
Hey guys, urb here. Hopefully, you have a decent start to the week time to kick back and check out what's new in your favourite chaos simulator. Something of mention, however, today is the 78th Dday anniversary. Pretty special date as far as I am concerned so the Mud and Blood tradition of dropping a decent-sized patch will continue. This update brings pretty cool new mechanics and additional tactical options to the player. Let's check out what's in there.

The first phase of this patch brought in some fixes that were required after the last influx of mechanics. Most of them were addressed in the last stability patch but a few minor details needed some work. The details are in the patch notes.
Secondly, the focus was to bring additional buildings to classic mode. I've added 6 new construction for the classic mode ranging from tank traps to defensive positions. Notably, we have the pillBox, a large very sturdy bunker which can resist (75%) a direct hit that would have destroyed a normal bunker.

A popular request was a line of sight blocker for the classic mode. So quite naturally the palisade made a comeback. For 1tp you can have an improvised tall wall that will block the line of sight. Be advised the Germans will actively try to take down that wall either with explosives or recoilless weapons.

We also have a few new obstacles that can immobilize a vehicle for some time unless an engineer of that faction is nearby and perform a fix. If a vehicles run over an obstacle it will spawn a bunch of cogs and gears and depending on the nature of the obstacle will be stuck in place for a min or less. The vehicle will still be able to engage targets.

Additionally, we have a new lootable, or should I say the shovel lootable has been modified now to be useable. If a soldier has a shovel right-click nearby he will be able to dig an improvised trench, also called shell scrape (or colloquially named ranger grave). This is a 40% saving throw small defensive construction and this shall be useful in a pinch either in classic or across the Western front in Campaign mode. Digging a shell scrape will consume the shovel. Soldiers who have a shovel will retain their passive ability to disarm Mines, Tnt and UXOs that are nearby. A soldier needs to be stationary in order to perform these actions. The shovel also gives a 3% saving throw to incoming fire (ping!).
We also have an antenna that cost 1 tp which boosts the chances of success (+20%) of any nearby signallers or soldiers in an HQ tent making a call. This should give a hand to 0xp signallers just showing up for their first day at work and having to vector a creeping barrage. Antena also spawns in classic and can improve any nearby soldiers (German or Allied) communications by 20%. This should be a quick cue for fast and decisive actions if we notice an antenna beside an HQ in a campaign game since they tend to get very busy on the radio on those occurrences.
We have a mortar soldier now and the accompanied Mud and Blood mortar pit has been added as well. A mortar pit is a good alternative to a trench since it is bigger and can accommodate a bigger squad. Mortarmen will fire 3 rounds (4 if they are in a mortar pit) of mortar per wave. Mortar men will not fire if inside of a bunker, under a cam net or under a tree. They will also use their rifle if the enemy is under 400 pixels from them. this makes the mortar crew able to defend themselves in a pickle or even act as an infantryman if required. If a mortar soldier doesn't fire his 3 shots during a wave he accumulates them, there is no maximum on how many rounds a mortar man can accumulate currently so a crafty commander can stash a fair amount of rounds in the prediction of harder times to come (post wave 50?)
Patch Notes
There are many other additions to the game which I noted here in the patch notes.
- Bikes that bring flamers that are decrewed by fire will now spawn flamers correctly.
- Fixed a glitch with TPs in classic.
- Vehicles will accelerate and brake in a more natural way now.
- Commandos just like Gunners and Snipers, will not get a Garand with Ranger training anymore.
- Classic Survival Ribbon is not proc'ing if you had another ribbon awarded recently fixed.
- Fixed an occurrence where pausing the game and going to the options menu would reset the map kills in the campaign
- Soldier that fires Fausts/rifle grenades/bazooka will be unstealth.
- Added proper carnage when a 88 explodes.
- New campaign command ability: Dismiss, this will dismiss a soldier and bring a new one into the fight. The new soldier will have 50% of the dismissed soldier XP +5% per rarity tier of the skill used. This is useful when changing sectors and wanting to swap a guy or two.
- Classic mode only, snipers on both factions have chances to go stealth on each action cycle based on their experience. They will remain stealthed until they fire a shot.
- Snipers in classic have now +20 to combat skill.
- Soldiers in classic are now maxed out at 100 combat skill.
- Fixed promotion animation in classic.
- Soldiers that are burning will not be able to use equipment.
- QoL: Screen scrolling speed is now adjustable in the options panel.
- New asset: ruined tower which will spawn in Outskirt of Brest.
- Classic and Campaign: New obstacle mechanics, Dragon Tooth and Tank traps. If it comes in contact with a vehicle it will be destroyed but will also immobilize the vehicle for 30 and 60 sec respectively.
- Engineers and sappers can "de"-immobilize vehicles
- Mortarpit saves are now 60%
- Classic special operations deployment will set you at -10 tp instead of -20
- Tommy's gun range increased from 200 to 250
- Range of m1919 reduced from 450 to 400
- Cover from tank traps reduced from 50 to 40
- New asset: Antena will cost 1 tp and give nearby siggies or HQ tents +20% to calls being accepted faster.
- Commando will not panic as stated and will gain 25 morale once they reach 0
- New mechanics for the shovel, a soldier equipped with a shovel can disarm mines and UXO and TNT. Also, on a right-click, it will dig a shell scrape (improvised trench) which will consume the shovel.
- Allies and Axis Engineers/sappers can disarm TNT placed by the enemy.
- Classic new construction: Palisades. Cost 1 tp and build a small improvised wood wall that blocks line of sight.
- Reduced the combat skill for German halftracks by 1%
- Added a dynamic tip for the Iron cross soldiers
- Classic new class: Mortarman, this soldier can fire up to 3 rounds of mortar (4 if he stands in a mortar pit) per wave. Mortar men can't fire if they stand under a tree, under a camnet or inside buildings. The mortar can fire at any enemies that are being spotted. Even those who aren't within his line of sight. Also since you are reading the patch note, here a lil layer of depth. Mortar soldiers can actually stack rounds let's say you put your mortar man inside of a building for 4 waves, he will have accumulated 12 rounds of mortar.
- Classic Mortar pit: Understructible defence (60%) that increases the mortar ammo to 4 per wave.
- Fixed a slight misalignment on the mortar pit in Campaign mode
- Campaign: Dragon tooths will spawn in Aure valley providing a lil extra cover for your squad.
- Added up to 5 seconds delay to enemy air bursts calls (blue smoke)
- Changed the sound algo for explosions so they all follow the same fade pattern
- Firing a recoilless weapon inside of a building will stun nearby soldiers for a short period of time.
- Recoiless weapons (Bazooka and fausts) will create a back blast which can damage friends and foes.
- Shotgun added to classic (2tp)
- Increased vulnerability of crewed vehicles to airburst to 30% per blast (was at 20%)
- Classic sniper blitzwave gives 10tp and spawns 12 snipers in your AO.
- Classic Panzer Grenadier blitz wave will spawn only 2 half-tracks and will give 10 tp
- Classic you can now equip a soldier with a flamer for 60 seconds (in the equipment menu) for 60 sec, cost 3tp.
- New Asset Pillbox: This is a reinforced bunker that is 75% resistant to explosions. It has the same protection as a bunker. In classic, it costs 12 tp. In campaign, it spawns sporadically across the battlefield.
- Fixed an instance where decrewed vehicles would still spot enemies.
- Incoming fire from 222s and Flak30 will now decrease morale .
- Panzerfaust will appear on top of Bazookas on backpacks.
- Enemy will not spawn behind vehicles in classic if there is no infantry behind them.
- Uncrewed vehicles will not prevent game over screen in classic.

Welp that is a wrap for this patch I hope you dig the new mechanics and see you all in the fight. If you got any input reach out on our discord.
Community highlight
Check out this particularly hard classic finish by Zeterman
And from the same guy a rough push for the end last 10 yards in the campaign. Fortune favours the bold!
Very cool montage by Puguasu here
Check out obeydj2's MNB2 debut on twitch
Also have a look at Wirywings5 Classic fights.
For some campaign tactics and rough times in check out :AbunchofGoat a guy I particularly enjoy watching slugging through Brest.

respectfully,
urb
