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Tank Squad Tactical WW II Realtime.

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Asid:
Development Status #79
Fri, August 22, 2025



Dear Tankers!
Welcome to our 79th Development Status.




Tutorial work progress




The tutorial is almost finished. We have everything recorded and configured and now we are testing back and forth all the tutorial scenes to fix all possible bugs.

Tutorial is pretty big, it has 3 parts:

  - repair section
  - battle basics
  - battle multi crew mode

And we already know in future another battle part must come - for when we extend the command giving and AI management or operations map handling.


Optimization progress
Our last progress in this area was memory management. The game shows us using around 9-10 GB of RAM on the biggest maps. That's the reduction from around 12-13 GB previously (or even 15 in May).

This can still be reduced but this level of RAM usage will be what you?ll receive in the upcoming patch.

What this means:

  - potential CPU usage reduction as the game won?t be needing so much VRAM to use (still it can use less but thats future)
  - less crashes for players that have 16 GB of RAM in their OS

As optimization means destabilizing the game in order to dig through code, rewrite it and potentially break it we need to pause this process now. We are going to pick it up after the patch and focus on another issue that pops up after running diagnostics and listening to your feedback.


New campaign - redesigning our gameplay
For the new campaign we?re adding operational map gameplay - the player team will have to either conquer the whole map or have more key points when the campaign timer runs out - we'll figure this out later.



WIP - this is just a prototype of the operations map - not the final thing. The sector shape and borders are going to be changed as well as additional UI is missing.
Some sectors (or all of them) can have a single scenario mission created for it - just like we have it now.

When that mission ends and the sector is in our hands it can be attacked by an enemy AI commander and as a side mission we can defend it.

Then the rules and objectives will be random and more generic and we won?t need to replay the same scenario mission again.



We want to extend the combined arms simulation and implement missions where a whole infantry company is coordinating an attack. We focus on enemy static weapon assets and potential armored counter attacks and infantry clears trenches.

This means we have to optimize the game to allow having at least 100-150 infantry on our side at all times and the same number of enemies.



We also want a shot at bigger maps with the ability to maneuver instead of having corridors like our previous approach is. This would also require extending the mobile spawner/mobile battle stations etc gameplay. Currently the whole map has 576km^2, with the full playable area being 324km^2. Right now the missions will be set up in a couple of logical sectors, with each being 9km^2. So the single sector in comparison is double the size of the C1M8 mission.



What does that mean for the players? Battles will be longer, at higher distances. The environment on which you will play is directly taken from real world data, so you will find yourself fighting in real places. We want to try out a more classical approach, since it was asked by You. There will be less detail in buildings, or other ?environment fillers?, because we want to save as much performance as we can, but also the place in which the new campaign will take place has almost none buildings.



With this new wip campaign, we also want to tackle some of the features that are to be implemented in the future and try to add some of it into this development cycle. As you can see, we are shifting to a more robust approach and so we want to create gameplay that is based on somewhat dynamic battle scenarios.







This means, some of the missions will be to some extent procedurally generated. Because of that, battle at every sector mentioned, will be a little bit different. We are speaking here about weather, time, type of forces, type of battles (yes, we are also working on other mission types in the meantime), but also more economic things, like relocation of your repair base, managing your resources ahead (currently we named it as ?turn based?, although it's not exactly fitting this description, so keep that in mind). Apart from that, we also want to start pushing tools for creating custom scenarios (as of right now on only given preset terrains and environments). We are inching closely to custom maps and scenario toolsets, although it's still a long way ahead.


When we can expect new patch 1.1.2?

Besides tutorial and optimization Stage 1:

  - ballistic improvements
  - toggle able interior lights in tanks
  - improved interior textures for tanks
  - big changes to how game handles knockout of a vehicle
  -   - should be harder to kill the player and easier to kill enemy AI
  -   - enemy AI now correctly decreases their morale that can lead to panic and evacuation of the tank
  -   - if tank wants to retreat and still can move and has smoke grenades it?s going to launch it
  - AI shooting dispersion fix - we found out that AI always hit where they wanted to, our dispersion logic was not working and in the end the game allowed them to have 100% accuracy
  - player vehicle camera and vehicle movement issues - added interpolation and a way to overcome the physics issues when interpolation is on

Thank you and have a good weekend!
DeGenerals

Asid:
Update 1.1.2 + Tutorials + QoL improvements
Fri, September 12, 2025



Dear Tankers and Mechanics!

Situation report
It has been two months since we released our last patch, 1.1.0, which added a mission and the Soviet campaign to the game. Since then, we have been working on the game and its performance, and have introduced a number of improvements.




News in Patch 1.1.2
The most important part of this patch is the addition of missing tutorials, reduced RAM usage. In addition, you will find a number of other changes in the game, whether cosmetic or fixes that improve the overall experience (quality of life improvements).




What next?
After releasing the patch, we want to return to topics related to the roadmap, where a few things are still waiting to be finished and implemented, such as the ability to invite friends directly in the game or adding basic modding to the game. We will also enable and implement Steam Workshop and publish the first versions of documentation and tools. Without this step, we will not be able to move forward with expanding modding support in the game. In addition, we will certainly continue to respond to your comments and suggestions.




Game discount
Today we are launching a discount on the game. The 15% discount will last for the next 7 days.


Changelog 1.1.2
Below is the list of changes being made:

Added:
  - New notification when squad that is immobile receives a movement based command - that they decline the command as they are immobile
  - [UI] Interactions - Multi Crew icon
  - [UI] Interactions - Total Control icon
  - [UI] Keyboard loading screen covering . (dot) multi crew / total control toggle
  - More info in UI about current aim mode and drive mode
  - [UI] Manage LoadingParent in HeadQuartersUIManager and SessionCreationUIManager
  - Rear MG's for KV-1 and KV-1S are now interactable
  - 20mm API PzGr.39 and HEFI SpGr.39
  - 37mm APCBC M51B1 and HE M63
  - New 3 tutorials, basic repairs, basic battle and multi crew
  - [UI] New icons for units
  - [UI] Wreck status label for Battle Map wreck list if it is repairable or it is a wreck.
  - [UI] Filters for selected wrecks and faction affiliation in Battle Map.

Modified:
  - Changes to crew positioning on vehicle slot during peeking
  - P_UI_OrdersMenu fixed hints are hidden
  - Ammo crate tool has no ammo models in it now (temporary, later we will add it)
  - Repairs, Basic battle and Mult crew tutorials loading screens / mission thumbs
  - It is now possible to change slot when peeking out of hatch
  - Repairs, Basic battle and Mult crew tutorials main menu buttons
  - Changed last waypoints for friendly tanks and conquer areas so AI will not be able to win objectives alone
  - Reduced amount of friendly tanks during first mission
  - Merged Use Vector Aiming and Use Keyboard to Rotate Turret into one option
  - Units icons now represents what specific unit holds, what weapon, rank and additional role in the squad. For example engineer or MG assistant
  - Battle Map, reworked unit and spawn selections. More units are visible on the selection panel.

Fixed:
  - Added and modified navmesh obstacles on c1m7 scenario
  - Getting inside AI vehicle spawned by other player Fixed
  - Maxim crew in air
  - When spawning destroyed tank under crane it's rotation is not stable
  - Mines should now spawn
  - StuG III G roof mg should now be more useful with bigger limits and better camera position
  - Shadow rendering for infantry units is now more consistent (distance)
  - Inventory items not disappearing other players after player character enters vehicle
  - fixed offsets in vehicle wheels and suspension after re-mounting vehicle parts
  - KillFeed should now correctly display all information (previously it trimmed/cut few weapon names or unit names)
  - Removed unnecessary highlights on repair section for crane/customization menu after interaction
  - Not being able to drive vehicle when peeked out from driver slot
  - Peeking out now correctly changes materials for our tank
  - Removed quick zoom from commander camera
  - Refreshing Single/Total Crew Mode in Spawning UI
  - Fixed HEAT ballistics
  - PTRD animations freezing infantry
  - Interior MG shooting working when peeking and clicking zoom button
  - Fixed highlighting slots for modules placing after re-entering crane

Asid:
Game Update 1.1.3
Mon, September 29, 2025



Dear Tankers and Mechanics!

Sitrep
It's been two weeks since our last update, 1.1.2. Since then, we've added support for creating lobbies in-game and inviting friends directly in-game. For more information, check out our friday Development Status #80, where we describe the concept in more detail and what we're cooking up for the game.


CLICK HERE TO READ DEVELOPMENT STATUS #80


What's in Patch 1.1.3

As for the new features in the update, we have added portable stairs and voice overs for repairs, as well as the ability to create a lobby in the main menu. In addition, we have added destroyed models for the Pak 40 and Flak 36 static guns ? this will definitely be noticeable when playing the Soviet campaign.

  - Steam lobby/invite party in-game
  - movable stairs on repair scene
  - unit spotting process has been redesigned to be multi-threaded
  - Pak40 and 8,8 cm Flak 36 have destroyed models variants
  - UI bug fixes, over layered text and icons over some panels
  - Soviet (AI enemy) tanks now shoot while driving (new feature)
  - Germany and Soviet infantry indicators when spotted will be visible only below 100m in distance
  - Infantry compass indicators doesn?t show distance label (turning this off increased game performance)
  - Subtitles to repair scene voice overs
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Fixed switching between artillery and direct shooting on static guns
  - Optimization for AI spotting mechanic (more fps on big battles)


Changelog 1.1.3
Below is the full list of changes being made:

Added:

  - [UI] Battl Map - visible selection frame when offmap is selected
  - [UI] Steam invite overlay to main menu
  - Overview UI Manager and prefab
  - Pak40 now have destroyed mesh variant
  - Subtitles to repair voice overs
  - Overview UI Manager and prefab
  - Status for player (in tab menu) when he's watching intro or outro


Fixed:

  - [UI] Incorrect labels position on steam deck
  - Avatars should now be correctly displayed (steam)
  - When player leaves or enters, the tab menu will update automaticly if it's opened
  - Tutorial hints UI panel won't be hidden even if you have the game option Hide Hints on
  - Fixed some situations when player could interact with hatch when using vehicle visor
  - [UI] Player Team Status GUI Item
  - [UI] Interaction icon is visible before pause menu
  - Depth of trenches on C2M3 and C2M5 maps (infantry were too high and not covered at all)
  - Vehicle passangers rotation toward target
  - Inside collider of STUG fix
  - Skirmishes should no longer be saved as campaigns
  - Abandoned vehicles or static guns now correctly start battle event triggers that check Destroy or Protect objectives state
  - Switching between artillery and direct shooting on static guns
  - Infantry body rotation toward targets
  - [UI] Vehicle Customizer buttons label margins
  - [UI] Graveyard Manager bottom buttons size of labels
  - Highlighting GUI after playing tutorial should be now correctly cleared
  - Finishing multi crew tutorial won't show campaign summary


Modified:

  - Game version changed from 1.1.2 to 1.1.3
  - [UI] Main Menu buttons state when disabled
  - [UI] Battle Map offmap gui items
  - Interaction collider with hull or roof mg is not more aligned to the mesh of the weapon and is no longer annoying us when we're in commander mode
  - [UI] Further working on Steam party lobby
  - [UI] Overview mockup
  - [UI] Further working on Steam party lobby
  - Germany infantry indicators when spotted will be visible only below 100m in distance
  - Soviet infantry indicators when spotted will be visible only below 100m in distance betwenn player and enemy AI
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Added distance to playing the repairs vo (max 30m)
  - Replaced player avatars panel on multiple UI screens
  - [UI] Steam Friends invite


Known issues:



  - We have likely found the reason for the blurry screen. It turned out that the Rendering Scale setting was not working in the game. It is possible that, for some players, this setting was set very low, causing the game to appear at a low resolution.




When next update?

We will now focus on implementing systems for managing and issuing orders to units, including, for example, changes in formation or aggressiveness towards the enemy. In general, we will tackle AI issues and push forward with their behaviour.

In addition, we will cover the latest topics from the roadmap, including the addition of the captured version of the KV-1, i.e. the KW-I with a 75 KwK 40 L/48 gun. Finally, we will cover topics related to the implementation of the Steam workshop, so that you can start making and uploading your first modifications to the game. Once we have completed the current roadmap, we will start working on the next one.

Thank you for your support, we are working. See you next time!
DeGenerals

Asid:
Game Update 1.1.4
Fri, October 17, 2025



Dear Tankers and Mechanics!

Sitrep
We are back with another patch. This time, we were forced to release it early. Initially, we had planned to release a major update on 11 November. However, issues with the tutorials (the AI gunner was not shooting, thus blocking multi crew) and Unity informing us of critical security issues meant that we had to prepare an earlier patch.



To read more about our latest development progresses make sure to checkout last DEVELOPMENT STATUS #81 https://store.steampowered.com/news/app/1498130/view/506216199297696167?snr=1_2108_9__2107




What's in Patch 1.1.4

  - Graphics overhaul, blurry graphics fix, better sky, shadows and terrain quality
  - Lot?s of fixes for AI pathfinding, both for vehicles and infantry
  - Issues with ballistics ricochet, the game should be more stable here




Changelog 1.1.4
Below is the full list of changes being made:

Added:

  - Keybinding for multi crew toggle and mg reload options
  - New voiceovers for Using smoke grenades / extinguishers, no more smoke grenades/extinghuishers, no more ammo or ammo incorrect (played when player hits enemy tank with HE shell without effect)
  - Reloading mg with R key (by default)
  - Disabling roof mg visibility when player is in commander cupola camera mode (not peeking out)
  - Loading progress % of Waiting for all units to be spawned


Fixed:

  - KV-1S now correctly applies camouflage and other customizations on turret that has been replaced
  - Entering customizer menu disables outline/highlight that was caused by hook of crane
  - Entering customizer menu enables vehicle hull visibility (it could be disabled by hook previously)
  - AI infantry now uses correctly their weapon as their aiming point origin instead of center of mass
  - The game won't block TPP camera on tutorial scenes (it caused error with task that expected player to change camera to TPP)
  - Allied tanks when get on fire will say correct voice over
  - Mounting and dismounting the turret and then despawning the tank will no longer desync client save state on repair section
  - Game will no longer play automatic weapon loop if player playing as character lost control (due to battle ending)
  - T-34 tracks should now no longer clip into wheels
  - Added quicker reaction to ricochets for voice over and hitcam, the game won't wait 10-15 seconds untill the bullet gets destroyed after flying into the void to say about shot effect
  - PTRD now can ricochet
  - Added Ricochet voice over as ballistic shot result
  - T70 vehicle interior collider was misplaced, sometimes reaching outside the exterior armor
  - Added colliders for vehicles for first trench on C1M9 (near first spawn)
  - Infantry keep attacking after finishing 3rd objective on C1M9
  - Filters now work in Vehicle spawners next to graveyard npc
  - Vehicles spawning on repair station should now no longer spawn in air
  - A crash of the game that occured on soviet repair section
  - Veterans of the War achievement should now work - it wasnt even connected at all
  - Error when our AI Gunner in Multicrew mode did not shoot at selected target
  - Error when AI infantry sometimes threw grenades or molotovs at significant distances
  - PTRD now work


Modified:

  - Game version changed from 1.1.3 to 1.1.4
  - Graphics overhaul, better shadows, sky and terrain
  - Increased price of conversion of all tanks by 3x
  - Decreased size of AI vision blocker colliders on few vegetation objects
  - Overmatch ballistics mechanic has been disabled as we see it only caused issues. Ricochets should now be better calculated
  - Giving orders to our own vehicle will result in specifing which crew role needs to do what
  - Added darker background for Info Menu
  - Added compressor effect for all VO to be leveled equally
  - Added detaching of mudguards/non essentials based on HP and added modifier for penetration of incoming projectile to armor thickness in decision if that armor detaches
  - Increased chance to hit crouched/proned units for infantry
  - When target moves the shooter will loose his zero-in




What next?
The next patch will bring in gunner direct control when the player is peeked out, battle save system, radial menu for easier control over our units and tank.

Thank you for your support, we are working. See you next time!
DeGenerals

Asid:
Game Update 1.1.5
Fri, 24 October 2025



Dear Tankers and Mechanics!

Sitrep

We are back with another patch. This time, small update




Situation report

We wanted to release a quicker patch to deal with some critical stuff that we've discovered. Biggest was AI not spotting certain static weapons and angled-armor ballistics fixes.

Next patch is planned for 10.11.2025 where the game will be on sale for 7 days. We want to deliver another set of fixes and promised suggestions for that date, especially the battle save system and more optimizations for CPU + new gunner command control.

We've discovered big issues with ballistics and coop gameplay, especially client shots are not always registered on host side and we need to deal with this as soon as possible.




Changelog 1.1.5

Below is the full list of changes being made:

Added:

  - Notification when player converts tanks through squad manager about where the converted tanks were moved

  - New filter for captured tanks in squad manager menu

  - Evacuate now works for repair scenes

  - Soviet VO for cannot shoot

  - VO for our gunner when he cant make the shot as well as a purple line will be shown towards the object that blocks the view

  - Repair contract, repair vehicles and recycle vehicles - Repair Station tasks will highlight the spawned tank that is part of the task

  - Search bar for keybindings menu

Fixed:

  - Units weird behaviour while leaving trenches

  - Game won't show different tank details on repair section when you approach another tank

  - Error that caused AI units to not spot static weapons

  - Ballistics error for ricochets, that caused ricochettes to occur more when they should be rare

  - Issue where the game did not update vehicle status panel on repair section when player rearmed or refueled the tank

  - Game should now handle friendly fire better (voice overs)

Watch YouTube Video



Modified:

  - Drasticly increased the ability to penetrate angled armor for every weapon

  - Change to impostor view distance for crucial objects v2

  - Changed the way how the game calculates combat readiness based on fuel in tank. It was based on individual fuel state in each fuel tank, now it's summary of every fuel tank state.



Thank you for your support, we are working. See you next time!
DeGenerals

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