What changed
0 fixes4 additions2 changes0 removals
- Gameplay
- Events
- Balance
- Maps
addedI'm glad to release this patch just in time for the 81st anniversary of the D-Day landings. This update introduces new mechanics to both Classic and Campaign modes, giving players greater control over their builds and long-term strategies.
addedThe highlight for Classic is a new system of power-ups called Directives , a mechanic inspired by what we observed in Trench Mode , which now enjoys a solid, dedicated player base. At its core, this system rewards perseverance and survival with powerful, one-time-use abilities.
changedAfter some back and forth with the community, we’ve implemented a reward structure that kicks in every 50 waves. Each directive is randomly rolled with a rarity tier and can be stored for later use or triggered immediately. They’re stackable, so if you're going for the Guerrilla Warfare ribbon, you might find it pays to hold on to a few.
addedThe system is designed to be modular and expandable, and I plan to add more directive types in future updates. As always, your feedback and suggestions are welcome. We also got new enemies in this patch: The first new unit is the Feldgendarmerie , essentially a German military policeman. These soldiers come with a slight health boost and, if positioned near a road, can redirect traffic along that route making them a tactical asset worth eliminating early. Often used by high-ranking officers as close protection, they’re frequently armed with MP41s .
changedVisually, they’re easy to spot: bright red armbands , long green raincoats , and a tendency to loiter near roads. While they’re not especially brave , don’t underestimate them when cornered, they can hold their own in a fight. Puma: The Sd.Kfz. 234/2 "Puma" was one of Germany’s most advanced armored cars of the war fast, well-armed, and designed for deep reconnaissance in hostile territory. Historically, it packed a 50mm KwK 39 cannon, giving it enough firepower to threaten light armor while staying mobile on rough terrain. Its eight-wheel drive and relatively low profile made it a favorite among seasoned recon crews.
addedTreat it like a wolfpack scout if you spot it, assume there’s more trouble behind it. Speaking of the volksturm they got a new AI coded just for them so they can move more as a light infantry detachment, exploiting gaps and probing with fast retreat. Let me know what you think but I feel ultimately all archetypes of enemy should have their entire dedicated AI routines in future versions. We have a new map asset The manor: Manor: Large country estates or manoirs were a common feature of the Norman countryside, and many were repurposed by the Wehrmacht and SS as local command posts, supply depots, or officer billets. In Mud and Blood , manors act as enemy strongpoints , often housing staff officers, Feldgendarmerie, and elite units. These positions are not lightly held
Mud and Blood changes
addedI'm glad to release this patch just in time for the 81st anniversary of the D-Day landings. This update introduces new mechanics to both Classic and Campaign modes, giving players greater control over their builds and long-term strategies.
addedThe highlight for Classic is a new system of power-ups called Directives , a mechanic inspired by what we observed in Trench Mode , which now enjoys a solid, dedicated player base. At its core, this system rewards perseverance and survival with powerful, one-time-use abilities.
changedAfter some back and forth with the community, we’ve implemented a reward structure that kicks in every 50 waves. Each directive is randomly rolled with a rarity tier and can be stored for later use or triggered immediately. They’re stackable, so if you're going for the Guerrilla Warfare ribbon, you might find it pays to hold on to a few.
addedThe system is designed to be modular and expandable, and I plan to add more directive types in future updates. As always, your feedback and suggestions are welcome. We also got new enemies in this patch: The first new unit is the Feldgendarmerie , essentially a German military policeman. These soldiers come with a slight health boost and, if positioned near a road, can redirect traffic along that route making them a tactical asset worth eliminating early. Often used by high-ranking officers as close protection, they’re frequently armed with MP41s .
changedVisually, they’re easy to spot: bright red armbands , long green raincoats , and a tendency to loiter near roads. While they’re not especially brave , don’t underestimate them when cornered, they can hold their own in a fight. Puma: The Sd.Kfz. 234/2 "Puma" was one of Germany’s most advanced armored cars of the war fast, well-armed, and designed for deep reconnaissance in hostile territory. Historically, it packed a 50mm KwK 39 cannon, giving it enough firepower to threaten light armor while staying mobile on rough terrain. Its eight-wheel drive and relatively low profile made it a favorite among seasoned recon crews.
Good day folks urb here,
I'm glad to release this patch just in time for the 81st anniversary of the D-Day landings. This update introduces new mechanics to both Classic and Campaign modes, giving players greater control over their builds and long-term strategies.
The highlight for Classic is a new system of power-ups called Directives, a mechanic inspired by what we observed in Trench Mode, which now enjoys a solid, dedicated player base. At its core, this system rewards perseverance and survival with powerful, one-time-use abilities.
After some back and forth with the community, we’ve implemented a reward structure that kicks in every 50 waves. Each directive is randomly rolled with a rarity tier and can be stored for later use or triggered immediately. They’re stackable, so if you're going for the Guerrilla Warfare ribbon, you might find it pays to hold on to a few.
Currently, there are two types: TP Surge and Mass Resolve, each with five tiers of power. They pack a punch. At wave 100, you’ll get to pick between two directives. At wave 150, that becomes three — and so on.
The system is designed to be modular and expandable, and I plan to add more directive types in future updates. As always, your feedback and suggestions are welcome. We also got new enemies in this patch: The first new unit is the Feldgendarmerie, essentially a German military policeman. These soldiers come with a slight health boost and, if positioned near a road, can redirect traffic along that route making them a tactical asset worth eliminating early. Often used by high-ranking officers as close protection, they’re frequently armed with MP41s.
Visually, they’re easy to spot
bright red armbands , long green raincoats , and a tendency to loiter near roads. While they’re not especially brave , don’t underestimate them when cornered, they can hold their own in a fight.
Puma
The Sd.Kfz. 234/2 "Puma" was one of Germany’s most advanced armored cars of the war fast, well-armed, and designed for deep reconnaissance in hostile territory. Historically, it packed a 50mm KwK 39 cannon, giving it enough firepower to threaten light armor while staying mobile on rough terrain. Its eight-wheel drive and relatively low profile made it a favorite among seasoned recon crews.
In Mud and Blood, the Puma fulfills a similar role: a nimble, armored threat that shows up to support light infantry elements and press weak spots in your line. Uniquely, it carries a squad of Jägers strapped to its hull, who dismount when the vehicle reaches contact meaning you’re not just dealing with the Puma’s gun, but also a flanking infantry team if you're not careful.
Treat it like a wolfpack scout if you spot it, assume there’s more trouble behind it. Speaking of the volksturm they got a new AI coded just for them so they can move more as a light infantry detachment, exploiting gaps and probing with fast retreat. Let me know what you think but I feel ultimately all archetypes of enemy should have their entire dedicated AI routines in future versions. We have a new map asset The manor: Manor: Large country estates or manoirs were a common feature of the Norman countryside, and many were repurposed by the Wehrmacht and SS as local command posts, supply depots, or officer billets. In Mud and Blood, manors act as enemy strongpoints, often housing staff officers, Feldgendarmerie, and elite units. These positions are not lightly held