Making Enlisted a Better Place №52

Each issue of our weekly series focuses on a certain aspect of the game or a particular mechanic, in which we correct smaller, but noticeable bugs and add new interesting features.


A rally point is the key engineer structure that helps your team advance on the battlefield. That’s why we keep improving it so that your gameplay experience becomes more comfortable.

Now on the respawn screen, when selecting a rally point, you will see the distance between it and the closest capture point on the map! Additionally, we’ve listened to your feedback about the terraforming improvements in the previous “Making Enlisted a Better Place” update and made it even easier to place rally points in the trenches dug out by shovels.


You hear this a lot when you want to make a sneaky detour to flank the enemy, but step outside of the battle area that forces you to turn back.

Based on your feedback, we’ve reworked the boundaries of battle areas on a couple of maps of the Battle of Berlin campaign where they raised a lot of questions. The changes affected the following missions:

  • Königsplatz West (Invasion):
  • Königsplatz East (Invasion);
  • Königsplatz (Confrontation);
  • Moat East (Invasion);
  • Moat West (Invasion).

Do you know other maps with battle areas that could use a rework for both sides to feel more comfortable? Let us know!


  • Fixed the incorrect shadows on the monastery building in the Monastery (Invasion) mission in the Battle of Moscow campaign.
  • Engineers’ barbed wire no longer stops the flamethrower’s jet of fire.
  • Fixed the missing reload sound of the SMLE Mk III* with grenade thrower.
  • Corrected the firing sound of the A-20 Boston MK.3 and Hurricane Mk IIB’s machine gun in the Battle of Stalingrad campaign.
  • Corrected the firing sound of the Jagdpanzer IV’s cannon in the Invasion of Normandy campaign.
  • Fixed an error that caused the Lanciafiamme Mod.41 d’assalto’s flame to have too much range.
  • Fixed a bug that allowed players to equip weapons in the hidden secondary weapon slot of paratroopers.


Lots of exciting game mechanics have been realized or improved thanks to your ideas. We are watching our communities, other Enlisted sites and regularly check the forum for your feedback and reports.

So share, suggest, and report!


Comrades, be prepared for 1 more announcement very soon с:


Will we get new pre-orders soon?

Ah, you tease, you! :relaxed:

Nice about rallies. I’m hoping one day they will be easier to build on 5 degrees slopes.

I thought they’ve already announced it is. :stuck_out_tongue:

I still fail to see it in game :sweat_smile:

Supposed to be easier in dug holes (ill test tonight) but still janky on normal sloped parts of the map.

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I am quite sure you are not alone :stuck_out_tongue_winking_eye:

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Do I need to stick around and wait for a new report?

Critical Error! ‘Jagdpanzer IV’.exe not found in ‘Invasion of Normandy’ folder.

Literally no1 is calling it panzer IV/70 (V). It’s just JP IV and that’s it.

if you’re gonna fix the range on the flamethrower can you make the allied paratroopers landing weapon just as miserable as the Italians then as well.

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Today, or this week?

allies are the pampered side there bro

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There is news on the main website with a lot of new vehicles for Japan and Allied.

still not in the forum yet


They already got it in Normandy they don’t need to destroy Tunisia

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So the merge is coming lol



And tbh I am disappointed by this news about new vehicles

Pretty disappointing. Both content and how they deal with it.
Also, dev completely forget that, the tech tree is for: enable new content for mid levels.
Not by endlessly extending tech tree.
There could be lots more interesting stuff that is currently not fit within the campaign levels. But can be added as a branch.


Yeah yeah I now, the first sentence states that next update is merge don’t worry.

The devblog said that : “Don’t forget that in the new Enlisted these vehicles and weapons won’t be at the end of the campaign progression, but in the research trees of their respective countries.”

I think all those vehicles should be at the end of each “lines” or vehicle types.
They could bring lots more stuff what’s previously unable to fit inside campaign levels, into the tech tree.
It’s just a different way of “end of the line”.