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[2.1.0] Better AI, Bipod System, Redesigned UI, New Vehicles and More!

Easy Red 2 · Community Announcements · September 03, 2026

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Hello Soldiers!

Update 2.1.0 is now available. It rebuilds a large part of the interface, improves vehicle and infantry AI, refines pathfinding, adds two new infantry systems, and makes tank sights more historically accurate — along with new vehicles, improvements in road system, and a long list of fixes.

Quick Summary

A Rebuilt Interface

The interface is one of the part of Easy Red 2 you have often asked us to improve, especially in the recent poll, and it received the single largest share of work in this update. The faction selection menu, the respawn menu and the in-game HUD have all been rebuilt, and the main menu gained a notification area for beta information and error reporting.

The respawn menu changed the most: information is presented far more clearly, the menu refreshes itself when the situation on the field changes, and camera angles have been reworked for better framing.

An optional automatic spectating cinematic camera can now run in the background while you choose where to deploy. Vehicle seats show the role of the soldier occupying them instead of a generic label, and battle information such as reinforcements, sector, and objective type is now fully localized.

The objective conquer bar has been rebuilt and is now fully scriptable through Lua. Mission creators can add custom values and icons to it, or hide sections such as the phase advancement display. This is particularly useful for non-linear scripted missions.

Squad markers now use more specific symbols, so squad types can be told apart at a glance. They also fade when out of focus and are hidden behind obstacles.

New UI customization options have also been added in order to allow players to find their favorite balance between immersion and UI information.

Vehicle & Infantry AI

Vehicle AI received a round of improvements: better pathfinding, better unstuck behavior, faster routes to their destinations, and more sensible clearance around small obstacles. Vehicles can now also traverse some trenches and rubble instead of treating them as walls.

On top of that, a new system lets AI vehicles drive through destructible props such as sandbags, barbed wire, fences, street lights, and small walls, rather than stopping dead in front of them or trying to path all the way around.

Infantry AI also received various improvements in order to act more tactically, more accurately throw grenades and use AT weapons, and various overall polishing to make the game experience more immersive than ever.

New Infantry Systems

Bipod Deployment

Weapons fitted with a bipod can now be deployed on cover with a completely redesigned system.

Aim on top of a suitable surface such as a low wall, a sandbag, a window sill, or the ground while prone, and the bipod settles onto its legs, cutting recoil and sway dramatically. Your view then pivots around the bipod itself rather than around your soldier, so traversing the weapon feels much more like handling mounted gun.

The system ships with a generic animation set that works retroactively with every weapon that has a bipod, including modded and Workshop weapons. Dedicated per-weapon animations are going to be added progressively, and will eventually cover reloads and barrel changes performed with the bipod still deployed; until a weapon has its own set, it simply lifts off its support to reload.

The third-person upgrade of deployed bipods is planned for a later upgrade.

Auto Peek

Aiming while behind cover now makes your soldier peek out on their own: leaning around a corner or rising over a low wall, and drops you back down as soon as you stop aiming. The system reads the geometry around you before committing, so you will lean out with a good sightline rather than still being obstructed by the wall at all.

Third-Person Movement Style

Third person now offers a "Camera-Relative" movement mode alongside the original "Aim-Relative" one.

With Aim-Relative, your soldier always faces where the camera is looking and moves relative to their own body.

With Camera-Relative, they run wherever you push the stick or press keys while the camera stays free to look somewhere else, and only turn to face the target once you start aiming.

A new option lets you choose how your soldier moves and turns in third person, so you can pick the handling you prefer instead of being tied to a single behavior.

Reworked Tank Sights

Vehicle and static gun sights have been reworked. Each gun now uses a reticle matching its nation and caliber instead of a generic reticle, and zoom levels have been recalculated against real optics data, so magnification now matches more appropriately what the original gunner would have seen. Tank sights also dim at night.

The reticles themselves are still being refined, so expect further polish in the coming updates.

Improved Roads

The new road system is now in use in many maps. These roads are not only more optimized, but allow us to add sidewalks, making cities like Shanghai, Stalingrad, and Nanking feels much more alive.

Roads are built as a network of connected nodes that generates its mesh rather than a decal and automatically creating 3- or 4-way junctions, producing cleaner intersections and letting roads follow the terrain more properly.

Also now available in the Map Editor, the road tool also received some additional quality-of-life work: deleting a node now automatically selects the adjacent one, so removing a whole stretch of road no longer means reselecting a node after every deletion.

Full Changelog

New Features and Content:

Fixes and Improvements:

Upcoming

US Pilot Uniforms

The US pilot uniform is being reworked, and instead of a single set covering every theatre it is being split into regional variants: US AAF, replacing the current uniform, a late-war US AAF version without the life vest, a US AAF Pacific variant, and a US Navy one. New squads will be added to make use of them.

Iwo Jima and Khalkhin Gol

Both campaigns announced in our roadmap are still in active development, and we are still aiming to release both before the end of the year. Neither will be sold as a separate paid DLC: they will arrive as part of the base game, or as free additions to the DLCs you already own.

Iwo Jima returns Easy Red 2 to the Pacific in 1945 and covers the full battle rather than ending at Mount Suribachi, with difficult amphibious landings, close-quarters infantry fighting, fortified bunkers, caves, and a dedicated system of underground tunnels forming part of the Japanese defensive network.

Khalkhin Gol takes the game to the largely overlooked 1939 border conflict between Soviet-Mongolian and Japanese forces, with large early-war armored battles fought across open steppe.

Alongside them, the larger Normandy rework is still planned, with more info below.

Normandy Rework in Progress

Work on the larger Normandy rework has started. The mission updates and new intros that shipped in earlier updates were groundwork rather than the rework itself: this pass goes over the campaign properly, on the existing Normandy map, and will add five new missions on top of the ones already there.

Various buildings have been already reworked and new troops and vehicles added already in this and previous updates as well.

Omaha Beach: Vierville Draw/ Widerstandsnest 71, 72, 73, and 74

Pointe du Hoc:

Utah Beach: La Madeleine / Widerstandsnest 05

It is still in its earlier days but well underway. We will show more of it as it comes together!

THANK YOU FOR READING AND PLAYING!

You can read more about our plans in the development roadmap:

You can also join the Easy Red 2 community to share feedback, report issues, publish your creations, and follow future development updates:

Join Easy Red 2 Discord Community

Visit the Easy Red 2 Steam Workshop

Our latest released DLC

[dynamiclink href="https://store.steampowered.com/app/4563790/Easy_Red_2_Blood_on_the_Danube/"]

Thank you for reading, and we will see you on the battlefield!

Marco and the Easy Red 2 Development Team

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