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Patch NotesCompany of Heroes 32.5.3

Company of Heroes 3 Hot Fix 2.5.3 Patch Notes (7th August 2026)

The latest hotfix tackles a critical Final Stand bug where perk progress vanished on exit, plus vehicle pathfinding and ability restriction problems.

Nathan Lees4 min read
Company of Heroes 3 soldiers advancing through North African terrain with tanks
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Hot Fix 2.5.3 is narrowly focused on Final Stand mode reliability and a handful of underlying systems issues that have been causing friction in both PvE and competitive play. The patch arrives just over a week after the previous update, suggesting these were problems urgent enough to warrant a quick turnaround rather than waiting for a larger cycle.

The headline fix addresses a save state problem specific to Final Stand: perk points would sometimes vanish entirely when players quit the game immediately after a match concluded. This is the kind of issue that erodes trust in progression systems. Players invest time earning upgrades only to have them evaporate. The patch also catches a related problem where perks were not saving immediately when closing the perks menu itself, which means players could lose work mid-session without realising it. These are not cosmetic bugs. For Final Stand players, especially those grinding through the mode's progression, this fix restores actual reliability to the save system.

Beyond Final Stand, the patch corrects two separate Afrikakorps vehicle attack speed problems. One involves the perk being incorrectly reapplied after a vehicle is upgraded, and the other reveals that the perk was doing the opposite of its intended effect, decreasing rate of fire instead of increasing it. That second issue is particularly telling. A perk that actively harms the unit it is meant to improve would have been invisible to players who did not carefully track their damage output. Afrikakorps players relying on that perk for their vehicle strategy were unknowingly handicapping themselves.

Vehicle pathfinding receives attention as well. Certain enemy units, including the Wespe boss unit in Final Stand, were not following their assigned waypoint paths correctly. The patch also fixes an edge case where team weapons would occasionally receive move orders that positioned them past other units before setting up, which breaks positioning discipline in tight engagements. These are systems-level problems that affect how units behave under player command, not just cosmetic display issues.

The Critical Location ability now correctly restricts itself to emplacements and bunkers, and the patch addresses cases where it could not be used on some emplacements at all. This reins in an ability that was either too broad or inconsistently available depending on the emplacement type. General suppression vehicles and team weapons now move into interactive zones before engaging, which should improve their behaviour in contested territory.

Stability improvements round out the patch: additional Microsoft Visual Studio DLLs prevent rare startup crashes on misconfigured systems, and the team has added logging for gameplay crashes to help identify future problems. These are unglamorous fixes, but they directly reduce the number of players who cannot launch the game or experience mid-match disconnects. The patch is tight and targeted, addressing specific save, ability, and pathfinding failures rather than attempting broad rebalancing.

Full Patch Notes

Buff Fix Tweak

Final Stand

  • Fixed an issue where perk points would sometimes not be saved when exiting the game immediately after a Final Stand match
  • Fixed perks not always saving immediately on closing the perks screen
  • Fixed Final Stand matches appearing in the Observable Games browser; they can't be observed

Final Stand Gameplay

  • Fixed a bug where certain enemy vehicles would not move along their assigned waypoint path in Final Stand such as the Wespe boss unit
  • Fixed Afrikakorps vehicle attack speed perk being reapplied after upgrading a vehicle
  • Fixed Afrikakorps vehicle attack speed perk to correctly increase rate of fire instead of decreasing it
  • Fixed Critical Location ability to only be usable on emplacements/bunkers
  • Fixed Critical Location not being able to be used on some emplacements

General Gameplay

  • Suppression vehicles and team weapons now move into the interactive zone before entering combat
  • Fixed edge cases around team weapon A.I. occasionally issuing move commands past units before setting up

Stability/Performance

  • Added additional Microsoft Visual Studio .dlls to prevent a rare crash on startup with misconfigured systems
  • Fixed an occasional crash when viewing Battlegroups in the lobby
  • Fixed a crash when updating Battlegroup selections
  • Added additional logging for gameplay related crashes/bugsplats

Sources

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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