v2.0.1 28.09.2026
Paratrooper blocking — changes¶
Paratrooper Assault Teams were being used to lock down towns and supply routes for over 6 hours without any intention of actually fighting. That's not what paratroopers are for, so we've changed how long a paratrooper-only attack can block the map:
Small para drops (not enough paratroopers to ever fill a real battle): the attack is now resolved automatically after about 5 minutes — the paratroopers withdraw and the defender keeps the town. Previously this took around 20 minutes. Full para assaults (enough paratroopers to fill a mission): these remain a real attack. They get 10 minutes of preparation time and then up to 1 hour for players to fight it out before the battle is auto-resolved. Previously such a battle could sit on the map for over 6 hours. Everything else is untouched: regular ground and mixed attacks keep the same timers as before (up to 6 hours for unplayed battles). Battles that are actually being played are never cut short — these timers only apply to battles nobody is fighting.
Paratroopers can still be used to delay and disrupt — that's their job — but a para drop can no longer paralyze the war map for hours. We can tune these timings on the fly, so expect adjustments based on how it plays out. bug fix:
Fixed: retreating Assault Teams could cross enemy territory¶
After the last server update, some of you noticed retreating Assault Teams doing things they never should have done — walking straight through enemy towns, retreating along enemy or already-lost supply lines, and ending up at battles they had nothing to do with, stuck in places where nobody could spawn. That was a bug we introduced with the retreat improvements, and it's now fixed.
From now on, a retreating Assault Team will only ever pull back through friendly or unclaimed territory:
No more shortcuts through enemy towns. A team standing at the gates of an enemy town can only fall back the way it came. No more retreats over enemy supply lines. If a line belongs to the enemy, it is not an escape route. No more ending up in someone else's battle. Retreats can no longer drop your troops at a point the enemy is attacking from.
What still works as intended from the previous update: if an Assault Team loses a battle and every escape route is genuinely blocked, your soldiers are no longer silently handed to the enemy — as long as friendly territory exists nearby, the men return to your faction's headquarters, and you get a notification telling you what happened. Only a fully encircled team still surrenders its resources to the winner.