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Strategos : Classical antiquity RTS wargame
Asid:
Demo Update
Fri, 2 May 2025
new faction, new map, bug fixes, better animations, better grass performance
- Added Macedonian Late Successor (+ optional Illyrian allies) list
- Added third map (grassy flatland)
- Significant improvement to soldier animation controller so they walk/run the right speed better (not so much slow-mo run in place), including minor performance improvement to moving units
- Added fps display counter option in menu settings
- Disabled grass by default, and significantly improve grass performance (simpler lighting, no shadows, closer cull distance, more efficient GPU instancing shader integration)
- Minor tutorial text updates and typo fixes
- Fix to multiple units right click attack bug if some selected within charge distance and other not
- Edited many general's command/leadership ratings, especially making sacred band not so OP
- Changed default group key from shift to control
this update is live now
Asid:
Progress Update 6
Sat, 5 July 2025
More maps and units, bug fixes, improved AI, and more
Since the last update we released the demo during the Wargames fest, providing support for it during that time, and have since gotten back to regular development work after closing the demo. We've been working on adding many new maps, some new units, campaign updates, bug fixes and optimizations, and more.
UI
- player side indicator on unit selection
- fixes to manual popup charts
- added many newer unit portraits
- improved in-battle popup messages
- unit card centering improvements
- banner improvements in style
- loading screen bar
- fixes to settings page layout
- fix to navigable setting on some battle map UI
- added AAR (after action report) feature for battles
- fixed various AAR bugs
- added scrolling to AAR
- added link to quick start guide to menu
- many small improvements to tutorial and manual texts
AI
- many fixes to cluster analysis AI, including much better reaction to player flanking
- use of reserve to meet to face player flanking better
- improved AI use of majority light horse armies
- fix skirmisher broad movements, improve initial group move of them for better screening
- fix AI pursuing moving target issues
- improvements to AI shooters getting out of one another's way
- improvements to evade direction intelligence
- better use of med foot armies
- ranged light cav more independently minded
- fix to major issue with AI main line group movement in some circumstances
- improved AI exploitation of ranged superiority
- made cav flanks more aggressive
- improvements to raw pike deployments
- improvements to reserve spacing and movement
- improve angling to player main line and facing
- improve ai main line group move in general
Map-Based campaign
- added basic march and diplomacy rolls, turn carry over, reset
- added dedicated map for Sicily campaigns
- added fleet moves with unit losses
- improvements to generate armies and move them on map, battles and return to map with battle result
Text Based campaign
- finished about half of new Diadochi campaign with some better campaign-specific battle AI
Graphics
- switched to improved grass shader gpu instancing integration and performance
- significant improvement of animation play speed matching velocity
Gameplay
- deployment improvements
- improved zooming
- cav evade speed changes
- improvement to flank attack visuals
- edits to ranged unit ranges
- increase nonlight shooter effectiveness a bit
- nonlight cav a bit faster and better at pursuing light foot
- many fixes to lien shift, one overlap other combats, shift distance reduced, re-enabled guard mode
- removed auto drop from infantry flankers but retains +200
- added threshold change victory so you can win at 45% with high (>30) delta
- shooting death rate vs fully armored changed
- fixes to overlap charges
- increase number elephant deaths in combat
Optimization
- large improvement to combat logging performance that was causing stuttering on large battles
- some optimizations of debugging
Bugs
- fixed pause/unpause issues
- fixed drag and drop of dispersed and routed unit cards
- some erroneous recoil fixes
- fix to overlap pursuit bugs
- fixed issues with final %results from ad hoc commanders
- fixed major battle map camera zoom bug that broke close zooms on some maps by height
- more fixes to ugly unit turn arounds
- fixed French translations mixing up Indian and Italian
- fix to multiple units selected right click attack bug distance check
- border disappear fix
- fix bug with historical reenactment AI
- fix to longstanding yoyoing bugs on charge
- fix bug with calculating deaths on charge with immediate recoil
- fixed bug with some units missing from Raphia map causing crashes
Sounds
- improved marching sounds
- improved start battle sounds
- more unit card/info sounds
Army Lists and Units
- added Cataphract horse archers, Illyrian hoplites, steppe infantry, steppe bowmen and steppe light archers, and Pantadopoi pikemen
- fixes to bruttian allies list
- update saka cataphracts
- fix to thebes list error
- minor edits to later carthage and polybian roman units and generals' ratings
- split early successors into Macedonian and Asiatic, overhaul macedonian early successor and antigonid lists
- fixes to some hellenistic army names and descriptions
- changed roman army display names to be like "Roman (Polybian)" instead of "Polybian Roman"
- minor improvement to Rhoxolani visuals
- further work on stil wip elephant visuals
Terrain
- various minor map visual fixes (especially to tiling)
- more custom border layouts
Added Maps
- Northern Hills
- Norther Flat Field
- Seaside
- Rolling Hills by Lakes
- Rolling Hills by River
- Woods and Fields
- Grassy Flatland (med) 2
- Desert 2
- Northern Woods and Rough
- Desert Hills
- Norther River and Hills
- Mountain Pass
Misc
- steam stats (including display steam name)
Asid:
Progress Update 7
Fri, 29 August 2025
Many more Reenactment battles, Maps, Campaigns, some units, formation movements, UI mockups, gameplay fixes, and more
We've been hard at work since the last update nearly two months ago, and have a lot of progress to show
Inputs/Camera
- added alt+mouse formation movement with mouse drag and rotation with scroll wheel for much easier movement of large number of troops
- add rotate in place and zoom to location and rotate in place camera modes
- fixed and smoothed camera zooming
- improved smoothness of camera panning and rotating around pivot
AI
- many improvements and tweaks to AI formation movement and intelligence and coordination with reserves
- improved AI flank behaviors
- added fallback checks for recoils and line shifting so as not to overlap combats or permit bad recoils
- improvements to evading cavalry evasion tests near polearm units
- improved horse archer army AI
- improved AI deployment and movement of support generals
Campaigns
- added Diadochi campaign
- added Peloponnesian War campaign
- added Early Rome campaign
- many edits to texts, army lists and maps for Alexander campaign
- started on Hannibal campaign
- added more custom battle and deployment settings for campaign battles, especially for hoplite battles
- updated generals' ratings and other balance, added allies, etc...on many campaign battles
- overhauled Granicus river battle, including totally new map, deployment and unit selection
- added tooltip hover info for mandatory units on campaign battles
- added campaign sub titles and fixed backing
Gameplay
- changed ammo from full -> half to instead full -> half -> out of ammo, with accompanying UI information and AI changes (ie units out of ammo become more melee aggressive)
- greatly improved formation movement, rotation, jankiness of moving in and out of evade/pursuit, unit slow down/speed up and general formed movement
- added ultra deep units for campaign battles like Leuktra
- improved sparabara melee passive shooting
- improvement to flanking on overlap or charge front of enemy flanker
- improved elephant facing on charges
- updated elephant vs non elephant combat appearance
- updates to rallyable calculations (higher chance near general not in combat)
- improved combat alignments
Reenactments
- added battle of Zama
- - including custom victory conditions and Carthaginian three battle line deployment
- added battle of Carrhae
- - including custom ammo and AI behaviors
- added battle of Bibracte
- added battle of Adamclisi
- added battle of Magnesia
- added descriptions to reenactment battle selections
- added Ptolemaic elephants to Raphia
UI
- made aiming arc of selected ranged unit orange, in addition to the overlay
- added display of enemy adjacency, increased adjacency support distance, added bonus roll on CT checks for polearm units in full adjacency
- improved flag visibility in terrain
- began work on completing unit portraits
- updated manual text translations
- added raw and below average battle banner indicators
Maps
- Carrhae, Bibracti, Zama, Magnesia and Adamclisi maps
- update to terrain colliders, skyboxes, deployments and borders on many maps
Settings
- add combat resolution time scalar option (with accompanying AI changes)
Armies and Units
- added new visuals for African (Carthaginian), African (Ptolemaic), Indian (armored) and Indian (unarmored) elephants, and added elephants to appropriate lists (Ptolemaic, Pyrrhic, etc..)
- - including new elephant SFX
- added new visuals for light javelinmen
- added Sarmatian Cataphract and put on various appropriate lists (and at Bibracte)
- Added Overseas Mercenaries Greek army list
- Added Black Sea Greeks army list
- Added Cypriot Phoenician army list
- Added steppe infantry and bowmen to more lists, added Agrianians to early Macedonian, updated pontic lists with Hellenistic cataphracts, added Phoenician foot to early Achaemenid, added Thracian swords and early Greek allies to Lydians, added Ptolemaic allies to Kyrene an Greeks
- updated appearance of Etruscan 2nd and 3rd class spears, and of Libyan average and veteran spears
Balance
- more emphasis on strong strengths and weak weaknesses of unit types (eg pikes and spears stronger in adjacency but weaker if flanked)
- elite triaryl half-sized now
- reduced Sparabara armor and made 50% shooters, less OP now
- increased Roman armored bowmen armor
Bugs
- fixed issue with false evade from start new combat from flank
- fixed some bugs with idle animation start and shoot while moving animation
- fixed bugs with unit card arrangements
- removed bugs with drag sounds not stopping
- fixed overlap start combat while already in combat bugs
- fixed many minor input bugs with hover, drag, select, deselect, move, clear etc...
- fixed bugs with campaign battle progression
- fixed nav-mesh issues around evading into obstacles/cliffs
- fixed some bugs with post-rout dispersal points
Extra
Here is a peek at some UI mockups we're considering for the UI overhaul:
There's no update on a specific release date for now, but we are anticipating either very late 2025 or very early 2026.
Thanks for tuning in!
Asid:
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
Asid:
Second Demo Patch
Mon, October 27, 2025
Unit-Type symbols, selection visuals, bug fixes, etc...
Added Unit Type symbols to banners
updated UI visuals for selection highlights and deployment zones
updated visuals for UI popup text
units play sfx on receive orders
added new idle sounds
better top down banners and fixed some bugs with them displaying
fixed some crucial bugs with mixed courier/shout commands on shooting units
changed and clarified in-cover banner icon (tree)
improved banner selection of unit
added translations for the manual
improvements to tutorial translations and other tooltip and menu item translations
some fixes to shooting at units in cover
fixes to flank combat fighting coordination
fixes to rout by proximity ally rout while in combat bugs
update shooting combat logs
improve ai find targets and group move, fix to group move stall bug on some deployments
clarified when out of couriers total or when only one general out of couriers, including star visual and sound notifications
more fixes for camera zoom
alt+right-click and drag then single-click now cancels without deselecting units
stop screen edge movement if not focused on program
fix playing wrong click noise on move to shoot if soldier had to turn around to shoot.
fix use thick lasso toggle visual
fix light infantry auto drop flanks
update to friendly fire and damage to units overlapping shooting target
fixes to start/stop shooting at unit beyond max range bug
translations for some missing UI popups and quick controls note
fixed bug with background music on restart
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