannon area of effect radius reduced from 6 to 4 

Skirmisher Package 

Between the powerful grenade and high base performance, the early power this grants is far too efficient. This is enabling players to go for massive concentrations of Panzergrenadiers too easily, so we're immediately toning this down. 

  • Upgrade cost increased from 60 to 75 

  • Skirmisher Package for Panzergrenadiers no longer allows additional weapons to be picked up and the upgrade cannot be purchased or will cancel if weapons are already in the squad's inventory. 

  • Panzergrenadier squads with the Skirmisher Package should now reinforce at the same rate as standard Panzergrenadiers when reinforcing outside the base 

UI/UX/Art 

  • Fixed the 251 Flamethrower Halftrack visual effect shooting at a downward angle 

  • Players who do not own Dare & Destroy, should now see it as an option in the Battlegroups menu, informing them that it is available to purchase 

Crashes/Stabilization 

  • Fixed an issue where our Japanese players were crashing when loading into matches with cosmetics 

Known Issues Under Investigation 

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a more comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes

  • Investigating an issue where rarely the SSB Sniper will stay in a prone position while moving, until the unit either stops completely, or holds before it returns to a normal walk state 

Опубликована Hannah_RE 14/May/2026

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Overview 

The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes. 

Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at help.relic.com.

https://store.steampowered.com/app/4523380/Company_of_Heroes_3_Dare__Destroy/

New Battlegroups 

US Forces – Free French Battlegroup   

Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.  

Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout. 

 

Wehrmacht – Siege Breaker Battlegroup 

Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.  

Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank. 

 

British Forces – Special Service Battlegroup 

Deploy elite raiding forces to deny resources and harass the enemy where least expected.  

Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline. 

 

Deutsches Afrikakorps – Elite Forces Battlegroup

Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.  

Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank. 

New Cosmetics 

US Forces - Combat Curators 

  • Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men 

Wehrmacht - Bush Wacker 

  • Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set 

British Forces - Rainy Day in Hell 

  • From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set 

  • Includes pants 

Deutsches Afrikakorps - Jagdkatzen 

  • Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set 

Audio 

  • Added a new subtle sound effect when units gain Veterancy 

 

Multiplayer Balance Changes 

In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability. 

We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision. 

General 

Infantry Combat 

We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units. 

  • Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire 

  • Units in cover no longer have an additional firing delay when engaging enemies directly in front of them  

  • Light cover suppression recovery modifier reduced from 2.5 to 1 

  • Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads 

Snipers 

We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions. 

Changes to cost, survivability, and capture speed were made to help improve their general performance and value. 

  • Manpower reduced from 340 to 320 

  • Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times: 

    • +50% against units in light cover 

    • +100% against units in heavy/garrison 

  • Ready-aim time sped up from 1.75 to 1.625 

  • Cooldown sped up from 6.75 to 6 

  • Reload sped up from 6.75 to 6 

  • Fog of War reveal duration increased from 3 to 6 after firing to allow for counter sniping 

  • Sniper capture rate increased from 1 to 1.33 

  • Target size reduced from 1.5 to 1.33 

Repairs 

We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower. 

  • Repairs now scale with the number of squad members that are alive 

    • Example: An Engineer Squad with 4 members repairs at the maximum rate of 8; if the unit is reduced to 1 squad member, repair speed is reduced to 2 

  • Repairs are 75% slower if the unit was recently involved in combat; ends after 10 seconds of being out of combat. 

Directional-based Airstrikes and Off-maps 

  • Direction reticules are now directed from end-to-end, rather than from the center 

    • Does not affect Propaganda Leaflets from the Terror Battlegroup 

Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups 

The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage. 

  • Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures 

  • Bomb damage set to 80 

  • Deals 70% less direct hit damage to infantry 

  • Bomb penetration set to 500 

  • Bomb area of effect penetration set to 35 

Airborne and Breakthrough Battlegroups Smoke Bombs 

  • Arrival time sped up from 3 to 1 

  • Bomb drop range increased from 120 to 200 

Anti-Air Changes 

Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area. 

  • Fixed an issue where planes would still drop their payload on death if they made it to the target zone while crashing 

  • Anti-Air Stance range bonus increased from x3 to 3.25 

  • Toggle off recharge from 30 to 15 

  • +75% traverse speed when active 

  • Entering AA mode now also issues a stop command to prevent weapon rotation 

Off-Map Artillery, Mines, and Airstrikes 

Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles. 

Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing. 

  • No longer able to gain bonus damage against vehicles when hitting rear armor 

Recon Loiters 

  • Planes no longer provide additional vision around themselves. Vision is only provided within the ability radius 

Heavy Machineguns 

The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.  

To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal. 

  • MG 34 suppression increased from 0.01 to 0.011 

  • M1919 HMG suppression increased from 0.0144 to 0.015 

  • Vickers HMG suppression increased from 0.0144 to 0.0175 

  • Vickers, MG 34, and M1919 HMG suppression damage against suppressed targets reduced from 0.5 to 0.4 

Marder III M, 75mm Halftrack, and Archer Tank Destroyer 

The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance. 

  • First Strike/Stabilized shot set-up time lowered from 6 to 3 

  • First Strike/Stabilized shot now displays a status decorator when counting down 

Flamethrowers 

We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary. 

The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers. 

  • Handheld flamethrower moving burst reduced from 1 to 0.5 

  • Vehicle flamethrowers - moving burst reduced from 1 to 0.75 

  • Deals +150% extra damage against non-bunker emplacements 

Scoped Rifle Packaged - Jager, Australian, and Infantry Section 

The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack. 

  • +7 vision is only granted when the unit is stationary for 3 seconds 

White Phosphorous and White Phosphorous Barrages  

  • Scott and Pack Howitzer munition cost increased from 25 to 30 

  • Damage over time no longer stacks 

Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares 

  • Flare vision radius reduced from 45 to 40 

  • Infantry squad launched flare range increased from 40 to 45 

Resource Caches 

  • Deployment changed from double-click to click-drag 

Detection 

  • Royal Engineers and US Engineers now detect nearby stealth units when equipped with the Utility Package 

Unit Paradrops 

  • Recharge time standardized to 60 across the board - Paratroopers, Anti-Tank Gun, Fallschirmjager 

 

US Forces 

Air Support Center 

We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned. 

  • All attack runs start on a 60 second cooldown when the structure is complete 

  • When an Air Support Center ability is deployed, all ASC abilities are placed on an immediate 10 second recharge time. Does not apply if the ability is already recharging and would take longer than 10 seconds to recharge 

Riflemen Squad 

Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy. 

  • Pour it On 'Em now has a 15 munition cost 

    • Recharge time reduced from 180 to 120 

M4(105) Sherman Bulldozer 

We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits. 

  • Area of effect far damage increased from 0.15 to 0.25 

M8 Scott SPG 

  • Experience requirements lowered from 1800/5400/10800 to 1500/4500/9000 

  • Veterancy 1 bonus changed to 10% ability recharge 

  • Veterancy 2 ability recharge reduced from 35% to 25% 

M4A3E8 Sherman Easy Eight 

Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks. 

  • Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15 

  • Scatter angle increased from 7 to 10 

  • Distance scatter max increased from 4 to 6 

  • Distance scatter offset from 0.33 to 0.25 

Ranger Squad 

We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent. 

  • Reinforce cost reduced from 50 to 45 

  • Cover to Cover no longer provides a speed bonus when leaving cover 

  • Cover to Cover recharge sped up from 7 to 3 seconds 

  • Can only be converted in the HQ sector 

  • Is now trained from the HQ rather than the Barracks 

Artillery Beacon 

This change slightly increases the time it takes for the first shell to land. 

  • Drop height increased from 350 to 450 

Italian Partisan Battlegroup 

Resistance Fighter Squad 

We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit.    The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily. 

  • GRB cost reduced from 90 munitions to 80 

  • SMG cost reduced from 50 munitions to 40 

  • Health increased from 85 to 90 

  • AT Rifles penalty against infantry increased from 25% to 60% 

Saboteur Squad 

The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush. 

  • Saboteur timed active duration increased from 80 to 120 seconds 

  • Ability recharge reduced from 120 to 60 

  • Call-in ability only begins recharging once the Saboteur Squad is off the field or destroyed 

Underground Detonation 

  • Spark travel speed increased from 10 to 12.5 seconds 

Tunnel Medical Caches 

Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game. 

  • Healing rate increased from 3.2 to 4.8 

False Orders 

  • Radius increased from 30 to 35 

  • Fixed an issue with False Orders debuff aura lasting only 45 of the 60 seconds 

  • Updated reticule to display team color 

Tunnels 

  • Tunnel Infiltration cooldown sped up from 25 to 20 

  • Infantry Tunnel build time sped up from 10 to 7 seconds 

  • Can be cancelled for the infantry buildable variant 

 

Wehrmacht 

Pak 40 and LG 40 Ambush Camouflage 

  • Ambush Camouflage no longer has a delay before being able to de-activate 

  • Ambush Camouflage now triggers for all units in the selection group when the ability is toggled 

HMG 42 Team 

This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns. 

  • White Phosphorous Rounds slow vehicles by 25% for 2 seconds on hit or deflection 

  • White Phosphorous Rounds duration lowered from 60 to 45 

Grenadier Squad 

The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust. 

  • Breakthrough Package 

    • Veterancy 1: 10% harder to hit 

    • Veterancy 2: 20% accuracy, 25% harder to hit 

    • Veterancy 3: 20 health, 20% damage, +5 Panzerfaust range 

Panzergrenadier Squad 

Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy. 

  • Automatic Fire now costs 15 munitions 

  • Automatic Fire recharge time reduced from 180 to 120 

Jager Squad 

Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares. 

We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output. 

  • Reconnaissance Package munitions cost increased from 50 to 65 

  • Veterancy 1 harder to hit moved to Veterancy 2 

  • Veterancy 2 rate of fire bonus moved to Veterancy 1 

  • Veterancy 2 received accuracy reduced from 20% to 15% 

Flak 30 Anti-aircraft Gun Team 

Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression. 

  • Health increased from 90 to 105 

  • Suppressing Fire munition cost reduced from 25 to 15 

Flakpanzer IV Wirbelwind  

  • Veterancy 1 acceleration bonus changed to +20% rotation rate 

  • Veterancy 3 rotation rate changed to +80 health 

Marder III M Tank Destroyer 

We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged. 

Speed has also been slightly increased to help the unit traverse the battlefield. 

  • Speed increased from 4.6 to 4.8 

  • Sight Main Gun can be toggled off immediately but has a 3.5 second delay before combat bonuses activate 

  • Sight Main Gun now triggers for all units that are selected if none of the units are on cooldown 

  • Sight Main Gun uses overall attack speed bonuses 

StuG III G Assault Gun 

  • Veterancy 3 +15% rotation rate changed to +20% weapon penetration 

Panzer IV Command Tanks 

  • Veterancy 1 bonus changed from 25% acceleration/deceleration to 25% rotation rate 

  • Veterancy 2 35% ability recharge speed changed to +20% accuracy 

  • Now uses overall attack speed for its veterancy 2 reload bonus 

Panzer IV Medium Tank – Wehrmacht only 

Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.  

  • Veterancy 1 and 2 accuracy and penetration bonuses increased from 20% to 25% 

Stosstruppen Squad 

Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability. 

  • Fixed an issue where Veterancy 2 did not provide the correct 20% 

  • Veterancy 1 harder to hit moved to Veterancy 2 

  • Veterancy 2 rate of fire bonus moved to Veterancy 1 

  • Veterancy 3 Accuracy bonus increased from 20% to 25% 

  • Range of all grenades increased from 20 to 25 

  • Shock Assault now increases moving accuracy by 30%, provides suppression immunity, and breaks suppression for 20 seconds. Combat bonuses removed. 

Sturmpanzer IV Brummbar 

We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits. 

  • Area of effect far damage increased from 0.15 to 0.2 

LG 40 Anti-tank Gun 

  • Accuracy increased from 0.075/0.045/0.04 to 0.075/0.05/0.04625 

  • Penetration reduced from 160/120/80 to 160/100/70 

  • HE damage distance reduced from 0.5/1.25/2 to 0.25/0.75/2 

Panther Heavy Tank 

The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel. 

  • Cost changed from 550 manpower and 100 fuel to 450 manpower and 125 fuel 

Pantherturm 

  • Weapon can now be given facing orders 

  • Can now gain veterancy 

    • Veterancy 1: +120 health 

    • Veterancy 2: + 25% rate of fire and accuracy 

    • Veterancy 3: +20% damage reduction +20% damage 

British Forces 

Infantry Section 

The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react. 

  • Recce Package no longer provides detection bonuses 

  • Forward Observer Artillery Barrage must now be thrown at the target position, and artillery only begins to fire once the flare has landed; affects Gurkhas as well 

Humber Armored Car 

  • Mark Area ability range increased from 45 to 50 

M3 Stuart Light Tank 

The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling. 

  • Angle scatter reduced from 5.5 to 5 

  • Distance scatter max reduced from 3.5 to 3 

  • Veterancy 1 acceleration changed for +20% rotation rate 

  • Veterancy 2 rotation rate bonus changed to +15% accuracy 

  • Veterancy 3 accuracy bonus changed to +20% speed 

M3 Grant Medium Tank 

Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks. 

The Grant is also having its base fuel cost increases to make additional tanks harder to field. 

  • 75mm area of effect adjusted from 0.75/0.3/0.15 to 0.8/0.25/0.15 

  • 75mm area of effect distances adjusted from 1/2/3 to 0.25/0.75/4.5 

  • Scatter angle increased from 7.5 to 10 

  • Distance scatter max increased from 5 to 6 

  • Distance scatter ratio increased from 0.5 to 1 

  • Fuel cost increased from 90 to 100 

  • Unlock cost reduced from 50 to 40 fuel 

Matilda Heavy Tank 

  • Health increased from 900 to 960 

17-pounder Anti-tank Gun 

The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.  

  • Manpower cost from 400 to 360 

  • Fuel cost reduced from 60 to 50 

Centaur IV Medium Tank 

The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them. 

  • Area of effect distance increased from 0.25/0.35/1.5 to 0.5/0.75/1.5 

Polish Lancer Section 

  • Damage bonus reduced from 20% to 15% 

Attacking Spirit 

Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat. 

This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat. 

  • Immediately heals 15 health on decapture when infantry enter the pulse 

  • Heals 75 health over 45 seconds afterwards; healing is paused when in combat, but ability duration continues to tick down even when healing is paused. 

  • Retains 2 CP cost 

Australian Defense Battlegroup  

Logistical Supremacy Changes 

  • Artillery Tripwire Flares and Reinforced Resource Caches moved up to the 1st tier of Logistical Supremacy 

  • CMP 15cwt Supply Run moved to the 2nd tier of Logistical Supremacy 

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Australian Light Infantry 

Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move. 

  • Can now repair structures at a speed of 8 health per second 

  • Experience requirements lowered from 1000/3000/6000 to 900/2700/5400 

  • Scoped Rifle moving accuracy reduced from 75% to 50% 

Artillery Tripwire Flares 

  • Fixed an issue with flare duration not extending to the intended 15 seconds 

 

Deutsches Afrikakorps 

Carro, L6/40, Flakvierling Halftrack, DAK 8 rad 

DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt. 

We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry. 

  • Veterancy 1 acceleration bonuses replaced with +40 health 

Panzerpioneer Squad 

  • Capture speed increased from 1 to 1.15 

250 Mortar Halftrack 

  • Now fires 6 incendiary shells during a barrage that scatter, dealing 30 damage on impact before causing burning damage over 10 seconds for each shell 

250 Light Carrier and 250/9 Halftrack 

The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions. 

  • Veterancy 1 acceleration bonus replaced with +25% ability recharge 

  • Veterancy 2 ability recharge replaced with +40 health 

  • Kwk 38 Autocannon Conversion fuel cost lowered from 20 to 15 

Flak 36 Anti-tank Gun Team 

We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.  

  • Range increased from 70 to 75 

  • Now auto deploys when dropped off by the truck 

  • Cannot be given a facing order when in AA mode 

Bersaglieri Squad 

The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.  

  • Veterancy requirements from 1025/3075/6150 to 900/2700/5400 

    • Veterancy 2 rate of fire bonus reduced from +20% to +15% 

    • Now uses overall attack speed for rate of fire veterancy bonuses 

Semovente da 75/18 Assault Gun 

  • Now uses overall attack speed for veterancy rate of fire bonuses 

Battlefield Espionage Battlegroup 

Disruption Tree Changes 

The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities. 

  • Plunder and Disruption positions exchanged in the Battlegroup tree 

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250/3 Funkpanzerwagen 

To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.  

  • When a target position is selected to deploy the Goliath, the Funkpanzerwagen will spawn the Goliath at its current position and then the Goliath will drive off too the position. 

  • Camouflage aura is always active 

    • Results in speed reduced from 7.2 to 6.1 

Sector Subterfuge Beacon 

The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory. 

  • When in a friendly sector, the territory point becomes 50% harder to capture when a Siphon Beacon is in that zone 

Transfer Depot 

The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown. 

To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made: 

  • Two Transfer abilities now appear on the global command bar: Fuel or Munitions 

    • One set conversion rate: 40 fuel for 200 manpower or 80 munitions for 200 manpower 

    • Triggering either one places both abilities on cooldown

  • Transfer abilities are greyed out until a Transfer Depot is placed on the appropriate point type 

  • Command Point cost increased from 1 to 2 

Plunder 

Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return. 

  • Plunder also salvages the wreck for resources. Still cannot be used if the unit is at maximum weapon slots 

Firestorm 

Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff. 

  • Now deals light damage on shell detonation 

  • Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures 

  • No longer debuffs enemies in the flames 

  • Munition cost increased from 100 to 120   

Bug Fixes 

Gameplay Infantry 

Engineer Units 

  • Fixed engineers using incorrect tools when repairing emplacements or structures 

  • Fixed engineers getting stuck in incorrect construction/repair animations 

  • Fixed engineers using welding animation instead of sandbag repair animation 

Mortar Teams 

  • Fixed High-Explosive Barrage ability swap causing T-posing when decrewed 

  • Improved leIG 75mm gun aiming visuals/gun height across distances 

Grenadiers 

  • Fixed Merge ability going on cooldown when targeting full squads 

  • Fixed Medkit ability canceling when merging into another squad 

Sturmpioneers 

  • Fixed Grenade Assault ability causing reinforced soldiers to retain grenade weapons after the ability ends 

US Forces Infantry 

  • Fixed Breach ability canceling if the breaching soldier is killed mid-animation 

Italian Partisans 

  • Fixed Saboteur timed squad ability not forcing retreat when duration expired 

  • Fixed Partisan Garrison bonus not applying from Partisan Headquarters 

Salvage  

  • UI resources kickers for salvage have been corrected to the appropriate amount when salvage is complete. 

Vehicles 

  • Fixed vehicles driving over electric poles causing erratic behavior 

Flakvierling Halftrack 

  • Fixed Smoke Canisters ability failing to deploy while in Anti-Aircraft Mode 

Sherman Whizbang 

  • Fixed Jettison Launcher ability allowing the main gun to fire during the jettison process 

Weapons & Combat 

Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging: 

  • M2A1 105mm Howitzer 

  • Cannone da 105/28 

  • BL 5.5 Artillery 

GrB 39 Grenade Launcher 

  • Maximum height angle now caps out at 45 degrees 

  • Basic weapons no longer take priority over the GrB when firing from garrisons/vehicle holds. 

Mines & Damage 

Fixed engine damage logic not applying for: 

  • M6 Mines 

  • Teller Mines 

  • Heavy Anti-Tank Mines 

Engine damage and heavy engine damage: 

  • Now properly applies and persists as intended 

 

Factions & Battlegroups 

US Forces 

Captain Retinue – Flanking Maneuver 

  • Bonuses no longer stack from multiple different Captains 

  • Reapplying the buff now refreshes duration instead 

M8 Greyhound 

  • Raider ability properly continues to decapture if the unit leaves and then re-enters the capture circle 

M8 Scott 

  • Fixed Veterancy recharge bonus increased cooldowns instead of reducing them 

Mortar Pit 

  • Fixed incorrect Veterancy 2 range tooltip 

M1 Anti-Tank Gun 

  • Fixed incorrect Armor-Piercing Rounds tooltip penetration percentage 

Survival Training 

  • No longer stacks on infantry units when they are converted to Pathfinders, Artillery Observers, and Rangers 

M5 3-inch Anti-tank Gun 

  • M5 Anti-Tank Gun Barrage now deals the correct friendly fire damage to owned units 

Wehrmacht 

LG40 Anti-Tank Gun 

  • Updated High-Explosive Shell ability tooltip to state 33% rather than 5% 

 

British Forces 

Australian Defense – Supply Run 

  • Fixed inconsistent resource scaling based on distance 

CMP 15cwt Anti-Air Truck 

  • Fixed unintended movement interaction with:  

    • Handbrake Toggle 

    • Anti-Air Mode 

Pillage 

  • Fixed Pillage applying from kills obtained by vehicles 

 

Deutsches Afrikakorps 

Emergency Repair Kits 

  • Now correctly applies to the 2.5 Tonne Utility Truck 

Vehicle Aura Bonuses 

The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):  

  • Combined Arms 

  • Secure Flanks 

  • Force Recon 

A.I. Improvements 

A.I. can now:  

  • Use self-targeting abilities correctly during combat 

  • Build structures facing the correct direction 

  • Use proper build orders again (restored variety) for German and American factions 

  • Avoid using ineffective grenades vs vehicles 

  • Improved ability usage frequency (e.g., gun swapping) 

  • Fixed A.I. not recruiting certain units (e.g., Panzergrenadiers, and Engineers) 

Art, Maps, & Visual Improvements 

  • All 2.3 maps have been reduced back to standard weighting, meaning all maps in Quick Match have the same chance to be selected 

  • (2) Blinder Alley 

    • Restored missing vista and improved out-of-bounds visuals 

  • (2) Egletons 

    • Minor territory adjustments 

  • (4) Pisa Centrale 

    • Fixed vehicle interaction with wired poles causing physics bugs 

    • Corrected floating fire VFX 

    • Improved the damage and death states of passenger train cars, so they act more like weak buildings 

    • Adjusted several buildings to be garrisonable. These appeared healthy, but were not garrisonable 

    • Cranes have been adjusted to have increased health and to no longer block sight 

    • Placeholder assets have been removed from underneath the train station platforms. These assets were visible is artillery caused craters deep enough 

    • Floating flags removed 

    • Train track assets have been adjusted to reduce the chance of “z-fighting” which caused flickering textures 

    • Adjusted central courtyard so that nearby buildings can cover the area equally 

  • (4) Santuario 

    • Wooden crates removed from the back of a flatbed truck, which caused the truck to appear to have light cover instead of heavy 

  • (6) Sangro River Crossing 

    • Increased space for HQ building placement 

  • (6) Sedjenane Marshes 

    • Removed duplicate buildings which were overlapped. This enabled opposing squads to seemingly occupy the same building 

    • Fixed wooden planks, which could instantly kill vehicles or infantry if they collapse with units on top of them 

  • (8) Castello Della Nebbia 

    • Replaced a pair of trucks that were not interactive assets with versions which can be crushed and used as cover 

    • Adjusted strategic point locations to be less aggressive. These were found to be too close to each other and it proved too easy to control both at once 

    • Filled small holes in impass (under large rock formations), that some auto-contructed buildings could be dropped within 

  • (8) Sousse Stronghold 

    • Updated lighting for improved visibility. 

  • Reduced the impass of metal rail signals from Heavy Crush to Medium Crush, to better align them with other street poles 

  • Adjusted the sight blocking on shipping containers 

  • Adjusted the sight blocking of tall barrel stacks 

 

User Interface Fixes & Improvements 

  • Improved display of large currency values for Merit and Warbonds 

  • Improved Warbond purchase cancellation flow 

  • Fixed incorrect cursor usage for grenade attacks 

 

Audio Fixes & Improvements 

  • Rebalanced Veterancy sound effects to prevent overlap with unit speech 

  • Fixed airplane voice lines being cut off after strafing runs 

  • Fixed speech interruption when entering buildings 

 

Known Issues Under Investigation  

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com

  • A.I. does not upgrade Tiger Heavy Tank to Tiger Ace Heavy Tank 

  • When the LG40 gets destroyed the voice over mentions the Obice  

  • Team weapons will explode if the crew gets reduced to 1 at the same time it is towed 

  • Flack 30 Anti Air attacking and damaging aircraft will cause infantry under the aircraft to take damage 

  • Machine gun firing arc scope changes size between setup and completion 

  • Basalt Grey cosmetic granting did not roll out for all units 

  • A.I. targets enemy points that cannot be damaged with mortar barrage 

  • Grenadier A.I. will sometimes throw a grenade at its feet when capturing a territory 

  • Units cannot be group selected during paradrop reinforcement animation 

  • Breach can be used on Fighting Nests and Fighting Positions 

  • Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input 

  • Camouflaged infantry will not attack enemies that are behind them 

  • If a Paratrooper squad is hit by a stun grenade right after landing, the debuff will persist on retreat 

  • In certain instances, infantry do not return fire against the enemy 

  • Tourelles upgrades may not complete if the sector they were in is de-captured and only continues once the sector is recaptured 

  • De-crewed Mortars from A.I. cannot be targeted using Attack-Ground or picked up 

  •  When 250 Light Carrier fast disembarks units and attempts to reverse, the vehicle ignores the command 

  • M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action 

  • Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment 

  • A.I. that takes over a player who left causes Marder III M Tank Destroyer to stay in front of enemy bunkers when in combat 

  • Allied forces crewed MG42 Machine Gun Team has VO lines changed to Wehrmacht after using White Phosphorus rounds 

  • Completing upgrades on fighting positions or bunkers says "research complete" instead of "upgrade complete” 

  • Player sometimes unable to start new campaign due to stall in scar initialization 

  • Attempting the Anzio Mission as the US Special Forces/Devil's Brigade Company may not grant you the correct Support Center buildings. 

  • When recrewing the 251 Medium Carrier with British squads in the mission the crew will be broken and appear to be floating above carrier 

  •  Certain neutral bunkers on the map will return to full health if damaged and then garrisoned 

  • A.I. does not deploy Churchill Crocodile 

  • King Tiger and Elephant Tank Destroyer can get trapped by player buildings 

  • Enemy A.I. spams Retreat on units once player enters enemy HQ sector  

  • Air Support trait sometimes does not work when unlocked through "specialization" upgrade on US Armored units 

  • Heavy Machinegun Teams in garrisoned buildings may not always fire in certain instances 

  • Gameplay - Wehrmacht HQ medical station upgrade is still active when HQ is destroyed 

  • ELO changes in Match Stats screen are broken 

  • Enemy A.I. is not picking up munition crates after using Supply Drop 

  • Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover 

  • Fire rate bonuses affect reload speed instead of fire rate on magazine-based weapons 

  • Using abilities on bridges may cause target reticles to be misplaced and the ability to be mistargeted 

  • Medical bunker may prevent Annihilation victory 

  • Heavy Machineguns can get stuck when attempting to retreat from a building 

  • A.I.-controlled Italian Partisan Underground Detonation can target and follow units 

  • Some buildings have windows that are not used correctly by garrisoned units 

  • A.I. does not use the Critical Location ability 

  • A.I. does not use the No Man Left Behind left behind ability 

  • Panzergenadier Squad - Expert level A.I. can use their Rifle Grenades even though they have not unlocked it 

  • Attempting to stream Company of Heroes 3 via Discord may result in a black screen or “Stream is paused” instead of streaming gameplay 

  • Units in the production queue on the Global Unit Command (GUC) will change to a different location when they are finally spawned in, rather than remaining in place of where they are on the GUC 

  • A.I. Engineers are planting mines inside HQ territory 

  • Unable to move camera with middle mouse button while holding Shift key 

  • The Improved First Aid Kit tooltip on hospitals is ambiguous 

  • There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps 

  • Show Unit Occlusion - Setting doesn't work when a squad garrisons a building even if it was turned on 

  • 0 health can appear on the health bar, rather than appearing as an integer/rounding upwards (for example 0.9 or below), so it appears that a unit survives at 0 health instead of being destroyed 

  • Mods - UI_AddChild(…) causes a severe FPS drop/memory leak  

  • The title has disappeared from the final mission in the Mission Select screen 

  • Abilities cannot use the minimap to target territory points with caches built on them System tray search indicator only works for the first game in a session 

  • Random Faction selection does not save and reverts to the previous selections after Quick Match 

  • The matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional 

  • Loiter affected areas are inaccurate on the Tactical map 

Опубликована Hannah_RE 30/Apr/2026

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Featuring the Free French, Elite Forces, Special Service, and Siege Breaker Battlegroups, the Dare & Destroy DLC is out now!

Wehrmacht - Siege Breaker Battlegroup Tech Tree

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🔥The Dare & Destroy DLC arrives May 14. Will you be choosing the devastating 🛠️Sturmtiger Heavy Tank or vision-expanding 👀 Probing Barrage?

British Forces - Special Service Battlegroup Tech Tree

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Will you be aiming to unlock the blinding ⛈️Operation Thunderclap or a specialized 🎯SSB Sniper? Scope out the choices on the British Forces – Special Service Battlegroup Tech Tree, arriving with the Dare & Destroy DLC on May 14.

New Battlegroup Showdown - Special Service vs Siege Breaker

🔥The British Forces - Special Service Battlegroup and the Wehrmacht - Siege Breaker Battlegroup face down in this exciting 1vs1 showdown, showcasing more of the gameplay arriving with the Dare & Destroy DLC on May 14.

Afrikakorps - Elite Forces Battlegroup Tech Tree

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Would you rather recover friendly casualties with⛑️Medical Supplements or deploy a ️💥Tiger Ace instead? Start planning your strategy by taking a look at the Afrikakorps - Elite Forces Battlegroup Tech Tree, available May 14 in the Dare & Destroy DLC.

US Forces - Free French Battlegroup Tech Tree

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Will you be selecting the massive blast radius of💥Railway Artillery or the mighty 🛠️Char B1 Heavy Tank? The choice will be yours on May 14 when the US Forces – Free French Battlegroup arrives in the Dare & Destroy DLC.

New Battlegroup Showdown - Free French vs Elite Forces

👀Curious to see the new Dare & Destroy DLC Battlegroups in action?💥This explosive 1vs1 match showcases the US Forces - Free French Battlegroup vs the Afrikakorps - Elite Forces Battlegroup.

2vs2 All Faction Battlegroup Showdown

This 2vs2 full match gameplay shows off ALL the new Battlegroups coming in the DLC pack.

Опубликована Hannah_RE 16/Apr/2026

Company of Heroes 3: Dare & Destroy arrives May 14, and introduces four new Battlegroups, alongside new cosmetics and a general game update, expanding Multiplayer and Co-Op/Skirmish vs A.I. gameplay with new tactical options, powerful units, and distinct playstyles.

https://store.steampowered.com/app/4523380/Company_of_Heroes_3_Dare__Destroy/

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US Forces – Free French Battlegroup

Establish a resilient defensive line and stall enemy advances before unleashing a decisive counterattack. 

French Rifle Sections, Bastions, and Tourelle defenses anchor your position, while Railway Artillery and the Char B1 Heavy Tank turn the tide and force a breakthrough. 

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Wehrmacht – Siege Breaker Battlegroup

Break through fortified enemy positions with siege tactics and overwhelming firepower. 

Flame Halftracks and enhanced infantry weaponry pressure enemy lines, while Siege Specialists and the Sturmtiger Heavy Tank shatter even the most entrenched defenses. 

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British Forces – Special Service Battlegroup

Disrupt and weaken the enemy through precision strikes and resource denial. 

Commandos, Snipers, and fast raiding vehicles harass from unexpected angles, while Scorched Earth tactics punish overextension and drain enemy resources. 

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Deutsches Afrikakorps – Elite Forces Battlegroup

Field a highly advanced and experienced force designed to outmaneuver and overpower opponents. 

Veteran infantry and vehicles, led by the Command 8Rad Armored Car, combine with Ace Stuka air support and the Tiger Ace Heavy Tank to deliver decisive battlefield dominance. 

Stay tuned for more info!

We’ll be sharing more details on Dare & Destroy in the coming weeks, stay tuned to our social channels for updates including new videos highlighting each Battlegroup, along with tech trees showing off their new units and abilities. Plus, in-depth shoutcasts featuring gameplay from high-level players and commentary from the Game Design team.

Keep up with the latest news on your social media channels of choice at the links below!

Опубликована John_RE 15/Apr/2026

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The Company of Heroes 3 team is excited to share an updated look at our 2026 roadmap!

The next Battlegroup DLC will be revealed soon, and we can't wait for you to see how they will change the game and shine a spotlight on some beloved participants in the Mediterranean theatre.

Additionally, we have moved update 2.4.0 up by a month - so it will now release in May instead of June. This roadmap also shares more details about update 2.5.0, coming in July, which includes new maps, new cosmetics, and CLASSIFIED.

We'll have even more to share about the back half of 2026, but no spoilers for now!

Опубликована Greta_RE 14/Apr/2026

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The Hammer & Shield Battlegroup Pack includes the US Forces Advanced Infantry Battlegroup and the Wehrmacht Italian Coastal Defense Battlegroup, available for Multiplayer and Co-Op/Skirmish vs AI. This Battlegroup Pack is available for purchase in the Steam Store for $13.99 USD.

https://store.steampowered.com/app/4523180/Company_of_Heroes_3_Hammer__Shield_Battlegroup_DLC/

We have also relisted these two Battlegroups as a bundle on the in-game store. They are now permanently discounted from 20,000 Merit to 15,000 Merit.

The Advanced Infantry Battlegroup equips the US Forces with elite, highly customizable infantry and strong artillery support. Upgrade Riflemen into powerful Rangers, deploy Artillery Observers to call in barrages, and bring sustained firepower with the 105mm Howitzer or devastating strikes with heavy artillery.

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The Italian Coastal Defense Battlegroup enables the Wehrmacht to fortify positions and dominate defensive play. Coastal Reserves construct bunkers and defenses, while Artillery Officer and heavy howitzer support punish enemy advances and reinforce your line.

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Players who previously purchased the Hammer & Shield Expansion Pack or Company of Heroes 3: Premium Edition will retain access to all included content. For any issues with DLC purchases, please reach out to Steam Support. We'll see you on the battlefield, Commander!

- The Company of Heroes Team

Опубликована Hannah_RE 02/Apr/2026

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Today’s Hot Fix fixes several issues related to Gameplay, Maps, and more. 

These changes will likely have a higher rate of sync errors when viewing saved Replay files made after the launch of the 2.3.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request. 

General

Crashing/Stability

  • Fixed the Italy campaign sometimes crashing during A.I.'s turn 

  • Fixed a crash when resuming campaign mission from the main menu 

US Forces 

  • Fixed paratroops failing to recrew team weapons

  • Fixed an issue where the Air Support Center could affect ally munition income 

Wehrmacht

  • Fixed an issue where the Grenadier Medical Kit failed to function 

Maps 

Égletons

  • A number of benches and crates have been adjusted away from a doorway on Égletons' West side, enabling better access. Heavy cover near the Northeast cut-off point has also been slightly adjusted, to ensure it fairly mirrors the cutoff in the Southeast 

Pisa Centrale

  • Pisa Centrale featured station platforms that did not allow the construction of mines, tunnels, and other defenses. This has been fixed. Impass has also been added to inaccessible ruins, to prevent paradropped units from becoming trapped within them 

UI/UX

  • Fixed an issue with Asian fonts being rendered incorrectly 

Опубликована Hannah_RE 31/Mar/2026

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Overview

The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.

Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.

Gameplay, UI, and Systems 

General UI & Menu Updates 

  • Refreshed the Main Menu 

  • Replaced the Store with a new layout highlighting Battlegroups and cosmetics 

  • The Loadout menu has been updated with a 3D showcase view of units and new 2D cosmetic swatches 

  • Player profile customization moved into the profile screen 

  • Expanded the Resume feature to include Multiplayer modes 

  • Made confirmation popups cancellable with Escape 

  • Multiple general tooltip fixes across the game 

  • Fixed cases where community map contributor names were not being cut off correctly 

  • Updated 9 commonly used icons 

  • Updated 42 multiplayer icons 

  • Updated the surface reflection for certain UI and Menu assets 

Matchmaking, Lobbies, & Friends List 

  • Swapping slots with an A.I. player no longer resets A.I. difficulty to Easy 

  • Fixed Steam friends not appearing in “Online Steam Friends” if not added in the game itself 

  • A.I. Takeover difficulty changed from Normal → Hard (Hard has no negative or positive modifiers and is the most “fair”) 

 

Maps 

New Maps added to all modes 

 

Égletons - (1vs1) 

Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day. 

Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below. 

Classic Company of Heroes community map, originally created by Cam51. 

  

Pisa Centrale - (2vs2)

The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all. 

“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.” 

Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield. 

  

Sedjenane Marshes - (3vs3) 

Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest. 

The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat. 

British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.  

 

Castello della Nebbia - (4vs4) 

Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail. 

The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation. 

With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy. 

 

Map Quality of Life Improvements 

We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps. 

  • Unearthed a number of hidden cover objects in Campbell's Convoy and Gardens multiplayer maps. These buried objects were intercepting thrown grenades, causing them to fail to reach their target 

  • Fixed a pathfinding issue that caused vehicles to slide sideways 

  • Fixed a bug that caused vehicles to be stuck in uninterruptible trench crossing mode for longer than necessary 

  • Improved vehicle path planning around trenches 

  • (2) Road to Tunis - Improved pathfinding near the Western +10 Fuel point, where squad-splitting was common. Also created a small infantry-only path near one of the central buildings, to better enable units to retreat directly back to their HQ - previously units would be forced to run towards the enemy due to a nearby wall 

  • (2) Taranto Coastline - Western HQ area has been slightly adjusted to provide more space for construction. It was previously possible for British players to run out of space if their production buildings were poorly aligned 

  • (2) Tuscan Vineyards - Adjusted the Northernmost +5 Fuel point to be closer to the opposing player's stone wall. Units in cover against this stone wall should have vision of the entire capture area. This now mirrors the cover and vision provided by the +5 Fuel point on the opposite side of the map 

  • (4) Alamein - The atmosphere transition added in a previous update was unintentionally causing the sun to arc 150 degrees instead of the intended 30 degrees (which was causing the light level to increase dramatically and decrease again by late-game). The new transition will be slow, gradual and the map will only increase in brightness 

  • (4) Santuario - Removed a wooden fence near the Northern supply area. This fence was preventing units from using heavy cover nearby and was causing cover to be unbalanced in this area 

  • (4) Operation Eindhoven - This map featured four "safe" Fuel points, which were difficult to take away from the enemy once they were captured in the early game. This prevented Fuel income from changing much during most matches. One of the safe +5 Fuel points for each team has been swapped into unsafe positions, replacing +5 Munitions points. This should enable players to be more aggressive on this map, and provide more varied Fuel income 

  • (4) Elst Outskirts - Created a hole in the wall near the Southeastern +10 Fuel, to better enable the defending player to reach it. Comparatively, the Northwestern +10 point has been moved slightly to better balance the time for each defender to reach these points. Also added additional cover to a warehouse building, helping force units to use the safest door available to them. A large wooden fence has also been removed near the Western +10 Fuel point and replaced with a permanent, light-cover ditch to improve pathfinding and late-game cover in this location 

  • (4) Semois - Added additional map entry points behind the player's HQs. This will improve the arrival time for units deployed via Battlegroups 

  • (6) Catania Crossing - Removed a rock that was tall enough to block sight and shots, but was blocking neither 

  • (8) Powderkeg - Adjusted the position of two civilians, who were leaving impasse after they retreated. This was creating significant cover issues near the map center and was preventing large squads from taking cover in some cases 

  • (8) Sousse Stronghold - Updated map lighting for better unit visibility (especially at night) 

  • (8) Winter Line - Removed several hidden blockers that were preventing units from seeing each other 

     

Cosmetics 

NOTE: Thank you everyone for your patience as we rolled out the changes to the Loadout, Store, and Cosmetic sets. For any players that only had a few items from a given set, you should now have all items that make up its themed Ultimate Set (excluding Night Fighters and Devil's Brigade).

In total, today we granted 5,000,000 cosmetic items! Thanks again for your patience and we hope you enjoy the update.

New Cosmetic Content 

  • US Forces Sand and Sky Ultimate Set 

  • Wehrmacht Hinterhalt Elite Ultimate Set 

  • British Forces Desert Defenders Ultimate Set 

  • Deutsches Afrikakorps Stalkers Ultimate Set 

  • Corresponding Resource Point cosmetic sets for all four factions 

Cosmetic Fixes 

  • Missing icon for the British Forces Bishop Night Fighters 

  • Fixed camo issues for:  

    • Wirbelwind side skirts 

    • Wehrmacht HQ Night Fighter upgrade 

    • US Forces M8 Greyhound side skirts 

    • Wehrmacht Scout Car antenna 

  • Added infantry & team weapon cosmetics to US Forces Board Room and British Forces Nature’s Vanguard sets 

  • Rare sets now correctly applied to all units across factions 

 

Units, Abilities & Combat Fixes 

General Unit Behavior 

  • Fixed engineers sometimes losing their weapon and getting stuck with their construction tools when building emplacements 

  • Infantry in vehicle holds now correctly swap firing positions 

  • Vehicles no longer stuck in trench‑crossing mode 

  • Vehicles no longer rotate toward edge‑of‑vision units unnecessarily 

  • Team weapons no longer tear down mid‑attack when switching targets improperly during attack move commands 

  • Goliaths now grant a small amount of experience to their attacker when destroyed 

  • Doors on buildings now close properly after unloading 

  • Infantry flamethrowers now deal consistent bonus damage to units behind cover 

A.I. Improvements 

We have implemented several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game.  

 

Artillery and Anti-Tank Guns 

  • A.I. will now consistently target appropriate units for these two unit types 

  • Anti-tank guns will be less likely to idle near owned capture points and instead actively target vehicles when possible 

  • Mortars and Anti-tank guns will retreat when targeted by infantry significantly earlier than before 

  • Anti-tank guns will retreat when they have no appropriate targets and are under fire 

  • Anti-tank guns will prefer structure targets over infantry targets   

Infantry Combat 

  • Infantry will avoid moving actively during combat unless designated to advance or fallback 

  • Infantry will more often focus fire instead of looking for cover when too close to a target 

  • Grenade avoidance is more likely 

  • Increased Squad Ability Usage 

  • Garrison behaviors improved - units are more likely to garrison and stay garrisoned under the right conditions 

 

Vehicle Combat 

  • Casemate vehicles are less likely to kite during combat 

  • Casemate vehicles are less likely to change targets during combat to avoid the need to turn as much as possible 

  • Increased Vehicle Ability Usage 

 

Team Weapon Combat 

  • Resiege bug when arriving in combat resolved 

  • A.I. will no longer view un-setup team weapons as threats when determining likelihood to win a fight or areas to avoid combat 

  • Team weapons will retreat earlier in combat when flanked if they do not have valid targets 

  • A.I. will more effectively flank setup team weapons and will focus fire instead of searching for cover after completing a flank 

    General A.I. Improvements 

  • Tank Riding bugs resolved – A.I. will no longer get stuck at their destination when no threats are present while tank riding 

  • Recrew behaviors improved – A.I. is more likely to recrew dropped team weapons and recrew with larger groups of units 

  • Capture Patterns changed – A.I. is more likely to stay in its lane when capturing in team games 

  • Added new harassment behavior for light armor - this gives early vehicles like the Dingo targets for the A.I. that do not involve assisting other allied Infantry 

  • A.I. Takeover difficulty switched from Normal -> Hard

    • Hard A.I. has no positive or negative resource/health modifiers – so it is now the most “fair” difficulty 

  • Abilities launched by the A.I. no longer have heat seeking properties in most cases 

 

Multiplayer Balance Changes 

 

Fireside Chat with the Balance Team

General 

Victory Points 

Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety – providing more opportunities for heavy tanks to make an impact – and increasing the chance for comebacks 

  • To increase game length, we are experimenting with increasing the total number of Victory Points each team has to make controlling Victory Points in the early game important 

  • Quick Match Victory Points amount increased from 500 to 575 

Hidden Demolition Charges 

We wanted to give more counterplay against these powerful traps that could often immediately destroy individual squads without warning, while still allowing them to differ from the standard demolition charge.  

  • Gives a Grenade warning to infantry within a 20-meter radius 

  • Gives an event cue when triggered but cannot be camera panned by clicking/hot keying to the event 

  • Hidden Demolition charges have a 3.5 second detonation time before triggering 

  • Hidden Demolition charge cost reduced from 75 to 50 

Anti-air Changes 

Anti-aircraft units have been difficult to balance, which has resulted in many plane-based abilities being ineffective. Due to how the system functions, anti-aircraft units need to be capable of quickly intercepting aircraft to prevent their payloads from being dropped, but it created situations where AA could completely lock out sections of the map by being in the area. 

We are making significant changes to how mobile anti-aircraft units function, requiring players to micro their anti-aircraft units and give the opponent greater counterplay opportunities in disabling anti-air units for a short period of time. 

  • Anti-air Stance causes units under the effect to be unable to move and fire on ground targets 

  • Units cannot use attack ground commands while Anti-air Stance is active 

  • Anti-air Stance increases anti-aircraft range by x3 when active 

  • Anti-air weapon default anti-aircraft range reduced from x6 to x2 across all mobile anti-aircraft weapons  

  • Ability cannot be toggled off for 5 seconds once triggered. 30 second recharge when toggled off 

  • 2cm Anti-Aircraft Gun and Flak 88mm cannot use veteran abilities while this mode is active 

  • Anti-air emplacements have x6 range against aircraft by default, but lose the Anti-air Stance ability 

Detectors 

Detector units were ineffective, often being unable to find camouflaged units before they were fired upon or hit by certain abilities. Furthermore, most units re-camouflage too quickly after leaving detection range. To address this issue, detection range will now match the standard engagement range of infantry. 

For the Axis factions, detectors were also too plentiful, being on starting engineering units that were cheap to field. Players will now need to upgrade their Pioneers with sweeper packages before they can act as a detector unit. 

  • Pioneers no longer have detection by default. Hazard Removal Package provides detection to the unit 

  • Panzerpioneers no longer have detection by default. Advanced Repair Kit provides detection to the unit 

  • Base detection range set to 35 for existing detector units 

  • Recce Package detection range increased to 35 

  • Units detected by detectors remain revealed for 10 seconds 

  • Units that are upgraded gain the Detector tag on their unit selection card 

Salvage 

We are significantly increasing the time it takes to salvage wrecks and reducing the rewards given to the player as salvage could be too effective in mid-late game scenarios where there were many wrecks laying around. 

  • Salvage rate changed from 15 to 8  

  • Light vehicle wrecks require 13.75 seconds to salvage, medium wrecks need 27.5 second

  • Rate of return lowered: manpower reduced from 30% to 25%, fuel reduced from 25% to 20% 

Towed Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36  

Towed anti-tank guns are too mobile and effective. These long-range, high damage units are able to quickly set-up and engage targets while being difficult to take out as they could be re-attached to their truck once teardown was completed and were hard to outmaneuver with their fast rotation rates. We are making a large number of changes to make these weapons less efficient and more difficult to reposition when outmaneuvered. 

We have also lowered the range on the non-Battlegroup version of these units, making them easier to avoid and reducing how far these units can hit vehicles from off-screen. 

  • Rotation rate lowered from 100 to 55 for all heavy guns 

  • Set up time increased from 2 to 3 

  • Teardown time increased from 1.75 to 2.25 

  • Flak 36 now requires both a set-up and teardown time 

  • Cost increased to 400 manpower and 60 fuel 

  • No longer provides heavy cover 

  • Range reduced from 75 to 70 for the Flak 36 

  • Range reduced from 80 to 75 for the 17-pounder 

Heavy Tank Cost Reduction 

We are further increasing the cost discount provided by tech for heavy tanks. Combined with the increase in victory points, this change should improve their usage, especially in team games. 

  • Heavy tank cost reduction increased from 20 to 25% 

Light Artillery - Pack Howitzer, le.IG 18 

We are increasing the minimum angle and lowering the projectile speed of light artillery units to make it easier to avoid their projectiles. This will make these units less oppressive with a focus on reducing their projectile speeds when there is a clear line of fire to the target. 

  • Projectile speed reduced from 65 to 55 

  • Projectile minimum low angle increased from 5 to 15 

 

GrB 39 Grenade Launcher 

We are reducing the damage output of the grenade launcher to make these weapons less oppressive against units in cover as the grenade launcher allows the user to remain at a safe distance compared to flamethrowers. 

  • No longer deals bonus damage to units in light or heavy cover 

  • Bonus damage against units in garrisons reduced from 50% to 33% 

  • Area of effect near damage reduced from 100% to 75% 

  • Area of effect near distance reduced from 50% to 15% 

Halftrack Recrew Team Weapon 

  • Cannot be used if the unit is in combat 

Grenades 

We are improving the damage drop-off of basic Axis grenades to be more in-line with other throwables, while still retaining a lower kill radius and higher cost. Rifle grenades have also had their minimum range slightly increased to make it harder to use at close range. 

  • Panzergrenadier, Fallschirmjager, Kriegsmarine and Grenadier Stick grenades far distance increased from 1.5 to 3  

  • Rifle grenade minimum range increased from 12.5 to 15 

Satchel Charges - Fallschirmpioneers and Paratroopers 

As a measure to prevent paradropped units from immediately neutralizing static structures, satchels will now start on a cooldown when the unit is dropped in. 

  • Satchel Charges start on cooldown when the unit is deployed 

US Forces 

Survival Training 

The recent changes made to the US economy allows us to reduce the costs of certain Infantry Support Center upgrades that are now too costly overall. 

  • Fuel cost reduced from 60 to 40 

Advanced Logistics 

  • Fuel cost lowered from 70 to 60 

Air Support Center 

We want the Air Support Center to be able to impact a player’s forces in some way that is not reliant on usage of the airstrike abilities. To facilitate this, the structure will now increase munitions income by a small amount.  

  • Grants +5 passive munitions income to the player after the structure is fully constructed. 

M1 57mm Anti-tank Gun Team 

The veterancy abilities of the US anti-tank gun have been reworked with Brace being replaced by Quick Adjust, an ability focused on mobility, while Focused Vision has been returned to a timed ability with greater vision being provided. 

  • Brace replaced with Quick Adjust - Grants +30% teardown speed and +50% rotation rate for 10 seconds 

  • Focused Vision changed back to a timed ability - Grants + 25 vision range and narrows vision drastically on the sides by 87.5% for 15 seconds. Can be triggered even if the weapon is not set-up, but vision changes only occur when set-up 

M4A1 Sherman Medium Tank 

  • Keep Them Firing speed! debuff lowered from 33% to 15% 

M18 Hellcat Tank Destroyer 

To make the M18 Hellcat more potent as a tank destroyer without directly increasing its firepower, we are allowing the unit to have 50 range if it remains stationary after a delay. This allows the Hellcat to be stronger for defense or when combined with spotters, while preventing it from becoming oppressive through its speed and mobility if it had the increased range by default. 

  • Manpower cost reduced from 320 to 300 

  • Fuel cost increased from 70 to 80 

  • Open-Topped grants +5 range. Activates after 3 seconds when stationary. Vision bonus removed 

  • Shoot and Scoot grants +25% rotation rate in addition to current bonuses 

  • Shoot and Scoot only triggers once the Open-Topped effect is in effect 

Pathfinders and Artillery Observers Squads 

Changes made through recent patches have made the Scout variants fall out of favor, with the units being weaker and the Axis early game becoming stronger. We are pulling back some of the nerfs made to these units. 

  • Reinforce time reduced from 7.5 to 6 

  • Reinforce cost reduced from 32 to 28 

  • Build time reduced from 33 to 30 

  • Experience requirements reduced from 950/2850/5700 to 900/2700/5400 

  Armored Battlegroup 

Fast Deploy 

  • Command Point cost increased from 1 to 2 

  Special Operations Battlegroup 

M4A1 Sherman Whizbang 

The following change is meant to make the M4A1 Sherman Whizbang more vulnerable when attacked by enemy units and reduce its general mobility on the battlefield. 

  • Now has a 10 second delay before the unit will jettison its launcher once the ability has been triggered - Whizbang cannot barrage when jettisoning the launcher 

  • Speed reduced from 5.5 to 4.25 

  Advanced Infantry Battlegroup 

M2A1 105mm Howitzer Emplacement 

A number of emplaced artillery units are having their damage penalty against defensive structures removed as their scatter at long-range made them unreliable and they were unable to move forward to get more accurate hits.  

The US 105mm is also gaining improvements to its area of effect damage and scatter to make it a more reliable artillery piece, while reducing the potency of its more powerful abilities. 

  • Artillery Support bonuses changed from +40% speed, 50% reduced suppression and 20% harder to hit for 45 seconds to 15% speed and 15% harder to hit for 45 seconds 

  • No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally 

  • Area of effect distance increased from 1/1.5/6 to 1/2/7 

  • Area of effect far damage increased from 15% to 20% 

  • Angle scatter tightened from 7.5 to 6.5 

  • Auto-fire reload increased from 3.25 to 5.25 

  • Auto-fire angle scatter increased from 4 to 8.5 

  Heavy Weapons Battlegroup 

Halftrack Strong Points 

  • Aura radius increased from 20 to 25 

  • Vision bonus increased from 5 to 10 

  Italian Partisan Battlegroup 

Resistance Fighters 

  • Beretta SMG near accuracy increased from 0.61 to 0.64 

 

Wehrmacht 

221 Armored Car 

The Wehrmacht’s light vehicles experience requirements were too low, allowing them to gain veterancy quickly. This change brings them in-line with units of their combat performance. 

  • Experience requirements increased from 800/2400/4800 to 900/2700/5400 

251 Armored Personnel Carrier and Variants 

  • Experience requirements increased from 600/1800/3600 to 900/2700/5400 

StuG III G Assault Gun 

The following change is meant to increase the lethality of the Point-Blank Blast ability, at the cost of a shorter duration. 

  • Point-Blank blast reload sped up from 4/4 to 2/2.4 

  • Point-Blank blast duration reduced from 20 to 15 

Sturmpanzer IV Brummbar 

This will slightly slow down the projectile of the Brummbar to be on-par with the Centaur and the Sherman Dozer as the current projectile is too fast and is incapable of being dodged by infantry. 

  • Brummbar projectile low non-collide angle has been increased from -90 to 10 

Nebelwerfer 42 

The High-Explosive Barrage has had its damage drop-off increased to make near direct hits more lethal as the ability was a little weak despite its munitions cost. 

  • High-explosive area of effect distance increased from 0/1.75/6 to 0.5/2/6 

Breakthrough Battlegroup 

Rapid Production 

  • Command Point cost increased from 1 to 2 

  Blitzkrieg 

This change is meant to reduce the survivability of vehicles under this effect, with players needing to focus on using the speed and rotation bonus to avoid enemies, rather than having a chance for enemy rounds to miss. 

  • Received accuracy bonus removed for 25% rotation rate 

  Mechanized Battlegroup 

Panther Heavy Tank  

The large number of call-ins within Mechanized allows the player to maintain pressure on the opponent and have all the tools they need to counter the opponent without tech. For this reason, the Panther is becoming a dedicated production unit, requiring players to tech to get mobile anti-tank options. 

  • Call-in variant of the ability removed 

Stosstruppen StG Package 

  • Munition cost reduced to 0 

  Italian Coastal Battlegroup 

Coastal Reserves 

With the recent changes to casualty collection, Coastals could recover too much manpower over the course of the game. To address this issue, we have increased the time it takes to trigger Reserve Pool and slightly increased their manpower cost. 

  • Reserve Pool time to generate reinforcements increased from 40 to 60 

  • Manpower cost increased from 240 to 260 

Bulwark 

Bulwark could make bunkers too difficult to destroy if constant pressure was not applied, especially with dedicated artillery units that needed to recharge after barrages. To address this issue, we are increasing the delay before healing occurs and the rate that health is restored. 

  • Now requires the bunker to be out of combat for 10 seconds before healing occurs 

  • Healing rate reduced from 4 to 3 health per second 

 

Obice 210 da 210/22  

  • No longer has penalties against emplacements and bunkers; Artillery Resistance passive still applies normally 

  Terror Battlegroup 

Jericho Trumpets 

  • Speed debuff reduced from 35% to 25% 

Terror Propaganda Warfare 

  • Munition cost decreased from 110 to 100 

  Last Stand Battlegroup 

Sturmpioneer Squad 

  • Population increased from 5 to 6 

  • Manpower cost increased from 200 to 210 

  • Manpower conversion upgrade cost increased from 75 to 85 

Pantherturm Emplacement 

  • Manpower cost reduced from 240 to 200 

Scavenge Doctrine 

  • Scavenge Crate buff duration increased from 15 to 25 

 

British Forces 

Company Command Post Refit and Rearm 

Changes have been made to Refitting British vehicles, preventing players from retiring light vehicles and then deploying a tank immediately afterwards. We have also reduced the amount of resources refunded by the truck that spawns with the 17-pounder to make refitting it much less efficient. 

  • No longer can be used on light vehicles 

  • Recharge time decreased from 120 to 60 seconds 

 

17-pounder CWT Truck 

  • Can now only be refunded for 100 manpower and 10 fuel unless upgraded to a variant 

  • Has no canvas on the back to differentiate itself from the standard CWT truck 

Infantry Section 

  • Bren Light Machine Gun munition cost reduced from 100 to 90 

Bishop 

We have reworked the Direct-Fire ability to be a shorter-range barrage ability that can quickly fire a small series of shells at the target position but has a high likelihood to collide with intervening obstacles. 

  • Direct-Fire reworked: Now targets a position and quickly fires a 3-shell barrage at a low arc at the target zone. More likely to collide with obstacles and has 50% less barrage range but has much faster shell speed and better scatter accuracy. Costs 35 munitions. 

M3 Grant Medium Tank 

We are slightly toning down the amount of firepower of the Grant’s Veterancy 1 ability due to the extreme power it gives this unit. 

  • Steady Assault reload bonus changed from 50% to 30% 

  • Steady Assault now uses Overall Attack speed 

BL 5.5 Artillery Emplacement 

  • Area of effect distance mid increased from 3 to 3.25 

  • Area of effect mid damage increased from 30% to 35% 

  • No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally 

Perimeter Monitor 

  • Perimeter Monitor has been updated to be more responsive in its tracking, dropping shorter, but faster barrages on the target, allowing the ability to keep pressure on the enemy within vision range. 

    • Munition cost reduced from 225 to 200 

  • Artillery batteries that track during the overwatch are now staggered:

    • Artillery 1: No delay 

    • Artillery 2: 1.5 second delay 

    • Artillery 3: 3 second delay 

  • Delay between barrages reduced from 4 to 1.6725  

  • Rate of Fire increased significantly:

    • Non-upgraded version sped up from 4 to 3.25 

    • Saturation Barrage sped up to around 1.75  

  • Shell count reduced:

    • Non-upgraded version lowered from 3 to 2 

    • Saturation Barrage version lowered from 4 to 3 

  Canadian Shock Battlegroup 

 Burnout 

  • Munition cost reduced from 70 to 60 

PIAT 

  • Critical Shot Ability range increased from 20 to 25 

  • Now deals x2 damage to destructible obstacles 

Attacking Spirit 

Attacking Spirit is having its Command Point cost increased to make the ability less impactful in the early game where early healing can allow a player to snowball their advantage. 

  • Command Point cost increased from 1 to 2 

Demolition Engineers 

  • Command Point cost reduced from 3 to 2 

Churchill Crocodile Heavy Tank 

The following change makes it harder to stall for the Crocodile in smaller game modes, following the same rule as other heavy tanks due to its strong anti-infantry performance and ability to ward away lighter vehicles. 

  • Cost increased from 600/180 to 780/210 

  • Now benefits from the heavy tank discount once the final production structure is built 

  Polish Cavalry Battlegroup 

Recon Mission 

  • Cooldown increased from 60 seconds to 120 seconds 

Sherman VC Firefly Tank Destroyer 

To emphasize the Firefly’s role as a premium tank destroyer, we are increasing its weapon range, while maintaining the unit’s slow rate of fire and poor movement speed. 

  • Range increased from 45 to 50 

  • Armor-Piercing Discarding Round ability range increased from 50 to 55 

Land Mattress Team 

  • Fuel cost reduced from 50 to 40 

  Australian Defense Battlegroup 

Over Repair 

  • Set-up time reduced from 20 to 15 seconds 

  Air and Sea Battlegroup 

Commandos 

  • Near accuracy increased from 0.55 to 0.58 

 

Deutches Afrikakorps 

Emergency Repair Kits 

The first vehicle health upgrade in the Armory was too powerful due to its impact on breakpoints and relatively low cost. This led to the upgrade having a high pick rate over the options. 

To create a better gameplay experience, health is now exclusive to a final tier Armory upgrade focusing on the upgrade’s role as an auto-repair tool that reduces the downtime of infantry. 

  • No longer increases health 

  • Repair rate increased from 6 to 8 

2.5 Tonne Truck and Medical Variant 

The bonus provided by Field Supplies made massed Afrikakorps infantry too powerful. We have reworked the ability to focus on battlefield sustainment and independence from vehicles, rather than combat power. 

With the removal of health bonuses from Emergency Repair Kits and the adjustment made to Field Supplies, we increased the health of the medical variant for increased durability. 

  • Field Supplies Veterancy 1 ability changed to allow healing and Combined Arms when the unit enters/leaves the truck's aura. Lasts for 60-seconds once the unit leaves the aura. Other bonuses removed. Healing is paused while the unit is in combat. Combined Arms bonus only applies to units that can receive the bonus. 

  • Experience requirements reduced from 1000/3000/6000 to 750/2250/4500 

  • Health increased from 160 to 200 for the medical variant 

250/9 Halftrack 

The 250/9 will now require fuel, rather than munitions. This change is meant to delay tech and vehicle timings, slowing down how quickly the Afrikakorps can build a large number of armored vehicles that were difficult for early game infantry to deal with. 

  • Upgrade cost changed from 60 munitions to 20 fuel 

Flakvierling Halftrack 

The following change is meant to reduce the raw effectiveness of the flak halftrack against units in cover as its previous set-up allowed it to always land hits on larger squads.  

While still capable of suppressing units in heavy cover, infantry will be able to stall out in heavy cover for a significantly longer period of time without taking extreme amounts of damage based on their squad size. 

  • Accuracy increased from 0.44/0.42/0.36 to 0.68/0.62/0.58 

  • Incremental accuracy removed 

  • Angle scatter increased from 3 to 6.5 

Panzer Armee Kommand 

With the recent changes to the Armory, the Afrikakorps had a too much manpower compared to the other factions. To delay their transition to late game vehicles, the manpower cost has been increased on their final tech structure. 

  • Manpower cost increased from 200 to 300 

8Rad Armored Car 

The 8rad is ineffective against infantry at long-range, despite being a dedicated specialist that is lightly armored and has to compete with the Flakvierling or the StuG D. To address this issue, we are giving back its long-range firepower on the autocannon, allowing it to be lethal at maximum range while overall damage-per-second remains the same at and below 35 meters. 

  • Autocannon far accuracy increased from 0.18 to 0.36 

  • Coaxial machine gun far accuracy reduced from 0.52 to 0.37 

StuG III G and D Assault Guns 

  • Experience requirements set to 1300/3900/7800 

  Italian Combined Arms Battlegroup 

Semovente da 75/18 Assault Gun 

The following change to the Semovente will allow the unit to arrive earlier onto the battlefield without needing to sacrifice the upgrades required for Bersaglieri to function in mid to late game scenarios. 

  • Rotation rate increased from 35 to 40 

  • Is now constructed from the HQ after Fire Support Elements or the Mechanized Kompanie are constructed/researched 

  • Experience requirements reduced from 1800/5400/10800 to 1300/3900/7800 

  • Command Point cost reduced from 3 to 1 

Carro Armato M13/40 Light Tank 

  • Armor-Piercing Round munition cost reduced from 45 to 35 

  • Command Point requirement increased from 1 to 3 

Italian Combined Arms Strafing Run 

  • Command Point requirement increased from 1 to 3 

  Italian Infantry Battlegroup 

L6/40 Light Tank 

We are increasing the L6’s effectiveness and lowering its cost to bring it in-line with its current performance. The L6’s autocannon will still be primarily an anti-vehicle unit with the flamethrower being the primary option against infantry. 

  • Fuel cost reduced from 40 to 35 

  • Autocannon wind-down reduced from 0.375 to 0.125 

  • Reload sped up from 2.8/3.1 to 1.75/2 

  • Rounds before requiring a reload decreased from 12 to 8 

Cannone da 105/28 Howitzer 

Because of the towed nature of the Cannone, it is difficult to destroy and able to pressure base sectors on smaller maps due to its range. To retain its range as an artillery piece, we are removing its ability to barrage from the base sector and weakening some of its auto-fire capability to be less oppressive. 

  • Auto-fire ready aim time increased from 1 to 1.5/1.75 

  • Auto-fire reload increased from 8.75 to 10.75 

  • Auto-fire angle scatter increased from 6 to 8.5 

  • Can no longer barrage if the unit is in the HQ sector 

  • Setup time increased from 1.5 to 2 

  • Teardown time increased from 1.5 to 2.25 

  • Rotation rate reduced from 100 to 50 

  • No longer provides heavy cover 

  

Panzerjager Kommand Battlegroup 

Butterfly Bomb Drop 

  • This change allows units to attack the butterfly bombs sooner after they reach the ground. 

  • Landing sequence from 4 to 0 

  • Delay before the mine activates and cloaks from 3.5 to 7.5 seconds 

  Armored Support Battlegroup 

Veteran Gunners 

This change is meant to tone down some of the passive power of this early game pick. 

  • Penetration bonus reduced from 30% to 20% 

Panzer IV Command Tank 

  • Fuel cost reduced from 90 to 80 

  Kriegsmarine Battlegroup 

Hardpoint 

This lowers the anti-air damage of the Hardpoint due to its current cost effectiveness whereas other AA emplacements require manpower and fuel. 

  • Flak anti-air damage reduced from +300% to +100% 

Fritz X Guided Bomb 

  • Initial speed duration increased by 1 second 

  • 2nd speed duration reduced by 0.5 

  • Munition cost decreased from 175 to 150 

 

 

Bug Fixes 

Abilities 

  • No Man Left Behind cannot trigger during Range‑In 

  • Spy Network is only castable within an active structure providing Tunnel Influence; previously you could trigger the ability, but then lose the vision as the influence was not yet active during Tunnel construction 

  • Burnout ability no longer targetable through Fog of War 

  • Fixed an issue where Crew Shock Tactics could affect infantry 

  • Captain’s Flanking Maneuver now properly applies to certain units that could camouflage 

  • Several abilities no longer trigger placed mines inappropriately 

  • Field Supplies aura reticule no longer flickers when in combat 

  • Flare duration corrected to 15 seconds 

  • Auto-built Field Infirmaries and caches from Air and Sea can now be built on Mechanized Support Center‑marked points 

  • Multiple rifle grenade muzzle FX and trails restored 

 

Artillery, Anti-Tank Guns & Team Weapons 

  • Land Mattress rate‑of‑fire modifiers now properly applied 

  • M5 3-Inch Anti-Tank Gun veterancy tooltip corrected 

  • Brummbär projectile FX fixed 

  • Marksman Team Observe Area UI reticule removed 

 

Vehicles & Miscellaneous Fixes 

  • Borgward Wanze no longer deals unintended extra damage at Veterancy 2 

  • Borgward explosive charge no longer vanishes on deployment 

  • Archer XP requirement corrected to 1800/5400/10800 

  • Halftrack population tooltip fixed 

  • Halftrack fortify position no longer requires territory 

  • Forward Repair Station Engineers no longer keep repairing structures when in-combat 

  • Nebelwerfer Overwatch no longer targets Forward Repair Engineers 

  • Units on bridges properly die when a bridge is destroyed 

  • Marksman Team “Observe Area” reticule removed 

  • Healing and Repair structures now correctly show their healing radius when selected 

  • Fixed an issue where Ammunition Storage would grant infantry bonus experience gain  

Stability 

  • Fixed a crash when loading a saved skirmish 

  • Fixed an Essence Editor crash on right‑click in Asset Explorer 

  • Smoke grenades no longer double-trigger SFX 

  • Fixed several cases of ability behavior triggering incorrectly 

  • Fixed multiple cosmetic and animation issues across factions 

 

High Priority Known Issues  

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com

  • The Grenadier medkit may not heal and may not go on cooldown

  • Players may stall or freeze before reaching the main menu 

  • The tooltip for Armor Piercing Rounds is displaying the wrong percentage for penetration 

  • In rare instances, Steam achievements may not unlock correctly after completing their requirements 

  • Partisan units can spawn in the Fighting Nest but cannot be teleported into it using a tunnel hideout 

  • Recon scan from vehicles can cause FPS drops 

  • Matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional 

  • Camouflaged infantry may not always attack enemies that are behind them 

  • If a Paratrooper squad is hit by a stun grenade right after landing the debuff may persist on retreat 

  • A vehicle marked from by the US Forces Mark Vehicle ability can activate friendly mines 

  • Towing - Reverse orders may break when unloading a garrisoned unit from the hold at the same time 

  • There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps 

  • Whermacht HQ medical station upgrade may still be active when the HQ is destroyed 

  • BL5.5 - When 5.5-inch artillery with Veterancy 3 is selected with 3 other 5.5 inch artillery with Veterancy 0-2, the barrage button disappears 

  • A.I. Panzergrenadier Squad does not use the panzerfaust in Campaign or Mission Select 

  • Repair sandbag animation is using the repair building/vehicle animation 

  • Match Stats - When using random starting locations, the player's name colors may be swap if the match is restarted 

  • Resistance Fighter Squad Veterancy Rewards missing “Veteran Ability” at Veterancy Level 1 

  • Units that gain bonus health from veterancy or upgrades such as side skirts can remain alive at exactly 0 health instead of being destroyed 

  • M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action 

  • Fallschirmpioneer Squad grenade launcher fires upward and has delayed impact 

  • Machine gun firing arc scope changes size between setup and completion 

  • Team weapons will explode if crew gets reduced to 1 model at the same time it is towed 

  • Flack 30 Anti Air attack and damaging aircraft will cause infantry under the aircraft to take damage 

  • Using abilities on bridges causes target reticle to be misplaced and ability mistargeted 

  • Wehrmacht Medical bunker prevents Annihilation victory 

  • Sangro River Crossing - If player is on Team 2 spot 3, auto placing HQ buildings can cause the player to run out of room 

  • Units cannot be group selected during paradrop reinforcement animation 

  • Artillery abilities used by A.I. in Co-op may follow player units outside of the designated area, such as the Underground Detonation 

  • Discord stream shows black screen or “Stream is paused” when streaming Company of Heroes 3 – this is likely a bug with Discord’s software and not CoH3 

  • Bofors Emplacement does not shoot enemies when re-crewed by Wehrmacht forces 

  • When a 250/3 Funkpanzerwagen starts deploying Goliath Demolition Vehicles, the yellow meter is visible to the enemy team 

  • When fast disembarking units from the 250 and attempting to reverse, the vehicle may ignore the command 

  • Tank Buster's Anti-Tank Grenade Assault does not always activate while under the effect of Concealment or function on vehicles while in cover 

  • Pillage may also grant resources from vehicle and artillery kills 

  • We are investigating an issue where players may be unable to complete the Winter Line mission in either Mission Select or via the Campaign 

  • “High Velocity” Daily Challenge does not complete after fulfilling requirements 

  • When the LG40 gets destroyed the voice over mentions the Obice 

  • Panzerjäger Squad - Panzerschreck upgrade fails to fire if the upgrade completes while the unit is embarked in a 250 Light Carrier during combat 

  • Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input 

  • Engineers will become stuck in mine laying animation when repairing and capturing a destroyed Emplacement 

  • Afrikakorps Emergency Repair Kits in the Armory may not work for the 2.5 tonne utility truck, Kradshutzen, and Flampanzer III 

  • Grenadier squad merge goes on cooldown even if a full squad is targeted and nothing happens 

  • US Forces Mortar pits have a false extended range at Veterancy 2 

  • The Partisan Garrison bonus is not applied when units are within the Partisans Headquarters tunnel radius - the bonus only applies when using a Tunnel Hideout 

  • 250 light carrier has a strange reverse pathing on Aere Perennius that can cause the unit to move sideways 

  • The Great Ammo Robbery mission may not end even after the player has completed all the objectives 

  • Plunder displays incorrect resource icons during wreck salvage 

  • M6 and Teller mines fail to cause engine damage to Veterancy 1 King Tiger from the front 

Опубликована Greta_RE 30/Mar/2026

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Overview

The Topaz Rhino (2.3.0) Update for Company of Heroes 3 arrives on Tuesday, March 31st, 2026. This update introduces four new multiplayer maps, new Cosmetic Ultimate Sets for each faction, an overhaul of the main menu and in-game store, and much more. For all the details, stay tuned! Full patch notes will be available tomorrow just before the update is released. 

New Maps

These four new maps will be available in Multiplayer, Co-op vs A.I., and singleplayer Skirmish.

Égletons - 1vs1 

Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day.

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Pisa Centrale – 2vs2 

The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all.

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Sedjenane Marshes – 3vs3 

Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest.

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Castello della Nebbia - 4vs4 

Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail.

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New Main Menu, Loadout, Store & Player Profile

A refreshed front-end experience brings updates to the main menu, loadout, store, and player profile. These changes streamline navigation, improve how players manage and preview their content, and introduce a new showcase system that brings units and cosmetics into sharper focus. Together, these updates create a more intuitive and polished experience across the game.

Cosmetics

With the Topaz Rhino update, we’re introducing four new Ultimate Cosmetic Sets – one for each faction. Each set delivers a fully themed roster of unit and vehicle cosmetics, inspired by historical references, bringing distinct visual identities to your forces on the battlefield.

US Forces – Sand and Sky 

Inspired by the early deployments of the U.S. Army in North Africa, the Sand and Sky set draws from the 509th Parachute Infantry Regiment – the first American airborne unit deployed during World War II. Featuring rugged equipment and airborne-ready gear, this set reflects troops prepared to strike from above and operate deep behind enemy lines in harsh desert conditions.

Wehrmacht – Hinterhalt Elite 

Forged in the later stages of the Italian Campaign, the Hinterhalt Elite set showcases troops shaped by experience and necessity. With ambush camouflage patterns like Hinterhalt and Telo Mimetico, and vehicles reinforced with field-applied modifications, these units are built to endure, conceal, and strike with precision.

British Forces – Desert Defenders 

Drawing from British desert operations in North Africa, the Desert Defenders set showcases forces built for mobility and resilience. Featuring the distinctive Caunter camouflage pattern and equipment suited for rapid repositioning, these units are ready to respond wherever pressure mounts and hold the line against advancing threats.

Deutsches Afrikakorps – Stalkers 

Designed for stealth and concealment, the Stalkers set equips Deutsches Afrikakorps forces with foliage and natural camouflage to better blend into their surroundings. With branches and leaves integrated into uniforms and vehicles, this set reflects units trained to remain unseen, positioning themselves carefully before striking at the right moment.

Completing Cosmetic Sets

With this update, we’re also shaking up how cosmetic items are bundled. You can find the full breakdown in this blog post here. To summarize, cosmetics will no longer be broken into smaller sets. They will only be available as a full set covering the units in a faction’s base roster, or what we’re calling an Ultimate Set. Additionally, we had several sets that only covered some units in a faction’s roster, such as the Nature’s Vanguard or Sea Blue sets. These sets have now been completed with a full roster of cosmetics.  

We also wanted to make sure that when we made these changes, they felt fair to any players that had already acquired these sets or had partially collected a set. Therefore, any player that already owned an “incomplete” set or had at least one, but not all, unit cosmetics for a themed set, will now be granted the full Ultimate Set for that cosmetic theme.

A.I. Improvements

The Topaz Rhino update is also introducing several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game. The entire list of changes will be covered in the patch notes. 

  • In multiplayer and Co-op matches, the A.I. that takes over from a player is having its difficulty changed from Normal to Hard 

  • Artillery and Anti-Tank Guns will now consistently target more appropriate enemy units and will pull back if they’re under fire and do not have targets 

  • Machine guns will retreat earlier if they do not have valid targets and are actively being flanked – the A.I. in general will be more effective when flanking machine guns and will focus fire on them instead of searching for cover needlessly 

  • Infantry will be more likely to focus fire, avoid grenades, use squad abilities, and be smarter about how they use garrisons 

  • Casemate vehicles will use their abilities more frequently and will be less likely to kite or change targets to avoid inefficient movements 

  • The A.I. is now more likely to recrew dropped team weapons, and they will prioritize doing so with larger squad sizes

Multiplayer Balance Changes

The Topaz Rhino update introduces a range of balance adjustments aimed at improving match pacing, counterplay, and overall game clarity. These changes focus on refining unit roles, reducing early snowball potential, and creating more meaningful tactical decisions throughout each match. Here are a few key highlights.

Global Balance Change Highlights

  • Anti-air systems have been reworked into a more risk-reward mechanic, requiring players to commit when prioritizing aircraft 

  • Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety and increasing the chance for comebacks 

  • Heavy anti-tank guns have been weakened, with reduced effectiveness and increased vulnerability  

  • Stealth detection has been improved, making hidden units more consistently identifiable and trackable  

  • Light artillery has been adjusted to reduce reliability and improve counterplay  

  • Resource systems such as salvage and hidden explosives have been rebalanced to better align with risk and reward

Faction Balance Changes

  • The US Forces receive a mix of cost adjustments, unit tuning, and improved utility across infantry, vehicles, and support options  

  • The British Forces see refinements to artillery, vehicle performance, and command abilities to improve flexibility and late-game impact  

  • The Wehrmacht receives updates to core units, abilities, and doctrine options, focusing on consistency and battlefield effectiveness  

  • The Deutsches Afrikakorps sees adjustments to early-game momentum, economy, and unit performance to better balance power across all phases  

A full breakdown of these balance changes will be included in tomorrow’s patch notes, alongside our Balance Fireside Chat, which takes a deeper look at these updates.

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The Topaz Rhino (2.3.0) update arrives tomorrow, Tuesday, March 31st, 2026. Rally your forces and join our official Discord to explore the new maps, share strategies, and connect with other players ahead of launch! 

Источник: Официальная новость Relic ent. по COH3 в Steam
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