

Gameplay
Change in artillery balance After carefully studying all your feedback, we've come to the conclusion that it's necessary to significantly reduce the overall accuracy of artillery against moving targets so that a few howitzers cannot destroy everything within their field of view on the battlefield. However, this won't affect the overall effectiveness of these units against stationary targets, so be cautious and move your units with plenty of time to avoid being caught in a heavy artillery barrage. We've also removed the bonus that players received for accurate hits on stationary artillery pieces, so that future duels between two artillerymen don't end too quickly, after just a couple of shots. Artillerymen will have to fight more persistently against each other rather than hunting down lone tanks or scattered infantry across the map. Saboteurs Previously, sabotage squads had certain features during combat that some players might have considered unfair and inappropriate. For example, it was possible to take a rocket launcher and shoot from it as if a suppressor were attached, making it a stealthy weapon. Now, you won't be able to do that. Moreover, using damaging (anti-tank or anti-infantry) grenades by such sneaky units will further reveal their position on the map; this effect is stronger than just the usual penalty based on their noise. Blowing up grenades behind enemy lines is not exactly a stealthy approach.

"Classic" Multiplayer
Choice of Battle Size in Matchmaking Now you will be able to choose your preferred team size: 1v1, 2v2, 3v3. Spawn Points for Reinforcements Moved Away from the Main Front Line Players will no longer be able to summon troops directly into the heart of a fierce battle or in the way of an enemy's advance. Changes in AI-Controlled Defensive Forces We have changed the concentration and quantity of AI-controlled defensive forces to improve the overall dynamics of battles. However, there will be enough of them to prevent the complete destruction of any player's new units summoned to the battlefield. General Changes in Multiplayer Balance We expanded the range of units in tabs and added more units that are only available for special points. Some of them include:- USSR: ZSU-37, T-28E, T-34E, KV-1E, KV-2, ISU-122, IS-3, 29K, D-1.
- Third Reich: self-propelled mine "Goliath," Hetzer, Brummbär, Ferdinand, Sturmtiger, PaK. 36(r), Sk. 18
- USA: T28/T95.

- "Infantry Only," "Tanks Only," "No Artillery," "No Timers," "Test Mode" (players will have access to many points to call reinforcements right from the start of the match), and "No Air Strikes" (for those who don't like being punished from the sky).
Changes in the "Realistic" Battle Settings
Vulnerability of Medium Armor to High-Explosive Fragmentation Rounds Armor plates 40-60 mm thick have become less resistant to shock waves. Now it's easier to hit targets with medium armor using anti-tank grenades and shock waves from close-range explosions of large high-explosive shells. For example, a high-explosive shell shot into the side of a tank's turret can now penetrate the thin roof of the hull. Broken-down Vehicles Easier to Spot on the Map Now, after the destruction of the hull of enemy equipment, the damaged unit itself will remain within your field of view until it is repaired. Reworked Vehicle Damage System In the release version of the game, you will see a more detailed and realistic vehicle damage system, especially in the "realistic" game mode. Our team has worked hard to make battles look more spectacular and realistic.Global Changes in Various Fortifications
Much of the feedback we received suggested that we should tweak the functionality of fortifications, specifically their defensive capabilities. We decided to expand the toolkit for their destruction and suppression for those who chose to hold positions on the front line. Now trenches and shelters are easier to destroy, although it still won't be an easy task — only skillful use of the updated tools for assault and special squads will yield the desired result.General Graphics Improvement
We are adding the PBR (Physically Based Rendering) technology to Men of War II, allowing for more realistic rendering of game objects in terms of geometry and physics. We will try to delve deeper into this topic in future posts.
New Lobby Settings
Expanded Battle Settings We have expanded the standard match settings, providing separate access to the following parameters:- Time limit for the battle in minutes.
- The amount of victory points required to win.
- For "classic" modes, you can change the preset budget, which will affect players' team points, income, timers, and unit filters.

Various Combat Interface Improvements
Improved photo mode We have improved and enhanced the built-in photo mode, which will now disable not only the main interface elements but also all other markers, additional pointers, glowing outlines, and much more, so you can create memorable images without unnecessary clutter, and feel like a true front-line photographer. Additional settings for unit status icons We have added separate interface settings that will help you more finely tune all available unit icons, various outlines, self-illumination, reducing or increasing the amount of information displayed during battles. Redesigned end-of-battle screen Depending on the nation you have chosen (USA, USSR, Third Reich) and the outcome of the battle, you will see different special images indicating the match's result.
Main Menu Interface
Tab with Multiplayer Mode Statistics We have added a separate button to view multiplayer statistics in the "Multiplayer" tab. Changes to the General Battle Results List We have redesigned the battle results window for easier examination. Separate Tab with Battle Results in Story Campaigns For each story campaign, there is now a separate tab with battle results — your results from different modes will no longer be mixed together. General Improvement of the "Unit Encyclopedia" Now all units in the encyclopedia are displayed very quickly and without any delays.
Overall Stability and Performance
Faster Matchmaking and Loading We have improved the overall stability of the internet connection with multiplayer game modes and fixed lags and delays that some players may have experienced during the last open beta testing. No more long waits, commanders; you can jump straight into battle. P.S. We are actively preparing for the game's release, striving to polish the game to its best state, fixing various errors and bugs. And we will have much more to tell and show you about the innovations we have been working on... But for now, take a look at the screenshot below, showing one of our updated maps. Do you recognize it?