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v2.0.1 30.09.2026

29th of August

75% reduction of Plane and pilot stockpiles, new values:

Pilot starting stockpile: 1750
Recon plane stockpile: 1500
medium fighter stockpile: 450
Heavy fighter stockpile: 350

75% reduction of Tank and tanker stockpiles

new values:

Tanker stockpile: 3375
light tank stockpile: 1000
medium tank stockpile: 300
heavy tank stockpile: 50
tank destroyer stockpile: 500
heavy tank destroyer stockpile: 300

New tank assault team sizes:

Light tanks 14 tankers 12 tanks
Medium tanks 14 tankers 12 tanks
Heavy tanks 12 tankers 10 tanks
Light tanks destroyers 12 tankers 10 tanks
heavy tank destroyers 12 tankers 10 tanks

New plane assault team sizes:

Recon planes 18 pilot 16 plane
Medium fighter squadron 12 pilot 12 plane
Heavy fighter squadron 16 pilot 14 plane

New production numbers:

Tanker production 54 -> 40
Light tank production 19 -> 15
Medium tank production 9 -> 6
Tank destroyer production 8 -> 6

Medium fighter production 3 -> 2 
Paratrooper plane production 6 ->2
paratrooper production 25 -> 12

A new version of Mountain Town is also in this update. fixed war exploit reduced max alive planes in war to 4 Some AT fixes email verification

3rd of September

Added a new optimized version of Town

13th of September

we made deploy queue a bit more flexible, from 20% to 30% . so less queue. we changed the minimum amount to start a specialist encounter for all 3 classes, pilot,tank and recon to 2

20th of September Neutral lines

Routes only activate when their access point has ownership or resources. Objective-to-objective routes always stay active. Cut-off routes with no remaining deployments now fully deactivate instead of turning neutral. Deactivated routes disappear from the map, cannot be captured, and award no XP. Routes reactivate in future battles once new assault teams are deployed.

Read more about the neutral lines update Here

26th of September

Matchmaking update to decrease waiting times in matchmaking queue (Especially low population areas)

28th of September

We've fixed several long-standing issues around what happens to your assault teams when a battle is lost:

Smarter retreats. A defeated team now checks all roads out of its location, not just the one it arrived by. If any neighbouring town offers a way out, it will fall back instead of giving up.

Cut off is no longer the same as surrounded. If your team loses a battle and every route is temporarily blocked — but friendly territory is right next door — your men now make their way back to your faction's headquarters. You keep the troops; only their equipment position is lost. Full capture by the enemy now only happens when a team is truly surrounded, with no friendly ground anywhere adjacent.

No more silent losses. Whenever a team is forced to stand down, you'll now receive a notification — no more units quietly disappearing from the map and leaving you guessing what happened.

Retreat toward the fight. Teams can now also fall back onto a battlefield your faction is actively attacking — previously this option never worked, even when it was the only sensible way out.