Recent posts

#1
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - Today at 03:36:39 PM
#2
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - Today at 12:23:14 AM
[EA SITREP #10] New scenario "Too Little, Too Early" available - Patchnotes
Sat, April 18, 2026



Details about the new scenario & the latest changes


Note & credit: Action screenshots were provided by players on the game's Discord - today featuring Minga, Orbital, Munchlol, QJW, Alan & Reis. Big thanks to them!

As mentioned in the last update, we're rolling out a new scenario. It is not meant as a turning point or anything, but it is an important stepstone in regard of contents, as we hone our skills and team organization towards more tactical situations, which will every time imply a couple more functions that will end up being active for existing contents too, and as such useful to the overall picture. We methodically enrich the game, in terms of quantity and quality of the gameplay experience, and hopefully it shall soon enough become an episodic rythme de croisière with (fingers crossed) 2 to 3 scenarios per month. But let's not get ahead of ourselves and let's see what this one brings us.






A New Scenario : "Too Little, Too Early"

The new scenario - the first in a regular series (hopefully) - is to be found in the first section of the scenario database. It puts Enterprise and Lexington in their historical markings a couple of days after Pearl Harbor, in a peculiar situation. With their rather green crews, they are expected to repel a hypothetical early invasion of Midway island, reminiscent of the original coup attempted against Wake island.

In this parallel dimension, Enterprise did not have to refuel and Lexington remained in the area of the island, where she was supposed to deliver the flying marines of VMSB-231. In our scenario, the marines haven't flown off to Midway yet, and the US carriers are prowling in the darkness south of the American outpost, about to strike at a small invasion group spotted by Catalinas the day before.

Currently, we went "nice" on the difficulty, and your air groups are hitting true more than ever - probably more than they should be. We might increase difficulty by decreasing their overall experience, but we want to gather some feedback about the scenario first. Let's see how you perform and whether you need a hand - or a kick where it hurts.






The new functions

In this new scenario, a few new things are attempted:

  •     You are now fighting with composite air groups made of different types: Lexington in particular embarks SB2Us as part of the Marines detachment, and F2As as her fighter complement, in addition to her SBDs and TBDs.
  •     We have set up new objective logics, and it's not just about making the enemy retire anymore: you are expected to sink a select number of ships in the invasion force, keep your two carriers away from harm (not sinking will be enough), and retire said carriers to a designated area before 05:00 the next day. Only then will you be able to claim a total victory — but achieving 2 out of 3 objectives will be enough to claim a favorable strategic outcome.



Independently, this patch also comes with the following:

  •     A new 5 CV option with Saratoga in the Midway battle generator, for those who want to go all guns blazing.
  •     A new Forget Ghost Contacts option in the contextual menu of the strategic map, to clean up the board.
  •     Japanese AI air ops logic has been tweaked: the enemy will now try to get more scouts in the air at the expense of strikes, so as to have more of those strikes find their target overall. It remains possible to confuse them by making the right turn at the right time - but a more advanced strike AI for both sides is in the works.
  •     Target assignment among aircraft of a given package has been improved, generally allowing for more efficient distribution across contacts. More advanced doctrine choices will be available to the player eventually.
  •     Shells should be more effective, with corrected fuze timings allowing them to inflict greater damage.
  •     SBD canopies now stay open in a dive, as they often were after Coral Sea experience showed that keeping them closed fogged the telescopic aimsight optics. Visual refinements are still to come on that front.
  •     Finally, several crashes and bugs have been fixed overall, as always. Hopefully these are getting rarer and rarer, but don't hesitate to share any new hiccup you might come across.






Discord & Modding – Quick Reminder

Reminder about the modding discord here, where Matlock3462 will entertain you with his experiments (see screen above):



CLICK HERE TO ACCESS THE BUORD DISCORD

And as you know Task Force Admiral also has its own server. For any in-depth, direct support for technical issues, please do pay our tech support section a visit.

CLICK HERE TO ACCESS THE OFFICIAL TFA DISCORD





That is all for this time. We'll come back next week with some news regarding surface combat functions, that are being developed in parallel of the new scenarios. Until then we'll be happy to hear your opinion about the new battle, don't hesitate to share it in here, on Steam, or on Discord.

Cheers & take care!

The TFA Team



#3
Games Discussion / Re: UBOAT submarine simulator ...
Last post by Asid - Yesterday at 12:27:12 AM
Type IX: Distant Coasts is out now - Update 2026.1 launches alongside!
Fri, 17 April 2026



Dear captains,

The day has finally come. Type IX: Distant Coasts and the free Update 2026.1 are live. After months of extra work, testing and polish, we're proud to finally hand you the keys to the Kriegsmarine's most ambitious ocean-going U-Boats and send you to theaters of war you've never been able to reach before in UBOAT.


Thank you for your patience with the delay from January — the extra weeks paid off. The update is more stable, more compatible with existing campaigns, and noticeably richer than what we could have shipped at the start of the year.

UBOAT - Type IX: Distant Coasts



Type IX: Distant Coasts — the DLC


The Type IX family was purpose-built for oceanic warfare: larger, longer-ranged, and better armed than any U-Boat currently in the game. From today you can take them into the South Atlantic, around the Cape of Good Hope, and deep into the Indian Ocean — where the war looked very different from the North Atlantic convoys most captains know by heart.

Three new U-Boats
  •     Type IXA — the earliest vessel of this class, available from the opening days of the war in 1939. Three periscopes and extended capacity make it an ideal long-range patroller right from the start.
  •     Type IXC — a significantly improved version with expanded fuel capacity for extended patrols in distant waters. Supports three different conning tower configurations.
  •     Type IXC/40 — the pinnacle of the IX series. The longest operational range in the game, with a quick-diving forecastle and an armored conning tower as standard for increased survivability.

All three share six torpedo tubes and a capacity of 22 torpedoes, making them the most heavily armed U-Boats UBOAT has ever had. They also feature external water-tight torpedo canisters — a feature the community has been asking for for years, and one we're very happy to finally deliver.




New theaters, new ports

The Type IX opens up the parts of the world the Atlantic boats could only dream of reaching:

  •     Penang, Malaysia — your base of operations in the Indo-Pacific, held by the Empire of Japan and home to the "Monsun Gruppe".
  •     The journey to Penang is an operation in its own right: across the Atlantic, around the Cape of Good Hope and Madagascar, and into the Indian Ocean — a voyage of thousands of nautical miles through enemy-controlled waters.
  •     New enemy ports and naval bases — Mombasa, Colombo, Mumbai, Aden and more. We've also overhauled how ports in general are defended: coastal forts, regular patrols and searchlights now make coming close to an enemy harbor a far riskier proposition than it used to be.




Historical campaigns


Distant Coasts adds new scripted operations inspired by real Kriegsmarine history:

  •     Operation Kiebitz — a daring rescue mission off the coast of North America to bring escaped Kriegsmarine officers out of a POW camp.
  •     The Laconia fallout — pick up survivors in the aftermath of one of the most morally fraught incidents of the U-Boat war.
  •     Monsun Gruppe patrols — transport Japanese officials and critical cargo through hostile waters, all the way to the Indian Ocean.
  •     South Atlantic Wolfpacks — take part in group patrols inspired by Cape Town, Eisbär and Seehund, departing with a surface tanker and several other U-Boats on a single long-range operation.


Customization

Make your Type IX your own: custom conning tower emblems let you personalize your boat with iconic symbols — the clover, the crocodile and the tiger.


Update 2026.1 — free for everyone

Alongside the DLC we're shipping a major free update that every captain benefits from, Type IX owner or not. New ships have been, by a long way, the single most common request we get from the community — so we'll start there.

New ships

  •     HMS Royal Oak and the Revenge-class battleships — Royal Oak has been at the top of the community wishlist for years, and she's finally here. The Revenge-class dreadnoughts are now fully modelled in the game, from their distinctive silhouette on the horizon to their role in convoys, anchorages and port defenses. Yes — Scapa Flow captains, you know what this means.
  •     HDML (Harbour Defence Motor Launch) — small, nimble, and armed patrol boats used by the Royal Navy to protect ports and anchorages. Expect to meet them any time you try to sneak into an enemy harbour, and treat them with respect: they're exactly the kind of escort that turns a quiet infiltration into a very bad night.

This is the first batch — there's more in the pipeline, and new ships will continue to be a focus in upcoming updates.



Flotilla Headquarters

Each port now has its own flotilla headquarters where you can interact with its staff. The command structure is now represented more faithfully, with every flotilla featuring a Flotilla Commander, a Chief of Operations, an Adjutant and a Quartermaster. A briefing room and a staffed communications room round out the flotilla HQ so it feels lived-in and authentic.



Mission flexibility

You can now accept new assignments over the radio while still at sea, without having to return to port. Especially useful for the long-range Type IX, but seasoned captains will appreciate it across every boat type. You can also inform command by radio that you can't pursue an optional side-mission for operational reasons, so its objectives won't clutter your mission summary.

Weather forecasts

Radio bulletins are now transmitted at set times each day. Your radioman will be able to receive and decode them into plain text, and the forecast will also appear as a dedicated forward-looking element on the map — so you can plan storm avoidance and surface transits with real information for once, instead of guesswork.

Environment overhaul

  •     Fog simulation — fog is now simulated faithfully depending on the date and location. Summer months in the Arctic have plenty of foggy days; fog is far less common in the warmer seas. You'll also encounter the entire spectrum of visibility conditions now, instead of just "fog" and "no fog" with a short transition between them.
  •     Sea waves — after years of glancing at the spectrum code, we finally found the missing line that prevented waves from dissipating into negative energy. The result: no more waves that shouldn't exist, and a noticeably more convincing sea.
  •     Sea shader and clouds — the sea now uses more modern shading formulas, and clouds interact correctly with atmospheric scattering. Overall the sky and horizon look much more alive.
  •     Stars — and celestial navigation — stars are now much more clearly visible, and we've fixed a number of bugs related to their display. Technically speaking, it should now be possible to navigate by the stars. We'll be honest: we haven't tested every possible edge case here, but we're at the point where we can commit to it and fix anything that slips through. If you want to try it, please do — and let us know how it goes.
  •     Time zones — the game now models time zones. Until now the clock always showed German time, no matter where in the world you were — so sunrise in the Indian Ocean could happen at a very strange hour on your watch. From 2026.1 the on-board clock follows local time, matching what the sun is actually doing outside. Radio communications are still time-stamped in German time, as they were historically — so BdU transmissions remain consistent across every theater.



Performance

  •     Terrain generation is now roughly 3× faster, which means shorter waits when entering a new area and a smoother experience when moving across large distances on the map.


Gameplay polish

  •     Tanker boardings — it's now possible to stop tankers and send crew over to them, just like with other merchant ships.
  •     Type IX engine animation — the diesels are now animated far more closely to how real engines work, with the correct firing sequence for each cylinder.
  •     Character faces — 11 new face types, 3 new complexions, and the option to choose eye colour, for crews that don't all look like they came from the same village.
  •     Modding tools — we've added tools that let you unpack any in-game prefab into a modding project and use it as the starting point for your own mod. That should make it significantly easier to build on top of existing content instead of having to recreate it from scratch. Note: the updated modding tools will arrive with a slight delay of 1–2 weeks after 2026.1 goes live.

Thank you

Distant Coasts is by far the most ambitious expansion we've ever built, and 2026.1 is one of the densest free updates we've ever shipped. Getting here took longer than we planned, and we're grateful for your patience, your bug reports and your feedback through every development blog along the way. Fire up the game, pick a flotilla, and take a Type IX south. The Indian Ocean is waiting. Fair winds and following seas — and good hunting.

Yours,

DWS
#4
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - April 17, 2026, 12:15:47 AM
Update 2.05b: Hotfix #1
Thu, 16 April 2026



- Addition: Enemy AI now uses different fire modes depending on faction, weapon, and distance to the target

- Improvement: AI spawn/despawn logic

- Improvement: Grass pop-in and fade-out on the "Ancient Ruins", "Burnwood Mansion", and "Jin-Shu Temple" maps

- Improvement: Grass pop-in and fade-out on the "Klettgau Forest" and "The Mines" maps

- Fix: AI Enemies could sometimes rush the squad too aggressively during combat

- Fix: Some assets from the "Burnwood Mansion" map could not be selected in the level editor

- Fix: "Lost Island" map did not load correctly in the map editor

- Fix: Optimized ray tracing and global illumination on the "Valenwood Villa," "Burnwood Mansion," and "Residential House" maps

- Fix: Several landscape geometry issues on the "The Compound" map

- Fix: Launching the game in DirectX 11 would display graphics options reserved for DirectX 12
#5
Games Discussion / Re: Broken Arrow
Last post by Asid - April 17, 2026, 12:14:10 AM
PTE Opening Date + Next Livestream
Thu, 16 April 2026



Hi everyone,

The time has come, we're happy to announce that the PTE Steam branch will be available for everyone to join on April 22nd at 5pm CEST.


On this branch, you'll be able to test a wide range of gameplay improvements, balance adjustments and new systems designed to deepen strategy and enhance overall battlefield dynamics. Such as:

Game Mode Changes
A new Conquest mode has been introduced with multiple score thresholds (500, 1000, 1500). Points are gained or lost based on zone control, with a fixed tick rate per objective. Destruction points remain unchanged, and phase-based WP compensation has been removed.

Income Changes
Income is now calculated non-linearly based on the number of deployed units, with a cap of 1500 pts. The system is designed to improve early-game dynamics, encourage smaller and lighter armies (including air playstyles) and the ability to extend an army.

General Changes
A new anti-overkill system has been added. Infantry transport vehicles now carry supply crates as an ability that can resupply and heal infantry. Ground units have custom respawn timers visible in their stats. Damage for automatic weapons in the unit info panel is now displayed as damage per second. New map layouts have been introduced, and infantry now inherit stress from destroyed transports.

Recon Units
A new "Sneak" ability allows certain recon units to increase stealth at the cost of movement speed. Base stealth for these units has been slightly reduced.

Infantry
Infantry weapons have improved damage and range. Their damage reduction system has been reworked so they are most resilient when calm or shocked, and most vulnerable when panicked.

Vehicles
Tank gun damage has been increased, and aiming times for various vehicle weapons have been reduced.

Support Units
Artillery has longer range and aim time, with increased costs. Howitzers are now divided into tiers with different roles and loadouts. Reload times have increased, and 82mm mortars gained an autofire option.

Anti-Air
Anti-air damage and range have been slightly reduced, with missile damage capped to prevent one-shot kills. Radar bonuses against low-flying targets have been reduced, and vertical launch systems have faster animations.

Helicopters
Helicopter agility has been slightly improved, transport helicopter prices reduced, and ATGM aim times shortened.

Aircraft
Aircraft refund timers now depend on rearm time of ammunition instead of cost. Air superiority fighters rearm faster. Aircraft pricing has been standardized based on loadouts. Cargo plane prices have been reduced.

You can see more current details by clicking PTE v.1.



To celebrate, we'll be live on
starting at 3pm CEST, hosting VulcanHD as he showcases and plays the PTE for a couple of hours. After that, all of you will be able to jump in and start playing.

Your feedback will be invaluable in helping us shape and refine the update before it is released on the main branch.

Don't miss it.
#6
Games Discussion / Re: Panzer Corps 2
Last post by Asid - April 17, 2026, 12:06:23 AM
Allied Operations - Italy: Vol.1 | Dev Diary #3
Thu, 16 April 2026




Turning Points

Greetings, Generals!

In our previous Dev Diary, we explored how the British and American campaigns of Allied Operations – Italy Volume 1 evolve and finally merge into one united Allied front.

Now, it's time to look at what happens within those battles: the events, commendation points, and objectives that make every scenario more than just a fight for victory.

This time, the spotlight is on player agency and how your actions on the field can unlock unique rewards, units, and surprises.


COMMENDATION POINTS ARE BACK

Yes, you read that right: Commendation Points will return in Italy Volume 1!

Just like in Axis Operations, you'll earn Commendation Points (CP) by completing specific tasks, achieving difficult goals, or making daring tactical choices.

CPs are tied to special events and branching opportunities throughout the campaign.

You can spend or save them at key decision points to unlock alternative reinforcements, unique units, or powerful heroes. The choices are tempting, but resources are limited: use your points wisely.

Let's take a closer look at how you can earn and spend Commendation Points.


COMMENDATION POINTS EVENTS

These are interactive moments that appear during scenarios, allowing you to spend your accumulated CP on valuable rewards.
Each event presents a choice: do you use your points now, or save them for something bigger later?



Options may include access to exclusive Allied units, captured enemy equipment, which enables you to deploy some of the Axis' most powerful units, and prototype units assigned for field testing, even if they were historically introduced later on other fronts.
In some cases, you may also unlock Super Heroes: characters with powerful, synergistic traits capable of significantly enhancing your overall war effort.

Read on...


 
#7
Games Discussion / Re: Air Defence RADAR Simulato...
Last post by Asid - April 16, 2026, 12:23:43 AM
Bug Fixes & Additions
Wed, 15 April 2026



April Update

Air Defender Changelog - Version 0.6.8.49 - April 2026


This is a major update bringing enemy variety, a comprehensive intelligence reporting system, an expanded Guide panel, intercept status updates, shift handover, supply coaching, and dozens of fixes across interceptors, radar, voice, and training.


New: Enemy Variety System

Enemy aircraft now employ a wider range of deception tactics. What you see on your radar may not be what it appears. Intelligence reports from various sources across the UK will help you identify threats -- pay attention to the clues. Difficulty setting affects how challenging these encounters are to detect.

New: Intel Reports

The ASMA console now posts intelligent, data-driven reports from across the UK.

- Real Aircraft Data: Every observer report -- RAF veterans, air cadets, coastguard, police, North Sea oil rig crews, ATC squadrons, GCHQ -- references the contact's actual altitude, speed, heading, and approach direction. Reports never contradict your radar picture.

- Expertise-Aware Language: RAF veterans use proper military terminology. Civilians describe what they see. Air cadets check their Jane's guides. The source shapes how it's written.

- Contact Positions: Every report includes where the contact is (e.g., "30nm north of Edinburgh"), so you can correlate sightings with tracks.

- ATC Call Intelligence: CALL ATC now includes a RELATED INTELLIGENCE section -- observer sightings, SIGINT assessments, registry checks, and ATC anomalies for the queried track.

- Your Squadron: 849 real RAF Air Cadet squadron numbers and locations across 34 Wings are included. When an enemy aircraft overflies your town, your squadron may be the one to spot it.

- Radar-Gated IDO: The Identification Officer only reports contacts visible on the radar scope. Aircraft beyond coverage are reported by maritime and ground observers, not the IDO.

New: Guide Panel


The Guide panel has expanded from 9 to 12 tabs with comprehensive coverage of game mechanics.

- Overview: Game setting, your role as an Air Defender, the core control loop, and what difficulty affects.

- Scoring: Score meter rules and key scoring mechanics.

- QRA Operations: Scramble procedure, the 4-minute delay, fuel states, how to task a tanker, and RTB.

- ROE: Mission-based weapon authorisation rules, tension state rules of engagement (Peacetime, Heightened, Critical) with the current state highlighted, aspect gating, kill probabilities, ROE violations, and the full escalation sequence -- written in plain operational English.

- Procedures: Reorganised into 7 named scenario types for clearer reference.

- Opens on Overview by Default.


New: Shift Handover

At the start of a new session, some IFR civilian contacts are pre-classified as Assumed Friendly by the previous watch, reducing initial identification workload.


New: Intercept Status Updates

Right-click an interceptor and select STATUS to get a mission update: current phase, bearing and range to target, and fuel state -- posted to the ASMA console with voice comms.


New: Supply System Discoverability

- Low Ordnance Coaching: When weapons run low at a base, the ASMA console now coaches you to dispatch a supply mission. The NO ORDNANCE warning also includes this hint.

- Redeploy Missile Count: When redeploying combat aircraft, destination bases now show their current missile count with colour coding (green = can arm a pair, yellow = can arm one, red = insufficient).


Improvements

- Track Classifications Persist: Your identification work -- Hostile, Suspect, Unknown, Assumed Friendly, X-ray, Zombie -- now survives saving and loading. Previously all classifications were lost on reload.

- Weapon Indicators: Interceptor tracks now show G for guns, R for radar-guided missiles, and H for heat-seeking missiles (e.g. G180/R4/H2). Clearer at a glance.

- Panel Resize from Top: All panels can now be resized by dragging their top border. Side and bottom drag margins are also slightly wider for easier selection.

- Spoofer Cover Integrity: Spoofers now keep their civilian cover presentation much more consistently until visual identification, making deception play out more convincingly on the scope and in Flight Info.

- Military Filter Gating: Enemy-looking contacts no longer leak into the Military filter before you have genuine identification grounds to treat them as military.

- Readable Radar Symbology: Compact labels, leaders, hook boxes, origin circles, and radar/L11 history dots have all been tightened up for a clearer and more stable radar picture across zoom levels.

- Civilian Traffic Recovery: Atlantic and Scottish north-west civilian IFR routes now stay visibly populated, keeping the wider air picture healthier during longer sessions.

- Local Observer Coverage: Local intelligence reports now surface more reliably when unidentified enemy aircraft overfly the UK, with stronger regional coverage and better source variety.

- Show Of Force Presentation: Show of force now reads as a much clearer visible manoeuvre instead of feeling like an invisible state change in the intercept flow.

- Tanker Recovery Flexibility: Tankers returning home can now still be redirected into tanker-to-tanker refuelling before landing starts, then continue their recovery afterwards.

- Interceptor Track Continuity: Friendly interceptor tracks now stay visible more reliably during airborne refuel and RTB transition periods instead of briefly dropping off the scope.

- FIR Escalation Procedure: The complete escalation sequence (escort, show of presence, show of force, turn-away warning) now works correctly for all enemy types approaching the UK. Pilot reports "aircraft not compliant" at the correct time during the procedure.

- Easter Egg Aircraft: Hidden aircraft unlocked through Operation Silent Bunny now carry correct weapons loadouts and can be used as fully combat-capable interceptors.

- QRA Launch Cancellation: Pending QRA launches can now be cancelled during the scramble countdown.


Bug Fixes -- Interceptors

- Escalation Completion: QRA interceptors no longer get stuck after completing the full escalation sequence against Suspect targets. Interceptors now correctly resume shadow or escort formation.

- Visual Identification: QRA interceptors assigned to intercept Suspect contacts now properly complete visual identification before engaging in Critical tension.

- RTB Speed: QRA interceptors on return to base now respect Buster, Cruise, and Eco speed settings from the right-click menu.

- Engage Orders: QRA engage orders no longer refuse when retasking to the same target.

- Refuel from CAP: QRA interceptors ordered to refuel while on CAP now correctly leave the patrol pattern and proceed to the tanker.

- Identify Completion: QRA interceptors on Identify missions no longer immediately return to base after identification. They now continue shadowing the target, allowing the normal intercept and escalation procedure to proceed.

- Redeployed Interceptors: Redeployed interceptors no longer return to base immediately on launch.

- Subsonic Speed Limits: Subsonic interceptors no longer exceed their maximum speed when tasked to engage fast targets.

- 4-Ship Radio Calls: In 4-ship launch groups, duplicate radio calls and voice gaps during the escalation sequence are now resolved.


Bug Fixes -- Radar and Tracks

- Track Designation Persistence: Track designations (Suspect, Hostile, Unknown, etc.) now persist when tracks drop off and reappear on radar.

- Civilian Aircraft Names: Civilian aircraft now display their actual aircraft type name (e.g. Boeing 737, BAe Jetstream 41) instead of a generic classification.

- Missile Track Cleanup: Missile tracks disappear immediately from the radar display after a confirmed kill.

- Bomber Track Freeze: Enemy bomber tracks no longer freeze on the radar display when a radar station is toggled off and on.

- Multiple SEAD Tracks: Multiple SEAD aircraft now appear as separate tracks instead of one flickering track.

- Hidden Aircraft Tracks: Hidden aircraft tracks now behave like normal radar tracks and carry the correct weapons loadout.


Bug Fixes -- ASMA Console

- Scroll Stability: The ASMA console no longer snaps scroll to top when new messages arrive.

- Visual ID Spam: VISUAL ID messages no longer repeat excessively during civilian identification.

- Sortie Tabs: Sortie tabs now correctly disappear when flights land and recover at base.

- Premature Identity: Aircraft identity is no longer revealed prematurely in ASMA messages before visual identification has been completed.

- INTEL Filter Tab: GCHQ assessments and SIGINT reports no longer appear in the Aircraft filter tab.


Bug Fixes -- Voice and Radio

- Emergency Squawk Codes: Emergency squawk codes (7700, 7500, 7600) now persist for the full duration of the emergency instead of being replaced after a few seconds.

- Weapons Controller RTB Response: The Weapons Controller "copied RTB, base is BRA" response now only plays when the pilot initiates RTB, not when the Weapons Controller ordered it.

- FIR Escalation Voice: FIR escalation voice calls now work correctly for all approach directions.


Bug Fixes -- Training

- Training Audio: Training intro voice now stops immediately when clicking Back from the selection screen.

- Training Progress Recovery: Training progress now automatically recovers when switching between Proton or Wine compatibility layers on Linux.


Linux and Proton Fixes

- Window Resizing and Panning: Window resizing and mouse panning now work correctly on Linux (Wayland).

- Regional Clock: The regional clock now appears reliably on every game start via Linux/Proton.

- Keyboard Hotkeys: All keyboard hotkeys (F-keys, time controls, numpad, Tab cycling) now work reliably on Linux and Wayland systems.

#8
Games Discussion / Re: Shadow Empire : A military...
Last post by Asid - April 16, 2026, 12:23:37 AM
Shadow Empire - Q&A with the dev
Wed, 15 April 2026



A few days before the release of Shadow Empire: Republica DLC last week, we opened a written Q&A channel on our official Discord to collect questions from the community. We collected all your questions up to April 12th, and below you'll find the developers' answers.


Q&A with the developer

Thanks for all the questions. I will try to do this more often. It's a good sanity check for me and hopefully informative for the reader. In the answers I will be mentioning the "Militaria Module" quite a lot. This is basically the next feature set I will be working on. No promises on that, no ETA, it's just the next big thing in my current train of thought.

Enough disclaimers. Let's go to the Q&A.

Inspiration

Could you explain the design philosophy behind the Virtus system introduced in Republica?

If we just look at game design then the Virtus system does two major things. First of all it ensures (when on Regular Political Difficulty or higher) that your Political System will degrade at some point and slip into its "Corrupted" form. It is not a good idea to keep low Virtus in the long term, so the eventual low Virtus pushes, gently at first, harder later, towards change of the Political System (orderly or radical) or even a Revolution. So Virtus allows you to cycle through the Political Systems. Many paths are possible, including the one from the ancient Anacyclosis theory that states that Monarchy will grow into Tyranny to be succeeded by an Aristocracy that will grow in to an Oligarchy to be succeeded by a Democracy that will grow into an Anarchy and then require a strong autocratic ruler to start the cycle once more. This cycling through the Political Systems allows you to pick your own unique route and collect a unique set of Political Regime Feats while doing it. So summing it up: Virtus allows for dynamism and a changing environment. Secondly the Virtus system acts as an anti snowball mechanic in two ways: (1) there are sizable Virtus penalties for "good times" and being the top dog, (2) but also through the fact that every Regime will at some point go through a lower Virtus phase, making it at least temporarily vulnerable, not least of all when hit with for example a Revolution.

What inspired you to go from ATG & DC > SE (sci-fi)?

I have had a passion for Military Sci-Fi for a long long time. Especially the more "pulpy" kind. But my core area of expertise is probably world war 2, so I merged these two things into Shadow Empire. Basically by lowering the Tech Level a bit to make it less Sci-Fi, while keeping the Sci-Fi vibe, if that makes sense? In many ways that is exactly what one of my favorite military Sci-Fi authors, Jerry Pournelle, tended to do. It just somehow clicks. By the way, a more well known author today is David Weber (Honorverse), he in many ways does the same thing.

What inspired you for the Lore of SE?

Difficult to say. I must have read a thousand Sci-Fi books during my life. So some inspiration comes from them. No fixed source though I would say, at least not one I am conscious of.  For the "Shadow" part of the Lore especially also my personal existential universe got some spot light time. My metaphysics postulate that there is another dimension with "soul matter" , say what normal people would refer to as consciousness, that is interdimensionally attracted to the physical bodies in our dimension (like bees to flowers). For the Dissolution War Lore and the collapse of the Galactic Republic it is really based on my real world big fear that over complex and very specialized systems are vulnerable to system shock (like dinosaurs to meteorites for example). Thats why when you Roll the Dissolution War Phase in SE often more people die by starvation than by war.

Future Plans

Are you going to post an updated Road Map?

I hope to do so in the near future, yes. It has been 2 years since it has been updated and everybody deserves to know my current ideas. Let me just get Republica in calmer water first (post release work) and then I'll get everybody updated on my concrete future plans. Should not be too long. In any case, take note of the fact that the last version: https://https://www.vrdesigns.net/?p=2248 is really very much out of date.

With the naval rework, will players be able to actively wage naval warfare and "conquer the seas"?

There is a very high likelihood my next work on Shadow Empire will focus on the "Militaria Module". A rough bunch of inter-related features. Including making Naval Models and actual Units.

Will this naval warfare leave space for Cargo Ships as well?

Of course.

Do you have plans to improve MTH interactions, making them more varied and less predictable in terms of decisions and outcomes?

Once we get to Navy Units the MTHs might get some on-map-Units of their own. But once Navy Units arrive the MTHs will probably become more similar to the role that the Private Economy and the Militia has. An initial system permitting you (in this case) to cross the Seas before you have your own Naval Infrastructure. That being said, I have some ideas for surprises up my sleeve here.

Are there plans to further integrate story modules with DLC systems (e.g. corporations, cults, Shadow mechanics)?

Those systems were originally added, especially the Crime Story Module (which is fully scripted and moddable through the S&S Editor) as examples for potential modders to make their own Story Modules with. However this never really materialized. It might just be too annoying or complex to do. It might not be the center of interest. As actual key parts of the Base Game I am not super happy with them. Probably after Militaria I will work on substituting them for something new and better. In many ways they clamor to be more integrated with the Leader SSFs added with Republica.

Are you planning to go towards something like EoFS is doing? Like with Planet Maps and Space Maps?

I would like to dream so yes. I think it would work. There is just one major thing I'll need to do first and that is making full Delegation possible. Without that a multi-Planet empire would be way too micro-management to play. In many ways an SE in Space would be a very different beast from EoFS.

Are there plans to expand or deepen sentient alien mechanics (e.g. keeping their identity, unique units, long-term gameplay impact after integration)?

That would have to probably have to wait for something like SE in Space. So in the short term: No. In the long term: part of the dream.

Beyond Discord, are there any plans for more structured multiplayer features or in-game support (forums, matchmaking, etc.)?

I would like to have integration of PBEM play into the Shadow Empire Core Game done, come the time of Militaria Module. For the moment I would like to advice going to the War of the Worlds Discord though: https://discord.gg/WjYatWDdg3

Is there any consideration for adding Liquid Energy as a resource for energy weapons?

It is an interesting idea. I will be looking into similar systems for the Militaria Module. Having mobile Supply Columns and Immobile Dumps that can both carry and/or store Items would be something that would allow extended operations, as well as at a price. Still requires a good long look though before I make any decisions here.


Republica DLC

What exactly does "feudal level" refer to in game terms?

It's aka or better known as Feudal Code Level. If it is present and at Level 1 or higher your Political System in an Aristocracy.

Are there plans to expand or clarify Republica-specific mechanics such as Hidden Tech, Economic Flexibility (privatization), and Syndic Computer behavior?

Many things always require clarifying in the Shadow Empire. I'll do what I can. Hidden Techs are Techs that you can discover and research when you get the Regime Feat "Great Archives".  Economic Flexibility allows Privatization, which is just the reverse from Nationalization. The Syndic Computer is quite well documented in the new Republica Chapter of the Manual.

Will there be options to save or reuse generated planets, or create more specific setups (e.g. Dune-like worlds)?

With the "Militaria Module" I will explore in this direction. The idea behind "Militaria" is that after "Oceania" and "Republica" the Wargamers and more military-minded players deserve some development time as well. Something resembling "Scenarios" might be interesting to ponder upon.

Are there any plans to improve or expose combat calculation clarity (e.g. total soft attack values)?

In the Combat Prepare Popup the simple red arrow on the left side and the simple blue arrow on the right side show a value that is very similar, but probably more pertinent.

Is there any update on technical aspects like multi-monitor support?

No sorry, I never seem to get around to this.

Why do the first 2 regime feats of autocracy give extra recruitment, is recruitment more difficult now?

Yes recruitment has been nerfed a tiny bit recently, but more importantly Low Virtus <70 really impacts it a lot. Furthermore there are quite a lot of Laws that could decrease recruitment. 


Gameplay, engine, scenario & customization

Are you playing the game wrong when you play on Beginner difficulty? What's your difficulty philosophy?

Yes and no. The most important thing is you have fun. Its perfectly okay. That being said I prefer "Regular" myself and using the History Classes to make the Planet friendlier (and easier) or harsher (and harder).

Self-learning AI, using AI for improving AI strategy & tactics

I will be doing some exploring for this the coming year. I believe revisiting some form of scripting and analytics sharing about AI script results could lead to some limited but serious machine learning capability. Like real machine learning where an LLM or similar thing plays the game completely to learn how to play it. I don't believe that will work. We already tried this with a scientific experiment with the ATG engine, and it turned out the game was a bit too complex for machine learning. What could be fun is if players would have a way to mod the personality and play style of an AI Regime.

Localisation plans? At least to support fan-made localization?

It is complicated. Shadow Empire's text is spread across code, databases, UI, reports, and procedural text generation, sometimes even multi-used as variable names and text at the same time, much of it assembled on the fly in ways that do not always work with languages that are structured differently. To make community translation or moddable language files possible, I would first need to build proper localization infrastructure and revisit a lot of old code, which is a significant technical project in itself for someone like me. Basically the game coding is really unorthodox and not originally designed (at all!) for clean localization. So in the short term: No. Best I can say is that it is on my wishlist too. With the advent of smaller LLMs like apps that can run locally, I think there might be some possibilities in a year or two by translating text on the fly on the rendering moment.

Any chance for an Earth Planet map? Will there be a Map Editor? Or more control over Planet-Gen?

Unlikely. It goes against the whole Planet Generation Flow. That being said between Planet Gen steps I might be able to allow some form of editing (instead of just having re-roll button) at some point in the future. Above I mention "scenarios" for Wargamers, once I start on that I will look again on the feasibility of this request while staying in the Generation Flow at the same time.


Closing Notes

We hope this Q&A has provided useful insight into the design and future plans for Shadow Empire and the new Republica DLC. We've also just released patch v1.31h for the base game, fixing many bugs and improving the overall game experience. The changelog will be shared tomorrow.

For more insights on the new DLC, we recommend joining our official Discord and checking out the latest episode #3 of our Mechanics video series, which explores some of the new systems introduced in Republica:


#9
Games Discussion / Re: Swordhaven: Iron Conspirac...
Last post by Asid - April 16, 2026, 12:23:32 AM
Cursed City Announcement! Swordhaven 1.1
Wed, 15 April 2026



Hello, friends!

We've announced this way back on Kickstarter, and we've been working on it since the first few post-release patches for Swordhaven. Now is the day we finally announce it:


Swordhaven will receive the v.1.1. expansion called "The Cursed City" on May 7.



This update will introduce a new quest from Lady Korynne, leading you into the accursed depths of a hypogean city of the ancients, untouched by looters and infested with horrific beasts.

You will travel through ruins, a massive dungeon and multiple sublocations, discovering powerful new items, legendary weapons, and even a few magic spells... Or, at least that's what your hero believes they are...

To those of you who followed the less up-front layer of Swordhaven lore, a venture into the Cursed City will yield many new clues and answers regarding the more obscure subplots, and even a certain murder mystery.



Lastly, 'The Cursed City' will also introduce a great deal of improvements and new content to the game as a whole. Since release, we have kept a close eye on your feedback. From general bug fixes, new characters, secrets, and quests in the less populated locations, to niche additions such as a dedicated Run/Walk toggle, we have done our absolute best to take it into account.

No more spoilers for now, but please stay tuned for this release, after which we will dedicate our time to bringing Swordhaven to consoles, just as promised!

It's going to be big!

Always yours,
Atom Team
#10
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - April 15, 2026, 12:23:21 AM
Battleplan - Dev Diary #8 | Army Constructor
Tue, 14 April 2026



In this dev diary, we explore how the Army Constructor mechanism works



Upon starting a new campaign, you first create a fictional officer, choose a country and create a fictional corps. Your country determines your initial division, however you can recruit units from any of the three Allied countries (U.S., U.K. & Canada).



Battleplan uses real-world officer photos, with most photos having associated background research of who they were.





You can select division/corps insignia from any country.

You can place your own custom officer photos, division patches & historical document photos inside specific folders for modding.


Divisions

Before the first tutorial you receive your first infantry division for free. By default your infantry division contains infantry, anti-tank guns, artillery, engineers, anti-air guns and multiple headquarters.



The topmost headquarters is your divisional headquarters (anotated below). It displays the total LOGISTICAL weight of the formation. Each mission specifies the total WEIGHT that can be deployed. Ex: The mission allows for 450 WEIGHT. You can field multiple three divisions of 150 weight each, or ONE large corps of 450 weight.

Each formation MUST be led a headquarter with an Officer. See the previous dev diary on Officers.



By default, an infantry division contains three infantry regiments (pictured below). Each regiment can have its patch & name customized. The NUMBER of companies within a battalion is displayed as additional stacked squares (note the infantry battalions below having THREE companies each).

You can add/remove companies to a battalion using Requisition (currency used to purchase new formations).



You can freely restructure your units ANY way you like by simply dragging on connecting white lines to (dis)connect units. Regiments are useful for in-mission orders like Regimental Plans, which splits your division based on regiments.


Recruiting

There are two ways to recruit additional units to your corps/army group. Both involve spending REQUISITION, which is earned by completing missions.


Historical Divisions



After completing a mission, historical units that were actually present in the mission become recruitable. As you complete missions, historical divisions that were present in will become available to recruit into your corps/army group.  Additionally their historical commanding officers become recruitable as well.




Custom Divisions

You can construction fully custom formations using a simple drag & drop interface.




Recruiting Officers

You'll need to recruit officers to lead your formations (each formation MUST be led by an Officer slotted inside a headquarters company). The recruit officers panel (art is WIP) lets you recruit a variety of Officers. Low-level officers cost no requisition to recruit (there's no shortage of officers to promote). However higher-level officers cost requisiton based on their level. Higher-level historical officers are available after completing the mission they first appear in.



Battleplan gives you complete control over how to play. You can use completely historical divisions & officers. OR you can create custom formations with customizable names, insignias and structures, along with customizable Officers.

The choice, is yours.