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Offline Asid

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Tank Squad Tactical WW II Realtime.
« on: May 17, 2025, 01:30:31 PM »


Tank Squad is a tactical-combat action game. Take part in big tank battles during World War II. Play single-player or coop (4 players). Repair your tanks, replenish supplies, manage the crew and get back to the action!


Official Site: Here
Steam: Here


Single-player, Online Co-op


Early Trailer



About

▶ TANK BATTLES



Tank Squad is a tactical-combat action game, where you take command of your tank squad and lead it during tank battles of World War II. Take part in historical battles, set in linear campaigns, alone or with up to three friends. Each player can control his own tank or be a part of your tank crew.

Each battle is a separate mission in the campaign, with separate objectives that you need to achieve to win the battle. Plan ahead of your strategy and tactics, use infantry, artillery and air support when it is available. Minimize your losses, to be prepared properly for the final battle of the campaign.


▶ REPAIR TANKS



Tanks that have been damaged during the battle can be restored to serviceability during out-of-battle repairs at the repair station.

    - Repair damages taken during battle

    - Replenish tank ammo (main gun and machine guns)

Manage your soldiers. Replace the deceased, heal the wounded. Improve your crewmen skills, as they earn experience and gain levels.


▶ COOPERATE



Play out battles in co-operative mode supporting a total of 4 players. Use the tank radio (VoIP) to communicate and issue orders to coordinate the units in your squad.

When the battle is over, collect your own as well as your enemies' damaged vehicles. Work together at the repair station to get your tanks back in action faster.



Mature Content Description
The developers describe the content like this:

The violence/brutality that we want to add to the game is that the infantry/soldiers bodies can be dismembered (after, for example, an artillery shell or a bomb explodes near that soldier), or be burnt (with flame thrower). This game will be a grim and realistic depiction of horrors of war.





































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Offline Asid

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Re: Tank Squad Tactical WW II Realtime.
« Reply #1 on: June 27, 2025, 12:12:49 AM »
Update 1.1.0 + New Soviet Campaign + Roadmap Milestone
Thu, June 26, 2025




Dear Tankers and Mechanics!




Situation report
As we announced earlier, the day has come for the release of a major update that adds another campaign ? mini campaigns of only five missions, the first of which is Soviet. With the release of this patch, we have taken a significant step forward.






The Soviet mini campaign is set in 1943
The new Soviet campaign consists of five battle missions in which we will play with the armoured forces of the Red Army. The campaign is set in a similar period to the first German campaign, around July 1943.

Mission names:

    1. C2M1 - Steel Rain
    2. C2M2 - Airport Defence
    3. C2M3 - Mud Panthers
    4. C2M4 - Railroad Assault
    5. C2M5 - Last Bastion


As for missions, tactics and how to play: What you have played so far as the Germans does not work. There are no heavy tanks here that can withstand everything. Use smoke a lot and direct off map support. Be prepared for it to be harder because you will be more mobile.


Roadmap



We have almost entirely completed Stage 1 of the roadmap. We have added the option of playing as a second faction in the game, which opens up the possibility of adding more sides to the conflict. We have added a new Soviet campaign comprising a total of five missions. We have also added a Soviet repair station. The Germans now have additional anti-aircraft (AA) and anti-tank (AT) guns (Nebelwerfer 41, Pak 38 and Flakvierling 38) as static weapons, providing further targets during missions.



Unfortunately, we have not yet been able to add the KW-I tank with a 75 Kwk 40 L/48 gun, which was taken over by the Germans. We were unable to finish the repair and battle tutorials in time ? our ambitious plans exceeded the time available to us. We wanted to release the tutorial before this update, but unfortunately this will have to wait. We apologise for the delay, but you will have to wait until we have completed all the tasks related to the tutorial. Among other things, we need to record lines of dialogue and adequately test these scenarios.

Steam Workshop/Modding

In addition to the tutorials, adding modding support is also on the agenda. In general, we will implement STAGE 2 and STAGE 3.


General game improvements
Over the past few weeks, we have also been struggling with the design and texture consumption/RAM requirements. We have managed to reduce the number of loaded textures, which will contribute to lower RAM consumption. The topic of multithreading and supporting the use of more CPU cores is also on the agenda. As we mentioned, when we start this, we will unthread the game for at least a few months.


When next update?
Most likely tomorrow. Also.

Since we are testing / reporting bugs / fixing them / making new bugs as well and making new builds this cycle is repeated few times a day we decide to launch a new beta / branch called "unstable" here on Steam.

If you switch on Steam over from default from unstable branch you will be able to play newest builds before they will be published on default branch / announce here on Steam. If you are willing to try new builds feel free to switch over it or keep your game on default branch.


Steam Summer Sale
To celebrate the sale on Steam, our game will be with a -10% discount.




Changelog 1.1.0
Below is the list of changes being made:

Added:
  - Crane icon indicator on repair stations
  - KV-1S - new tank
  - Nebelwerfer 41
  - 5 cm Pak 38 (AT)
  - 2 cm Flakvierling 38 (A)
  - Soviet Kursk 1943 (Mini campaign) 5 missions
  - Possibility to change faction colors from permanent to configured color per faction for example Red Army as always Red

Fixed:
  - Keybinding vehicle horizontal movement inputs
  - Some enemy tanks were spawning at each other on SM5 skirmish mission
  - Chinese fonts
  - P_UI_Settings tab label size
  - Teamwork achievement now should work
  - In vehicle UI reticle shaking
  - Camera framerate when using TP vehicle camera
  - Panther A aiming through gunner sight will no longer use roof mg as prediction for crosshairs
  - Infantry squads that were spawned during mission always died as a whole even if only one soldier died - not it's fixed
  - Exchange in Quartermaster now works
  - Side mission now resets correctly the wreck limit
  - When using customization manager in repair section the vehicle we're working on should correctly display the decals
  - Fixing spalling issues
  - Fixed Campaign C1 and C2 outro display - game should now launch outro after compliting last mission before mission summary/voting

Modified:
  - Changed game version to 1.1.0
  - Removed time fuse for air bombs
  - Increased power of M13 Katyusha rocket
  - Offmap Support indicator icons for artillery, airstrike, rocktes, mortars and smoke
  - Optimized spawning few destroyable objects around scene, in progress
  - Optimized explosions spawning in impacts and smoke for first time during game
  - Bomb penetration values and ranges have been increased
  - Gear for soviet and german infantry, containing more frag grenades and AT grenades
  - German campaign now has more assault infantry instead of static mg-42 or mg-34 based infantry squads
  - Updated physics on vehicles which makes their movement smoother for camera
  - KV-1 wheels textures color tint
  - Texture Sizes reduction
  - Steam Branch config - added support for "unstable" branch on Steam

Known issues:
  - Chinese localization is under heavy improvements currently
  - missing tutorial - bigger subject
  - Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  - of course there is more...


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

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Re: Tank Squad Tactical WW II Realtime.
« Reply #2 on: June 28, 2025, 02:22:01 AM »
Game Update 1.1.1
Fri, June 27, 2025



Dear Tankers and Mechanics!

Sitrep
Welcome to the newest game update! Another portion of game improvements, bug fixing and general QoL improvement after yesterday big patch 1.1.0.


Changelog 1.1.1

Below is the list of changes being made:

Added:

Fixed:

  - Fixed droped weapons not being despawned
  - Weapons wrong ammunition amount for first magazine
  - Refreshing weapon ammo for current weapon ui
  - Fixed weapons reloading time
  - PPSHa and Nagant Pistol vfxs adjustment
  - PPSHa recoil changes
  - Keyboard aiming not working properly with vehicle driving
  - Soviet repair scene - fixed animation of a guards
  - Fixed C1M5 outro

Modified:

  - Changed game version from 1.1.0 to 1.1.1

Known issues:

  - Chinese localization is under heavy improvements currently
  - missing tutorial - bigger subject
  - Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  - of course there is more...


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

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Offline Asid

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Re: Tank Squad Tactical WW II Realtime.
« Reply #3 on: July 12, 2025, 12:01:45 AM »
Development Status #77
Fri, July 11, 2025



Dear Tankers!

Welcome to our 77th Development Status.





Tutorial work progress
This should be here on premiere - but we did not manage to finish it on time. Right now we?re working on it for two weeks and still it needs more cooking.

As the game progresses in development we might revamp the tutorial and it?s content or add new one, but for now the tutorial is going to be divided into 3 separate parts:

  - Battle Basics
  - Multi Crew handling
  - Repair Section


The topics we cover in the tutorial are mostly taken from your questions and suggestions - how to spawn in your own squad, how to change camera controls or aiming controls etc.

There won?t be a next patch without finishing this part of the game. In future, when we add, for example, loader gameplay we will need to add this new part to multi crew tutorial. Or a new tutorial part totally, when we extend commanding our forces through formations, aggressiveness control, waypoints, control through map etc.




Game optimization stages

We divide the optimization into a few stages - from issues that can be fixed very fast and have big impact to total overhauls of certain parts of the game.

Stage 1
Our current Stage 1 of optimization is focused around:

  - clearing the stutter when the units spawn in or when the game spawns explosions. We have already noticed big and unnecessary loading of assets when player is already spawned and has control over his camera
  - reducing memory usage (players with lower VRAM report very big issues because of this)


Examples

  - First infantrymen that had unique weapons or inventory loaded all of the textures, materials and animations when he was spawned onto map - we have added pooling system for inventory as well as few other fixes and this big stutter is gone
  - First explosion on any terrain caused big calculations on that terrain to instantiate a copy of terrain data to work on - this also was a big stutter
  - Destruction of few wooden houses caused the game to recalculate navmesh - which wasn?t really necessary
  - Sandbags, wooden fences, debris - all of this has been loaded by the main thread, synchronously - also caused stutters when a big explosion happened near a trench or fortified position. (we still need to add some limiter to how many physical objects we allow at the same time. We have noticed even after this fix that having hundreds of physical wooden planks and sandbags that fly around is bad. We have an idea how to replace it or optimize it but that must wait for next stage of optimization)
  - Tanks when spawning in used very unoptimized method that searched around the scene for various stuff - causing very big stutter upon spawning
  - Tank crewmen spawned with their equipment with them, which also prolonged the spawning process - we switched to giving them the inventory when they left the tank.
  - When player spawned in his infantry or AI tank squad all of them spawned in the same frame, causing massive lag - now it?s divided into few seconds per one tank and one second per soldier


There is more, and more to come - we are building the game almost every day and check if - after spawning in - the game stutters at any moment. Then we deal with the issue and test it again and again. The main goal is to get rid of what we can without very big changes - but we already see that we are reaching a point where only changing to the newest multiplayer system can help - as some of the optimization issues come from the core of that system which we are not able to change at all. From what we understand, the new version has some of this solved - but changing to that version is a total overhaul that can take a few weeks at least.




When we can expect new patch 1.1.2?
Besides tutorial and optimization Stage 1:

  - 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


First, we need to finalise the tutorials, and then we can plan the release of the next patch.

Thank you and have a good weekend!
DeGenerals
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Offline Asid

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Re: Tank Squad Tactical WW II Realtime.
« Reply #4 on: July 28, 2025, 01:27:30 AM »
Dear Tankers!
Fri, 25 July 2025



Welcome to our 78th Development Status.

Ballistics

We have discovered and fixed an issue with ballistics - it was very unstable and simply not working on bigger maps - the farther you were from the center of the map - the worse it got. It is connected to floating-point precision issues. Simply put - very small additions that we were calculating for ballistics were not applied on big distances.

This is the problem we?re all experiencing that sometimes the tanks we?re shooting at receive a hit that should penetrate it - but the shell just disappears upon hit.

The image above shows why - the same projectile hits the same armor a few times in a row. Even if the armor gets penetrated - the projectile is not moving forward. Now we?ve fixed the issue but all of this requires proper testing on a big scale.

Another change we?ve added is ricochet penalty to penetration - previously it was very brutal and every ricochet just decreased the penetration by halve, simulating the projectile slowing down after it ricochets. This was incorrect and we added a better calculation that decreases the penetration based on angle of the ricochet.


Tutorial work progress



The development of battle tutorials requires mostly testing and finalization by recording voice overs that explain various tasks and game design.

The Repair Section tutorial is still work in progress, that means we're adding highlights to all required UI, testing if it works, playing through the thing hundreds of times to check all tasks if they work as we want them to etc. We are taking our time - we know it - but the tutorial must be solid.

One point here to add, with all your suggestions on how to improve commanding our force and our own vehicle (when peeked out) and our ambitions on how to add more features to the combined arms simulation - we believe a fourth tutorial will be needed in future - dedicated to commanding only.


Optimization progress
Further optimization work was focused on further elimination of stutter while spawning in units or spawning in (for the first time) destructible environment. We're still in the process of building the game, testing if the situation is better, profiling cpu usage then repeating.

Another thing, but left on side track for now (until we deal with tutorial and loading in stutter) was optimization of AI units that were already spawned on scene and their default behaviour. Some of these fixes will be easy to achieve, others not really - they require updating our core systems that will take weeks/months.


Tank interiors improvements



We leaned into the aspect of interior quality in tanks. The topic is very complex and several factors contribute to it. Mind you, there will be a lot of text and a lot of technicalities here. Let's break it down into points first:

Over the years, I have of course returned to the model, modifying it and adding more elements. However, the breakthrough changes, namely, starting work on DLC1 and DLC2 , meant that we could drastically improve the quality of the game's interiors by adding 'dedicated textures' to the models. For example, the radio station now has clocks, lettering and extra cables. The interiors became more detailed. Although Tiger I had this basic level of detail, it still lacked instruments, decent viewfinders and accurately modelled optics, and the driver's and commander's hatches had no modelled handles. You can see what the Tiger looks like from my perspective as the artist: CLICK HERE
https://www.artstation.com/artwork/6abX65



Firstly, some of the tanks are still of a quality based on models created for Tank Mechanic Simulator at the beginning of production, which is when we started work in 2017. For example: Tiger I - the model I have made.

The Tiger I never received the same quality of revamp that we created for the Sherman M4A3 Jumbo tank in DLC2, for example. Admittedly, I improved the textures and added dedicated ones when adding the model to Tank Squad, but it was still based on my work from 2017. One of the changes to the base model is that the driver now has a visor and the surrounding area has been modified. The hatches were given handles that could be animated. I created an E version and a commander version based on the E, which involved adding a new cupola for the commander.

Although tanks created at the time of the DLC for TMS, such as the KV-1 and KV-1S, have DLC-level detail, their textures are heavily packed. For instance, the interior walls are the same scale as the instruments, such as the radio station. As we had to improve the game's performance, we had to reduce the texture size significantly. The interior textures currently in the game are, for example, 2048x2048 for the main colour texture and 1024x1024 for the normal map.

We are struggling with optimisation in the game, reaching moments where it can only use 6, 8 or 10 GB of RAM. This gives us an opportunity to increase the texture size. While this will certainly improve the situation and increase the quality, it is not the final step.

At the beginning of production in TMS, modules such as the turret and fuselage interiors had only one material per module. The textures were burn-in, i.e. a combination of normal map and ambient occlusion, and were usually 2048x2048; however, they did not have 'dedicated textures'. Instead, they had repetitive steel/casting imitation textures that could be repeated. This was done to ensure that, when working on elements in close-up, the camera would not see pixels, but rather an attractive piece of detailed texture.



Over the last few weeks, I have added the same thing to the shaders in TS that I did to the shaders in TMS. This mainly concerns the interiors of the tanks, i.e. an additional texture layer that repeats itself while improving the appearance of the textures.





One of the new features we have recently added is the light switch inside the tank. They are now switched on by default as soon as we enter the tank. We want to enable interaction with them when hovering over them and add an option to the radial menu or a button.







(don't mind minimap, it's a testing scene)

That said, we need to change our approach to the interiors of the tanks and how we pack the details. We also need to change how we divide materials into sets.

Larger elements, such as the walls of the turret or hull, need to be packaged separately at a different scale. This will be compensated for by repetitive textures.

Smaller elements and other fixtures should be scaled up so that they literally look like razor blades.

This takes time. Currently, I am alone when it comes to content such as tank models. We were planning to create a large tank named after a well-known automotive engineer, or something like an elephant. However, it's possible that we'll focus more on the interiors of the tanks from the modelling side first. We're planning to use the T-70 as a trial run, but I'm becoming increasingly particular about redoing my Tiger model to at least the standard of our work for DLC1 and DLC2 in TMS. The question is, will anyone else want to play the game and wait? ;)




New map & new game modes prototypes
Some of our team, who have finished other tasks, have begun working on a new campaign with a new approach. Firstly, we won?t reveal the topic of the new campaign just yet. Second, we have a topographic/heightmap file covering 10x10 km to recreate the terrain at full scale. The surrounding terrain will serve as a background, or it may not ? we?ll see. This makes 64 terrain components, each measuring 3x3 km, or 24 square kilometres in total.



We are updating our creation tools and testing what we can achieve at this stage, treating it as a proving ground to see how the game can handle such vast spaces.

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

First, we need to finalise the tutorials, and then we can plan the release of the next patch.

Thank you and have a good weekend!
DeGenerals

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Offline Asid

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Re: Tank Squad Tactical WW II Realtime.
« Reply #5 on: August 23, 2025, 12:33:52 AM »
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
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Re: Tank Squad Tactical WW II Realtime.
« Reply #6 on: Yesterday at 11:08:05 PM »
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
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