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Games Discussion / Re: Strategos : Classical antiquity RTS wargame
« Last post by Asid on October 14, 2025, 12:07:57 AM »Progress Update 8
Mon, October 13, 2025

UI Overhaul, AI improvements, Hannibal campaign, and many more changes
We've been very busy since the last update, especially on the UI, AI and getting the demo ready for the Next Fest (which is now live!).

UI
The largest update these past 6 weeks or so has been a complete overhaul of the menu UI, especially for unit selection in the battle simulator (including all new functionality for selecting options from portrait popups and the unit panel), although there have also been minor edits to the in-battle UI. The main menu, settings, and key rebinds pages have also been updated. The manual text is also updated and better formatted, including new POA tables. We've also started adding faction icons, and new unit portraits.

We've also added fixes for different resolutions, including 16:10 and ultra-wide, and improved waypoint visuals and top down banners. All fonts and tooltips are updated, the tutorial gif UI is improved, and the improved combat log is searchable by unit number. We also updated the tutorial texts, significantly decreasing their length and improving clarity
Localization
We are continuing to improve localization, and we have also added a new and improved Cyrillic font. Strategos will also now include Simplified Chinese in the initial release!
Maps
Made some fixes to the tutorial map visuals, and various minor edits and fixes to other map visuals and terrain colliders.
Optimization
Massively optimized load times, especially for game startup, as well as some minor optimizations to basic soldier movement and velocity calculations.
Armies
Added a Kappadokian (Early) list, and did overhauls to the Pyrrhic, Kappadokian, Carthaginian, Antigonid, and Pergamenid lists.

AI
There has been an overhaul to many aspects of AI formation moving, making them especially better at dealing with doing minor fights and then realigning before further advancing. Cavalry evasion calculations vs certain enemies have been updated, and they are better at defending obstacles like river banks now. Light horse units are more intelligent and aggressive about when to charge light foot and when to take opportunistic flanks. The AI and deployment of bowmen armies have improved, and the AI's treatment of player bowmen armies has correspondingly gotten better. General evasion and skirmishing AI has improved, and so has the reenactment AI for Bibracte and Raphia. The AI has better control over far flank units when the player deploys at extreme angles, and there are improvements to the aggression and intelligence of AI flanking cavalry, and finally the AI has improved its use and formation movement of reserves.
Combats
fixes to many aspects of combat code, improving rotation speed on overlap charge visuals,
fix to issues with recoil re-charge
fix to goadable charges
fixed warband vs elephants POA and some other POA calculations
improved overlap charges
improved visuals of flank attacks
improved intelligence of automatic and manually given flank charges at certain angles to take better unblocked flanks
Campaigns
Added Hannibal text-based campaign
updated Early Rome campaign texts
further progress on map-based campaign
updates to many text-based campaign writings and battle balance

Balance
more balancing around different unit type run speeds
adjustments to pursuit times
Visuals
overhaul of animation controller for speed matching animations
SFX
fixes to looping march audio
added more on-click buttons sounds
Miscellaneous
improved splash screen and startup background
fixed some edge cases bugs with percent force points calculations
fixes to setting visibility for routed units
made aiming arc orange if unit selected
Mon, October 13, 2025

UI Overhaul, AI improvements, Hannibal campaign, and many more changes
We've been very busy since the last update, especially on the UI, AI and getting the demo ready for the Next Fest (which is now live!).

UI
The largest update these past 6 weeks or so has been a complete overhaul of the menu UI, especially for unit selection in the battle simulator (including all new functionality for selecting options from portrait popups and the unit panel), although there have also been minor edits to the in-battle UI. The main menu, settings, and key rebinds pages have also been updated. The manual text is also updated and better formatted, including new POA tables. We've also started adding faction icons, and new unit portraits.

We've also added fixes for different resolutions, including 16:10 and ultra-wide, and improved waypoint visuals and top down banners. All fonts and tooltips are updated, the tutorial gif UI is improved, and the improved combat log is searchable by unit number. We also updated the tutorial texts, significantly decreasing their length and improving clarity
Localization
We are continuing to improve localization, and we have also added a new and improved Cyrillic font. Strategos will also now include Simplified Chinese in the initial release!
Maps
Made some fixes to the tutorial map visuals, and various minor edits and fixes to other map visuals and terrain colliders.
Optimization
Massively optimized load times, especially for game startup, as well as some minor optimizations to basic soldier movement and velocity calculations.
Armies
Added a Kappadokian (Early) list, and did overhauls to the Pyrrhic, Kappadokian, Carthaginian, Antigonid, and Pergamenid lists.

AI
There has been an overhaul to many aspects of AI formation moving, making them especially better at dealing with doing minor fights and then realigning before further advancing. Cavalry evasion calculations vs certain enemies have been updated, and they are better at defending obstacles like river banks now. Light horse units are more intelligent and aggressive about when to charge light foot and when to take opportunistic flanks. The AI and deployment of bowmen armies have improved, and the AI's treatment of player bowmen armies has correspondingly gotten better. General evasion and skirmishing AI has improved, and so has the reenactment AI for Bibracte and Raphia. The AI has better control over far flank units when the player deploys at extreme angles, and there are improvements to the aggression and intelligence of AI flanking cavalry, and finally the AI has improved its use and formation movement of reserves.
Combats
fixes to many aspects of combat code, improving rotation speed on overlap charge visuals,
fix to issues with recoil re-charge
fix to goadable charges
fixed warband vs elephants POA and some other POA calculations
improved overlap charges
improved visuals of flank attacks
improved intelligence of automatic and manually given flank charges at certain angles to take better unblocked flanks
Campaigns
Added Hannibal text-based campaign
updated Early Rome campaign texts
further progress on map-based campaign
updates to many text-based campaign writings and battle balance

Balance
more balancing around different unit type run speeds
adjustments to pursuit times
Visuals
overhaul of animation controller for speed matching animations
SFX
fixes to looping march audio
added more on-click buttons sounds
Miscellaneous
improved splash screen and startup background
fixed some edge cases bugs with percent force points calculations
fixes to setting visibility for routed units
made aiming arc orange if unit selected


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