Main Menu

Recent posts

#1
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - Today at 12:22:33 AM
Visual Update #2
Fri, September 18, 2026



The visual update continues with more changes and improvements across Veterans: Napoleonic Wars. Here's another look at some of the new additions.


Artillery Firing Effects



Artillery fire now has a more pronounced visual effect, with a brief muzzle flash followed by a thick burst of smoke. We're still fine-tuning the smoke density and dissipation to make the effect look as realistic and natural as possible.

Updated Campaign Maps



The mission select screen has a new look: campaigns are now shown on detailed historical maps of Italy and Egypt, with marked battle locations from Montenotte and Lodi to Shubrakhit. This is where you'll choose where to lead your troops next.

New Unit Visuals: Ottoman Officer & General



We're continuing to diversify unit visuals across the roster - refining older models and adding new ones. Here's a look at the mounted Ottoman officer and general, sabers drawn and ready to lead their cavalry into the charge.

A New Look for the Camp UI



We've reworked the Camp UI and created new artwork to go with it - a painted camp scene that serves as the backdrop for the various menus.
Stay in formation:
#2
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - Yesterday at 06:28:09 PM
Dev Blog #8 — Refining the Battlefield
Fri, September 4, 2026



Fellow commanders, welcome to our new dev blog.

In our newest video, we walk you through several updates coming to Veterans: Napoleonic Wars.



Narrative moments



We added a bit more storytelling to battles. Missions can now open with a short narrative introduction, and during the battle you'll see short lines describing what's happening on the battlefield - reinforcements arriving, troops advancing, flanking maneuvers, and more. These lines point you toward your next objective in a more atmospheric way, and give you a bit of historical context behind the events - for example, why the Battle of Montenotte was fought to split the Austrian and Sardinian forces.

Faster point capture



We also changed how point capture works. Capture time is now shorter. This was one of your most requested changes, and we agree: capturing a point took too long, and it slowed the battle down where it shouldn't. With this update, those moments move faster, and the overall flow of battle feels more balanced.

Reinforcements arrive from the map edge



Enemy reinforcements no longer appear out of nowhere. Now, they march in from the edge of the map, just like real battlefield reinforcements would. This makes every fight feel more grounded, and gives you a chance to react.

Side objectives



New side objectives are now available in battles. Complete them to win extra rewards, such as resources you can use to recruit more troops for your next battle.

Thanks for watching. Tell us what you think in the comments, or drop by our Discord and share your feedback with us. See you next time!

#3
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - Yesterday at 06:24:25 PM
Visual Update
Fri, August 14, 2026



Several new visual elements have been added to Veterans: Napoleonic Wars recently. Let's take a closer look at what's new.

Key art
In case you haven't seen it yet, here's our new key art, along with a few glimpses into the creative process behind it!



You can download the full version here with and without the logo.

Main Menu



The main menu now features a full day-and-night cycle and is built entirely as a 3D scene. A windmill turns in the breeze, and grass sways in the wind, creating a calm, living scene that welcomes you before you dive into battle.

Destructible Towers



We added destructible towers to make the battlefield feel more dynamic and to give players a clearer sense of interaction with the environment around them. Towers now break down through multiple visual stages depending on how much damage they have taken, so their condition tells you something at a glance. This also works as direct feedback for the player: seeing a tower crumble is confirmation that your shots are landing.

Boats and Surf



To bring more life to the coastline, we added boats along the shore. Combined with newly implemented surf effects, the water now feels active and alive, adding depth to the world around the battle without pulling attention away from the fighting itself.

Marching Dust



Troops now kick up dust as they move across the battlefield, adding another layer of visual feedback to their movement.

Stay in formation:

We will keep sharing updates as development continues. As always, thank you for your amazing support!


#4
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - Yesterday at 04:53:29 PM
Update 1.3.8
Fri, September 18, 2026



Better CPU usage on infantry and vehicles physics & UI/UX improvements

Dear Tankers and Mechanics!
today we're releasing another patch with fixes and a few new features.



Better performance
We continued investigating the causes of crashes and added some safeguards—things should be better now. In addition, we've made a number of physics optimization changes for infantry and tanks. These changes free up CPU resources. When infantry aren't visible on screen, we disable their animations, which improves the game's performance. The same goes for tanks. At long range, we disable their physics (regarding movement and driving - don't worry) this is a little trick that should improve performance, especially in larger battles.











UI changes

Battle Minimap
A few cosmetic and other changes to the UI. We've added a "Battle Minimap" panel, accessible by default with the "M" key which, of course, can be remapped. When you hold down the key, the map panel opens, you'll see markers there, and you can also place markers using the mouse. It's a quick version of the battle map designed for navigation and future interactions, such as issuing orders, calling for support, etc.



We've standardized the names of game modes during loading—whether for the host or the client—as they weren't always consistent. Now, when playing a skirmish, it's labeled "Skirmish," and when playing a procedural campaign, the same label is displayed for everyone. Similarly, in the Session Browser, we've corrected the names and added information about which faction you're playing as in a given session.

Vehicle weapon panel





The panel at the bottom of the screen where you select projectiles has been slightly updated. Though not completely yet, since we're still testing a realistic look for the projectiles in the UI. With this update changes are not "huge", modification is fairly subtle.
Loading screen
We've added carousels to the loading screen panel. In addition to the controls panel, this section will also feature information about the game's mechanics and other important details; for now, we've posted some promotional (propaganda) material about Ponyri over there.



Force pool creator
UI/UX has been improved here. Every squad has a proper emblem, same goes to an unit inside / part of a squad.



There are more and more minor UI/UX improvements, so expect things like these presented below. For example on a Battle Map, last unit in a squad doesn't have a shadow as a overlay on top of it or during wrecks selection every unit and a squad should have a proper emblem or avatars in-game have a proper color applied :) Lets make game less junky again!



Changelog 1.3.8

Below is the list of changes being made:

Added:
  • Added a potential fix for a game freeze.
  • Added performance improvements for movable units and multithreaded pathfinding.
  • Added an option to disable artillery smoke indicators in the difficulty and simulation settings.
  • Added options to disable the reload circle and automatic weapon UI display when changing ammunition.
  • Added the Battle Minimap, accessible with the M key.
  • Added a background to the penetration feed on the death screen.
  • Added an animated carousel to the loading screen.
  • Added placeholder vehicle icons for single-unit squads.
  • Added a distinct default tank icon for vehicle squads.
  • Added faction filters to the Spectator UI.
  • Added faction names to entries in the Session Browser.
  • Added new internal and external engine sounds.
  • Added new vehicle collision sounds for impacts with metal objects.
  • Added revised internal and external sounds for the KV-1.

Modified:
  • Improved machine-gun sound balance over distance.
  • Improved footstep synchronization by reducing the distance required to trigger walking sounds.
  • Adjusted the force applied to trees when they are rammed, based on the size of the vehicle.
  • Improved Session Browser and session information panel presentation.
  • Improved the Vehicle and Inventory item UI.
  • Improved Spectator UI performance by optimizing faction image loading.
  • Improved the Force Pool Creator interface interaction, every input matter.
  • Improved image presentation in the Force Pool Creator.
  • Improved the Session Browser layout.
  • Improved the Battle Map squad and unit deployment layout.
  • Updated the T-70 sound events and slightly increased the KV-1 volume.
  • Improved cannon, impact, ricochet, shell-ejection, and environmental reverb mixing.
  • Reorganized audio mixer routing to improve compression management and prioritize important combat sounds.
  • Moved the JU 87 audio to the appropriate effects group.
  • Adjusted the stereo positioning of internal MG 34 and DT machine-gun sounds.
  • Adjusted the Panzer III external engine start sound to prevent it from sounding abruptly cut off.
  • Improved character interaction input handling and corrected crew-slot positioning.
  • Improved the character movement and AI-controlled movement systems.

Fixed:
  • Fixed a major issue that could block procedural campaigns containing more than ten missions when reaching a previously completed mission.
  • Fixed an impossible procedural campaign task that asked the player to purchase a Maus squad during the 1943 campaign.
  • Fixed player-controlled squads losing their command assignment after loading a battle save.
  • Fixed the AI Commander not calling artillery strikes on objectives during procedural missions.
  • Fixed a StuG III aiming issue that occurred when switching from third-person view to the gunner sight while changing to HE ammunition.
  • Fixed objective timers not appearing when entering an active defensive capture zone.
  • Fixed incorrect NavMesh data in the Psel Bridgehead procedural mission.
  • Fixed missing defensive objective configurations in some procedural missions.
  • Fixed losing control after converting a unit in the notepad.
  • Fixed manual interaction being available during Battle Map initialization.
  • Fixed voice-over text overlapping vehicle status information.
  • Fixed opening the radial menu or pressing R while driving causing the vehicle to stop.
  • Fixed visible gaps in the StuG floor that exposed the terrain underneath.
  • Fixed Molotov effects not despawning.
  • Fixed unnecessary vehicle parts being detached despite not being detachable.
  • Fixed input loss after pressing F5 and interacting with UI buttons.
  • Fixed incorrect wreck squad emblems.
  • Fixed Visual Effect Spawn Position Buffer errors on Morton and other missions.
  • Fixed the Manual displaying incorrect UI elements when opened with F5 during gameplay.
  • Fixed player avatars displaying incorrect colors.
  • Fixed the Battle Map displaying graphics for the wrong game mode.
  • Fixed incorrect game-mode names in the Session Browser.
  • Fixed the loading screen not appearing when restarting a battle.
  • Fixed squad and unit icons being incorrectly used as default UI backgrounds.
  • Fixed incorrect squad icons being assigned to vehicles spawned in procedural missions.
  • Fixed objective indicators remaining visible for unselected Destroy and Protect objectives.
  • Fixed unusual camera angles and trajectories in artillery kill cameras.
  • Fixed soldiers failing to reach their destinations.

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

DeGenerals
#5
Games Discussion / Re: Exanima : 3D isometric RPG...
Last post by Asid - Yesterday at 04:44:15 PM
EXANIMA 0.9.5.2c BETA
Fri, September 18, 2026



A patch with various improvements and fixes before we move on to testing changes to combat mechanics.

  • Improved stagger mechanics (less stunlock)
  • Adjusted combat AI aggressiveness (reduced)
  • Fixed some character mass inconsistencies
  • Adjusted grip of spetums, glaives and guisarmes
  • Fixed incorrect assembly of falchions
  • Remastered some more items
  • Performance improvements
  • Fixed incorrect rendering of wet hair
  • Fixed missing rainfall sound effects
  • Fixed some incorrect fog effects
  • Fixed characters sometimes not gripping weapons properly
  • Fixed NPCs doing weird poses when first engaging
  • Fixed odd leaning in characters screens for tall characters
  • Improved item icon highlighting
  • The game now caps to 30 fps when it doesn't have focus
  • Fixed double click on NPCs causing crashes under some conditions
  • Fixed double click on NPCs not working under some conditions
  • Fixed a foot devouring walkway in Gentry
  • Fixed a rare cause of feet not updating positions
  • Many content fixes
  • Various bug fixes


Regarding the combat AI aggression, we felt that as an unintended consequence of the combat AI improvements in 0.9.5 the AI had no chill and attacked almost relentlessly, which just made the combat less fun. With these changes the AI should be a bit more varied in behaviour and not just be constantly on the offensive.


Thanks!

Bare Mettle
#6
Tutorials / Schwerpunkt Games WW2E How to ...
Last post by 5th Horseman - September 18, 2026, 07:47:14 PM
This is Scenario 47 alternate, with the original deployment scheme OKH finalized in January 1941.  German 12th Army is in Northern Romania.  The Romanian armies are redeployed further south.

Here, 12th Army is deployed ready to seize a crossing of the Dnestr river.



During the movement phase 12th Army Moves to Attack, while reserves use normal Move.




During the Combat Phase several units (Romanian Cavalry Corps, for example) use Combat Phase Move to advance again into attack positions.



12th Army now completes its combats destroying several Red Army divisions and fortified areas.



Now, 12th Armys, 14th Corps (Motorized) uses its Combat Phase Move to advance to the Dnestr at Mogilev-Podolski.



14th Corps conducts a Capture Hex Attack, and bang! 



One week, 12th Army clears the frontier, secures a supply line via the railroad to Mogilev-Podolski and crosses a major water obstacle seizing a bridgehead.

Notice, there was no use of Air Support or reinforcements from higher Headquarters.

The key was the use of Combat Phase Move. Infantry uses it to reach enemy units it normally can't reach and attack and motorized units use it to attack secondary targets after a first set of attacks.

Total Red Army losses are 3 divisions and 2 fortified areas, the supplied bridgehead across the Dnestr river at Mogilev-Podolski and a German panzer corps deep in its rear.
#7
Mods/Scenarios / Re: Schwerpunkt Games WW2E sce...
Last post by 5th Horseman - September 18, 2026, 03:15:04 PM
Scenarios
#8
Mods/Scenarios / Re: Schwerpunkt Games WW2E sce...
Last post by 5th Horseman - September 18, 2026, 03:03:15 PM
Scenarios
#9
Mods/Scenarios / Schwerpunkt Games WW2E scenari...
Last post by 5th Horseman - September 18, 2026, 02:35:13 PM
I have modified the scenarios for the following reasons;
Scenario 5 changed OOB slightly and unit locations changed to match primary German and French source materials.



Scenario 26 adds Axis OOB from Spanish border to Bulgaria to explore invasion Allied options.
Italian units don't surrender so there is a large axis OOB.



Scenario 40 moved Allied airborne units to same hex as transport aircraft for turn 1 for obvious reasons.



Scenario 43 through 47 reworks OOBs and unit locations. 

Scenario 43 reworks OOBs and unit locations.



Scenario 44 adds AGN to Minsk pocket scenario, so all units north of Pripyat swamps are in play.



Scenario 45 reworks OOBs and unit locations.



Scenario 46 gives Axis opportunity to start Moscow offensive in August before clearing the flanks.



Scenario 47 Sets Axis in original plan positions with 12th Army in Romania.



Scenario 59 adds unused Axis 1st Airborne corps units that trained to invade Malta.



Scenario 60 adds a reinforced Turkish 3rd Army to invade from south.



Scenario 73 reduces unit count by combining Soviet Tank Corps into single units.



Scenario 98 It is May 13, 1945 and the war is over....or is it?



Soviet units are corps to reduce unit count.



The best way to use these scenarios is to replace the originals.  I save the originals in another folder.  The only way to get the start up optional rules screen is to number the scenarios below 100.
Hopefully, Ron can change that?



#10
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Asid - September 18, 2026, 12:00:44 AM
D.O.W. Steel Beasts Wednesday Mission 16/9/26