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2026-10-05
Cavalry, Skirmishers, and Engineer Balance
Engineers now see farther while on hills and peaks to better counter "turtling" behind your fort. Cavalry works better in packs, and gold now reflects that. Militiamen are now a little more hardy. Rifles were broken in melee but nobody knew because they were too expensive. Skirmishers now have reduced ranged to encourage them being played in front of the line instead of behind.
- Engineer aura multiplier on hill/peak added (3).
- Dragoon ranged damage decreased from 15 to 10.
- Dragoon, Lancer, Engineer gold cost decreased from 300 to 200.
- Field Gun melee damage decreased from 10 to 5.
- Hussar gold cost increased from 150 to 200.
- Militiamen fatigue pool increased from 50 to 60.
- Militiamen melee damage increased from 5 to 8.
- Militiamen ranged damage increased from 5 to 8.
- Rifles gold cost decreased from 200 to 150.
- Rifles ranged damage decreased from 20 to 15.
- Rifles seconds between melee hits decreased from 2 to 1.5.
- Rifles seconds between shots increased from 1.5 to 2.
- Skirmisher melee damage decreased from 7 to 6.
- Skirmisher ranged damage decreased from 7 to 6.
- Skirmisher shooting range decreased from 220 to 200.
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2026-10-04
Light Alternate Units
Each buy type now has a second, light alternate. Swipe a buy button to cycle the standard unit, the yellow elite, and the new white light variant. Light alternates cost gold plus 10% of that gold price in land (elites still cost 20%).
- Militiamen (Troop): cheap line infantry with a Troop line bonus, but less damage, endurance, and discipline.
- Guerillas (Skirmish): hidden until they fire or close in; they are not slowed by woods and stay stealthed unless you occupy their woods, get within 50 paces, or they shot in the last second.
- Hussar (Dragoon): ignore terrain slow (still blocked by peaks) and gain a melee pack bonus for every other friendly Hussar in melee reach. Selected-unit info shows Pack +% the same way it shows Line +%.
- Horse Guns (Cannon): faster field guns with less range and punch. They still cannot cross rivers unless an Engineer pontoons them.
- Engineer (Officer): does not restore the line. Within 60 paces it opens LOS through terrain, pontoons overlapping rivers so artillery can cross, and while on a hill shares that hill's shooting-range bonus with nearby friends.
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2026-10-04
Unit Price Balance
Increased prices on units to increase mass tax effect and reduce spam late game causing games to drag out.
- Dragoon, Officer gold cost increased from 200 to 300.
- Field Gun gold cost increased from 300 to 400.
- Grenadier gold cost increased from 150 to 200.
- Howitzer, Color Guard gold cost increased from 400 to 500.
- Lancer gold cost increased from 250 to 300.
- Troop gold cost increased from 100 to 150.
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2026-10-03
Terrain and Line of Sight
Terrain such as hills, woods, rivers, forts, and bridges now hide or reveal units depending on where yours are. You can’t see or shoot at enemies hiding in woods unless you’re in the same woods. Some features, like forts and hills, make units easier or harder to see and hit, and also affect how far you can shoot or move. Fog clears as your troops move forward. It’s now much easier to tell which enemies you can see and target.
- Terrain features now hide and reveal units more realistically—hills, woods, and forts block your view and fog the map, unless one of your units has advanced past them.
- You can only see enemies that your own units could actually spot; the fog of war on the map now matches what you’d expect.
- Units hiding behind their own fort get cover, and some terrain makes shooting easier or harder.
- Different terrain changes how fast units can move depending on their type.
- There are improvements to tooltips and training mode to help you learn these changes.
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2026-09-30
Training Mode and Tooltips
New features have been added to help new players get oriented.
- Can start a training mode game against a bot or other random player. Only the bottom lane is active, and the game is slowed down.
- Tooltips now show you the anticipated action when clicking/touching an object in the game.
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2026-09-29
3D Client and Speed Tweaks
Play in 3D!
- Choose the 3D client when creating or joining a game.
- Game speed is now 2/3 the original speed. This should allow players to spend more time arranging their units and managin their economy.
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2026-09-29
Unit, Unit Controls, and Unit Icons Rework
Unit names and controls have been updated to reflect the new unit types.
- Map physics have changed from a 2D spave to a 1D lane with rows.
- Swipe a unit into a matching unit type to Reform the line. Swiping to change lanes moves a whole line, but you may now only move one lane at a time.
- Unit names have been updated and icons have been added to buy buttons so you know what they are.
- Fields Guns (formerly Cannons), now bounce through units they hit into units behind them in the same row
- Color Guard now restores causalties instead of boosting speed and attack speed.
- Keeps shoot less, but not greatly increase health and fatigue recovery, unless the enemy takes your fort!
- All units now Charge and Fall Back through all friendly units. All units collide normally otherwise.
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2026-09-26
Grand Strategy
Per-lane fire priorities: Bastion, Attrition, and Terror.
- Two strategy buttons sit under the buy row, one for each lane. Click or swipe right to cycle Bastion → Attrition → Terror; swipe left to go back.
- Bastion aims at the closest eligible target (the previous default).
- Attrition aims at the healthiest eligible target (hp% − fatigue%).
- Terror aims at the weakest eligible target.
- Strategy only reorders targets inside the usual engagement and shoot ranges. Halt and lined volleys still use full range; advancing units still open at engage range.
- Officer rules are unchanged: skirmishers may snipe officers; other units skip them while another target is in full shooting range.
- Howitzers still fire closest per row and ignore lane strategy. Keep guns follow the top lane strategy.
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2026-09-26
Upkeep, Town Research & Grenadiers
Living units cost gold over time, towns research upgrades with land, and grenadiers ignore bonus flanking damage.
- Each living unit pays upkeep: 1% of its gold cost per second, multiplied by its remaining health. A unit at half health pays half.
- Upkeep cannot drop gold below zero.
- The gold per second beside your treasury is income after upkeep.
- The line under that shows your top-lane bonus, bank income, and upkeep. It turns red when upkeep is higher than income.
- Speed, damage, and armor readouts moved to the bottom corners of the screen.
- Unit alternates start unlocked. Swipe sideways on a buy button to switch; buy buttons start on the standard unit.
- Alternates cost gold plus land (default 20% of their gold cost). A +land chip under the buy button shows that price when the alternate is selected.
- Click a town you own to invest 1 land per second toward its upgrade. Click again to stop. Production ends if you lose the town; a new owner does not inherit it.
- When you cannot fund every producing town, land goes to the towns closest to your keep first. Research keeps going after each rank until you stop or hit the cap.
- The scoreboard shows net land per second, and the economy row lists the research land drain.
- Move-order flashes appear above the unit selection readout.
- Grenadiers ignore bonus flanking damage. Charge and other bonuses still apply; they remain troops for everything else.
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2026-09-24
Charge Through & Stack Resolve
Cavalry can charge through friendlies, and stacked units peel apart instead of fighting through each other.
- Dragoons and Lancers no longer collide with friendly units while charging.
- When units that were passing through each other start colliding again (for example after leaving fallback), they step forward or back — whichever is shorter — until they no longer overlap.
- Units cannot fire or melee while overlapping a friendly they collide with.
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2026-09-23
Happy Birthday!
Men of the Line is now a game!
- Game is live and complete!
- You can not play as a guest, or log into Formbar to play ranked or matched games.