Recent posts

#1
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - Today at 03:05:24 PM
#2
Games Discussion / Re: Wolfpack
Last post by Asid - Today at 12:09:14 AM
Development Update May 2026
Fri, 29 May 2026



Hello everyone! This month we have worked on fixing bugs in the current beta, as well as developing core features for the new version of the game. As we explained a while back, the current beta-version will be moved to the main branch as soon as we deem it stable enough.

Updating the beta version

The beta version of the game has received a number of bug fix patches. It still has problems that need addressing before we commit it to the main branch. Most notably, the mission editor is not working at the moment, and there are some issues with the menus for kicking and banning players. This will be addressed in the next patch, which will be out shortly. We will also add some diagnostic tools for the network, such as ping disconnection warnings.

As soon as it is stable, the beta version will be moved to the main branch, and we will put all of our effort into completing the new open world version of Wolfpack.


Developing the new version of Wolfpack

Most of this month's development effort has been focused towards improving AI. This includes improved pathfinding and improved performance for large convoys, as well as reducing the memory footprint of the AI system.

Work is also continuing on the playable corvette. This month we have focused on the bridge and its instruments.
#3
Games Discussion / Re: Modern Naval Warfare
Last post by Asid - Yesterday at 01:09:33 AM
Modern Naval Warfare - Early Access Update #1
Thu, May 28, 2026



Early Access Update #1

Modern Naval Warfare has finally launched into Early Access. First off, thanks everyone for the constructive feedback, which shows us you care and you want this simulation to succeed as much as we want it to.

As stated in our Early Access questionnaire, there are a number of items that you are flagging as core issues that are part of our roadmap to 1.0

We are working on an official roadmap that we will share with you as soon as we have stabilized a set of immediate fixes, but rest assured, we are looking at supporting the simulation in the very long term, and listening to your feedback and working on the changes you highlighted is our immediate priority.

Below are a set of items we are actively working on:

1. Performance & Optimization

We are actively hunting down memory leaks and optimization bottlenecks based on your feedback. Our team is refining multi-core CPU and GPU utilization to stabilize frame rates across all systems.

Please continue sending crash logs, system specs, and bug reports to our support team. This data is invaluable for targeting specific hardware conflicts.

2. Tactical & Operational AI changes

The AI currently executes baseline reactive behaviors, but it needs to be more dynamic and aggressive.

Short-Term: We are upgrading AI maneuvering so enemy hulls actively use thermal layers and ambient weather for cover, while coordinating massed missile salvos to overwhelm your defenses.

Long-Term (Operational): We are designing a mission-wide theater commander system to automatically coordinate friendly and enemy forces across the entire map.

3. UI/UX & Quality of Life

We are restructuring the user interface based on community and influencer feedback. This includes layout ergonomics, contrast fixes on tactical screens, and the introduction of crew voice-overs to enhance immersion.

4. Documentation & Station-Specific Videos

To smooth out the learning curve, we are expanding our documentation with manuals detailing the precise operational differences between various submarine blocks.

Crucially, video tutorials will soon be accessible directly from each station. If you are struggling with TMA or Sonar, a single click on that station will launch an in-depth video guide explaining exactly how to operate it.

5. Localization

Localization is planned to be included in future updates. We are targeting German, French, Spanish, Russian, and Simplified Chinese as first languages


Moving Forward

The simulation genre demands precision, and we have the tools and the plan to deliver it.
Expect a steady stream of targeted updates rolling out shortly, beginning with core optimization and expanding into AI and UI improvements.

We plan to deliver the first update in the second half of June.

The Modern Naval Warfare Development Team
#4
Games Discussion / Re: Dagger_Directive
Last post by Asid - Yesterday at 12:01:07 AM
May Dev Blog is LIVE
Thu, 28 May 2026



Update 0.9.0 & Hot-fix 0.9.01 are now out the door. So what is next?

This month we want to take a moment to and give you some insight into the team, go over an update of the roadmap, and even a sneak peek into something brand new. We are very excited about what's upcoming.

We want to start out by thanking everyone again for their quick feedback and bug reports after the launch of 0.9.0. It enabled up to quickly dive into the issues and get a hot-fix out that resolved most of the issues. We are also happy to hear from the players that are now able to join in the fights using their controllers or mobile steam devices. We also hope you are taking time to try out the custom maps and missions.

We want players to feel comfortable providing feedback good and frustrating. Send bug reports and tell us stories about an exhilarating moment you had while out on a mission. As an indie team we have the ability to really listen and incorporate what the players want into the games design. This openness is something that has been built into the project from day one.

 
The Team

Dagger Directive was created by a Marine Corps veteran, inspired by the tactical shooters that shaped his early gaming years, especially Delta Force. He wanted to build something that's slower paced, and allow more open gameplay to encourage experimenting with weapons, gear, and strategy. His passion hasn't slowed; he continues to evolve the game as it moves toward its 1.0 release and prepares to leave Early Access.

Along the way, a small team has joined him. When the game first entered Early Access, another veteran stepped in to help shape its early development. Today, fewer than ten developers collaborate closely to support and grow the experience. Many come from other FPS projects, and they channel that expertise, along with your feedback, into making Dagger Directive the best version of itself.

 
Roadmap Updates

If you have been following the game for a while, you have likely seen our road map graphic. After several updates and many of the roadmap goals achieved, this is currently where we are.



This past year has been huge for the project and and the next phase is our most ambitious yet. Our sights are now set on Update 1.0 and officially stepping out of Early Access. With that milestone comes one of our biggest additions yet: the Global Ops Expansion, launching alongside 1.0.

There's a massive amount of work ahead, and that work starts now. But before we dive back into the trenches, we want to leave you with a small glimpse of what's coming next.

Keep an eye on our socials for upcoming info drops, community events, and deeper feature spotlights as we continue building toward launch. Big things are on the horizon.

Keep your head on a swivel.



#5
News / Announcements: SB Pro / CodeMeter Runtime 9.00 release...
Last post by Rinix - May 28, 2026, 03:17:34 AM
CodeMeter 9.00
Release Date: 2026-May-22
Operating Systems Windows, Linux, Mac OS X
Download Windows (167.45MB): Click Here

Info

Important Changes and Discontinuations

Important Changes and Discontinuations
With CodeMeter 9.00, Wibu-Systems initiates a fundamental transformation of the CodeMeter Runtime architecture. This process will be implemented step by step in upcoming releases and will culminate in a universal runtime environment that serves both traditional CmDongles and new (Post-Quantum Cryptography) PQC-enabled CmDongles.
Wibu-Systems continues to guarantee full compatibility with the CodeMeter API and its behavior. Software that has been manually integrated with the API or that uses CodeMeter Protection Suite does not require any adjustments.
However, there are changes regarding the installation and control of CodeMeter Runtime.
Some features are no longer available in the same way as before and may require
adjustments during installation or testing:

  • For the CodeMeter services in the Windows Control Panel, descriptive texts have been added (localized according to the system language). The service display name for CodeMeter WebAdmin has been changed from "CmWebAdmin" to "CodeMeter WebAdmin" (CmSetup-100249).
  • The /n option for switching network-server mode when starting the CodeMeter License Server is being deprecated and should no longer be used; it will still be accepted for now and continue to behave as before. Instead, the mode can now be switched at runtime via WebAdmin and, newly, via cmu, with the change taking effect immediately without restarting the CodeMeter License Server (CmRt-102482).
  • When starting CodeMeter License Server via the command line, the '/l' option could previously enable or disable logging. This option is no longer available. Switching logging in CodeMeter Control Center is also removed. Logging is now handled by a new service and and will be enabled by default in future versions (CmRt-102481).
  • Under Windows, CodeMeter License Server could previously be installed or uninstalled as a service in the Windows Service Management using the '/i' or '/u' options when starting via the command line. This option is no longer available.
  • Installation or uninstallation will continue to be performed via the installer program or alternatively using operating system tools (CmRt-102483).
  • The CodeMeter license server option '-f' (without any additional arguments), which is available only on Linux, has been deprecated and will be ignored starting with this version. Previously, this option prevented CodeMeter from starting a fork process on Linux. The behavior has now been changed so that CodeMeter no longer performs a fork by default (CmRt-102437).
  • The outdated shell extension for associating files with processes, such as importing Update Files is no longer part of CodeMeter Runtime Installer (CmSetup-94862).
  • The WibuCmNET runtime libraries versions 3.34, 6.40, and 7.22, previously included with every CodeMeter runtime environment under Windows, are no longer co-installed. If users need these old libraries with a new runtime, software vendors should recommend placing the files directly with the application (CmRt-100410).
  • In future, communication between the the CodeMeter library and the CodeMeter License Server on a system will take place exclusively via TCP/IP (v4 or v6). The previously supported fallback option using shared memory will no longer be available. If shared-memory communication is enabled on a system, it will be automatically reconfigured to use TCP/IP (CmRt-102397).
  • The function for creating backups of CmDongles has been discontinued without replacement. The Certified Time Update for CmDongles, previously configurable via regular backups, is now replaced by a configuration for regular Certified Time Updates for all local CmContainers (CmDongle, CmActLicense). This regular Certified Time Update can be enabled in CodeMeter WebAdmin or via a new option in the cmu command-line tool. Any settings previously configured via backups are automatically performed over to the new Certified Time Update mechanism (CmRt-100448).
  • The rules for Plug&Play mechanisms on Linux are installed to '/usr/lib/udev/' starting with this version. Previously, they were installed to '/lib/udev/'. The relevant distributions in the market now expect these rules at the new location. For very old Linux distributions, the administrator has the option to create a corresponding symbolic link (CmSetup-100301).

New Users on Linux
In future, each CodeMeter service will run under its own dedicated user account on Linux. The CodeMeter installer creates these users via 'systemd' functionality. On systems without 'systemd' or custom configurations, users must be created manually. The installer adjusts permissions for files and folders, including those from prior versions. Downgrading to CodeMeter 8.40f is straightforward, as it restores permissions for the legacy user (CmRt-102863).

End of Windows 10 Support
Standard support for Windows 10 ended on October 10, 2025. Therefore, installation of CodeMeter 9.00 on Windows 10 is no longer possible. To continue providing Windows 10 support to your users, you can purchase Extended Support for Windows 10. Please contact your Wibu-Systems sales representative for this (CmRt-101169).

News

Universal Data in CmActLicense and CmCloudContainer
The Universal Data (UvD) Product Item Option, available for CmDongles since CodeMeter 6.70, now also supports CmActLicense and CmCloudContainer. It enables asymmetric algorithms with longer keys and prepares for post-quantum methods. In addition to storing key material with explicit algorithm specification, it allows up to 64 kB of data per entry. Data can be written at runtime by the software vendor depending on configuration. Reading, writing, and key usage can be secured with passwords stored as Universal Data. Each Product Item provides space for several thousand Universal Data entries.

New Licensing Option UserDefinedShare
The new CmAccess option UserDefinedShare enables sharing licenses when accessing with identical UserDefinedText parameter – similar to StationShare, but across machines. Software vendors can use serial numbers, device IDs, or client IDs for license allocation. (CmRt-102307).

New Service for Logging
The new CmLogger service handles logging for current and future CodeMeter Runtime components. Logging is enabled by default and configured via YAML files. Communication between components occurs securely, using IPC by default. CmLogger is integrated into the runtime environment installers across all platforms. Starting with this version, only the CodeMeter License Server logging is transitioned (CmRt-101124).

Linux RPM Installer for 64-Bit ARM
RPM-based Linux distributions now include an installer for ARM64 systems. This Lite installer has no graphical elements (CmSetup-100192).

Features
CmRt-101811: CodeMeter License Server: Archived CmCloudCredential files or multiple Update Files contained in a ZIP archive can now be imported into CodeMeter Control Center. This is particularly helpful for CmCloudCredentials delivered as ZIP archives.

CmRt-91372: CodeMeter License Server: It is now possible to retrieve the effectively maximum possible borrow duration for a borrowable Product Item from a network server via the Core API. This information is contained in the CMLTTRANSFEROPTIONS structure as the new parameter 'mulTransferSettingMaxBorrowPeriod' and takes into account any general borrow-duration limit configured on the server.

CmRt-95958: CodeMeter License Server: License Tracking: License Entry output has been extended to include the 'TicketLicenseId' assigned by CodeMeter License Central. This is appended at the end of the entry as the new argument 'TLID' (or TLID=none if absent), facilitating the correlation of technically similar or identical entries during evaluation.

CmRt-101594: CodeMeter License Server: For licenses with enabled Linger Time, the transition from regular usage to Linger Time upon reaching the clean-up timeout is now logged in the CodeMeter Event Log.

CmRt-101823: CodeMeter License Server: Optimizations have been implemented in the communication between CodeMeter License Server and CmCloud. This reduces the amount of data transferred and resulting delays.

CmRt-102775: CodeMeter License Server: Enhanced logging has been added for the Extended Access Control List (Extended ACL). When the diagnosis level is set to 3 (Info) in the profiling settings, detailed information about the determination of permissions and the evaluation of the Extended Access Control is written to the log file. This allows for a more precise analysis in case of ambiguities.

CmRt-101267: CodeMeter License Server: The limit of 65,536 license transfer operations over the entire lifetime of a Product Item has been removed. For additional license transfers, free entries in the license transfer history are now used again.

CmRt-101493: CodeMeter License Server: The 'ChaseAdReferrals' registry option is now available for querying access control rules in complex Active Directory environments, allowing the 'ADS_CHASE_REFERRALS_ALWAYS' parameter to be used when querying 'AD'.

CmRt-102814: CodeMeter License Server: The configuration of the CodeMeter IP binding has been expanded so that additional IP addresses can be specified for multi-bind scenarios using the new 'AdditionalBindAddressesServer' parameter. The existing 'BindAddress' parameter remains unchanged and ensures backward compatibility with older versions of 'wibucm'.

CmRt-102738: CodeMeter License Server: UvD operations can now also be performed via 'CmLAN'.

CmRt-69629: WibuCmNet.dll: The API for using Universal Data is now also fully available in .NET.

CmRt-55951: WibuCmNet.dll: In the .NET API, the 'CmGetBoxContents2()' call now also indicates the presence of Universal Data in the 'SetPios' return value.

CmRt-102880: cmu: Automatic time update can be enabled using the new option '--enable-auto-time-update'. A following hour value defines the frequency; if no value is specified, the time is updated every 24 hours. The functionality can be disabled again using '--disable-auto-time-update'.

CmRt-102662: cmu: The new option '--enable-network-server' now allows enabling the network server functionality via cmu as well. The change takes effect immediately, just like in CodeMeter WebAdmin. Use '--disable-network-server' to disable network request reception again.

CmRt-102275: cmu: The setting for automatic recovery of the 'codemtr.io' file on CmCard/uSD or other CmContainers with data exchange via this file can now be enabled or disabled using cmu with the '--file-io-autorecovery <on|off>' option.

CmRt-101980: cmu: The output of 'cmu --list-content' is now sorted by Product Code, feature map, and programming order. Previously, only the programming order was used.

CmRt-89664: CodeMeter Services: On Windows and macOS, the CodeMeter runtime environment services will in the future be automatically restarted by the operating system's service manager if they are unexpectedly terminated.

Bugfixes
CmSetup-100066: CodeMeter Installer: Windows: During a repair installation, the required files could not be found. The installers that were run are now stored in the system's installer cache. The next update or uninstallation of the installer will remove the old sources.

CmRt-102574: CodeMeter License Server: CmActLicense: When checking whether a license entry could be used for a cryptographic operation, the operation was incorrectly denied for a Module Item because the parent Product Item had already expired. However, the expiration date stored in the module item itself is the determining factor, provided it is still valid. This behavior has been corrected.

CmRt-100065: CodeMeter License Serve: CmActLicense: The mechanism designed to ensure that only a singe CodeMeter License Server instance can use CmActLicenses at a time has been made more robust against interference from a second CodeMeter License Server instance that has been started or attempts at dual use. The 'cmact.lock' file remains writable by anyone so that instances belonging to different users can work with it.

CmRt-102786: CodeMeter License Server: The notification before a firmware update was not displayed in the local language, but always in English. This issue has been resolved.

CmRt-101860: CodeMeter License Server: CmActLicense: For broken CmActLicenses managed via Runtime Extension or CmReady, CodeMeter Control Center displayed the wrong serial number in some cases. This was a display-only issue that has been corrected.

CmRt-102153: CodeMeter License Transfer: CmActLicense: The process of writing to 'CmActLicense' files has been hardened so that the 'CmActLicense' file remains intact even if the system experiences temporary or persistent write issues, such as a full hard drive.

CmRt-102322: CodeMeter License Server: CmActLicense: As part of the UX improvement, write errors in known directories such as CmActPath will be reported to the user in a consistent and as helpful as possible way.

CmRt-102833: CodeMeter License Server: Korean error messages are now available.

CmRt-82148: CodeMeter License Server: A CM_CE_BOXADDED event is now triggered on import of a CmCloudContainer.

CmRt-101661: CodeMeter License Server: CmCloud: When connecting to CmCloud fails, the precise error message "The CmCloudContainer is not accessible on the network." is now displayed instead of the misleading ,,User maximum reached".

CmRt-102514: CodeMeter License Server: For CodeMeter on ARM 32-bit, the new minimum requirements are GLIBC 2.38 and kernel 5.6; this ensures the relevant kernel and glibc mechanisms are available, so the Y2K38 issue no longer occurs.

CmRt-101988: CodeMeter License Server: The automatic repair of SD cards in Windows has been improved so that repairs are now triggered only when actually needed.

CmRt-103092: CodeMeter License Server: When the 'WibuCm' library was statically linked, deadlocks could occur if the library was loaded and released multiple times. In addition, after the static library was deinitialized, further 'CM-API' calls could cause crashes, even though in this case only an error should have been returned. This behavior has been fixed.

CmRt-102525: CodeMeter WebAdmin: In 'WebAdmin Dashboard', 'Windows Server 2025' was displayed as an unknown system. This issue has been resolved.

CmRt-102789: CodeMeter WebAdmin: In 'WebAdmin' simple mode, it was possible to create entries for license access permissions that consisted solely of blank spaces. As a result, the list could appear empty even though access by other clients was still being blocked. This issue has been resolved.

CmRt-102400: cmu: When activating an Update file for initial activation via 'cmu', the messages for 'CmActLicense' updates incorrectly alternated between 'CmActLicense' and 'CmDongle' in some instances, even though only a 'CmActLicense' was involved. This behavior has been corrected.
#6
Schwerpunkt / Re: Schwerpunkt Plan Forward S...
Last post by schwerpt - May 28, 2026, 12:41:05 AM
I'll have a lot more to say about those changes after I get the scenarios built.  But yes, as long as the compile server holds up, I will make selected upgrades to the code!

Hope this helps,
Ron
#7
Games Discussion / Re: Dagger_Directive
Last post by Asid - May 28, 2026, 12:17:17 AM
Hotfix 0.9.01 Live - AI Updates, Resolved Controller Mapping issues, & Bug Fixes
Wed, May 27, 2026



Our last update 0.9.0 introduced some really cool features, however, it also introduced some bugs as well. We took each bug report and piece of feedback seriously and quickly got to work on fixing the issues. We identified three major points of feedback and made adjustments.

 
AI Updates

Some players seemed to like the previous AI interactions, while others were thrilled with how the new AI behaviors worked. After some design discussions, we decided to include both. This means that there are now three different difficulty setting for missions.

  •     Easy - "Normal" AI behavior after the launch of 0.9.0
  •     Normal - Previously "Hard" AI Behavior after the launch of 0.9.0
  •     Hard - "Hard" AI behavior before the launch of 0.9.0, but with adjustments so it's slightly harder than before.

We didn't simply revert the AI completely though. We made sure to kept all the bug fixes for each mode.

 
Key Binding & Controller Fixes

We had several reports right after launch about issues with changing their key bindings and some default mouse wheel settings not working. We have fixed those issues in addition to several other bugs related to Controller mapping. Some new features to point out:

  •     Functions that cannot be changed/remapped the text will display Gray in the UI
  •     Mouse Wheel Functions for Zoom are working correctly again

Please Note: You might need to set your control settings back to default (using the default button).

 
Bug Fixed

We wanted to call out some of the following bug fixes for things people were encountering.

  •     Fixed some Networking issues, including networking performance
  •     Fixed a Save/Load error that was causing players to load into a black screen

 

This is not the full list of squished bugs. The full of changes and fixes for this hotfix can be found in the Change Log below.

 

We care deeply about how you experience the game. That means listening not just when something goes wrong, but also when something feels right. When we only hear negative comments, we risk changing things you actually enjoy, and we never want to lose the parts of the game that matter to you. Hearing what you love helps us protect those strengths as we shape updates and new features.

 
Change Log

Notes:

  •     [AI] Added "Easy" AI that is the normal from the 0.9.00 update.  Normal is the Hard AI from the 0.9.00 update.  Hard is back to where it was before 0.9.00 but with all the bug fixes and behavior changes so it's a bit harder than before.
  •     [General] Improved networking performance and a few other things.
  •     [Input] Altered the input map lock system to help alleviate confusion and getting into a stuck state.

        * Locked inputs now only exist for mouse and keyboard as it can always be the fallback if a controller is missing a critical input.

        * Locked inputs can no longer have additional inputs mapped to them.

        * Look x and y inputs are now hidden on mouse and keyboard as mapping mouse axis is not currently supported.

        * Added opening the menu and scrolling in the menu to locked inputs.

  •     [Networking] Updated Netcode package from 2.7.0 to 2.11.2

Bug Fixes:

  •     [Input] Fixed the default input for Zoom out not working correctly. Either Reset mappings to default or rebind the key to fix this issue.
  •     [Input] Fixed the Controls menu breaking if a controller was disconnected while it was selected in the menu.
  •     [Input] Fixed some controls not mapping to their correct controller.
  •     [Input] Fixed the mapping window not displaying the correct action name for some inputs.
  •     [Networking] Fixed swapping an attachment show as floating for other players.
  •     [Networking] Servers no longer show up in the server browser if the host has not fully spawned into the game yet.
  •     [Networking] Fixed minor error on clients when host deselected a custom map.
  •     [Networking] Fixed an error in the kick code that leads to getting stuck in a blank screen.
  •     [Save/Load] Fixed an error that caused players to get stuck in a black screen when loading from the main menu.
  •     [UI] Fixed the onscreen keyboard not opening properly in the Server Browser, Direct Connect, and Create Server menu on the Steam Deck and Big Picture mode.
  •     [Workshop] Custom maps briefing audio no longer starts playing if you have the briefing muted.
  •     [Workshop] Fixed completion stars on the mission selected for custom maps sometimes displaying too many levels.
  • Known Issues:
  •     [Input] Some tooltips improperly display "Unassigned" for inputs that are mapped or the wrong controller.
  •     [Networking] Rare issue when returning to the ship after a mission completes and one player not spawning in and getting stuck on a black screen.  We're working on it!
#8
Games Discussion / Re: Battlestar Galactica: Scat...
Last post by Asid - May 28, 2026, 12:17:10 AM
PATCH 1.0.2 IS LIVE!
Wed, May 27, 2026



OUR FIRST BIG PATCH IS HERE, BRINGING YOU SEVERAL BUG FIXES AND IMPROVEMENTS!

Hey Commanders!

Our 1.0.2 patch is here, bringing you the following bug fixes:

MAJOR FIXES

  •     Fixed an issue where quickly hitting "Back" after selecting a save slot caused a softlock
  •     Fixed a memory leak tied to shop re-rolls that was playing a major part in performance issues, to the point of stability issues
  •     Fixed a bug with Electromagnetic Jammer that caused enemy Nukes to be undestroyable (infamous "NaN" hull point value)
  •     Fixed a bug where it was possible to still reveal clues about an already-revealed Cylon, causing weird behaviour and events as if it were just revealed again
  •     Fixed a bug where quickly deploying/undeploying a weapon could cause the weapon to reset its cooldown
  •     Force-quitting the game (such as Alt-F4) during game over screen no longer causes various bugs


BALANCING AND IMPROVEMENTS

  •     Added a Save backup system: the game will now store saves from the beginning of previous sectors, which will help in case of corrupted or deleted save to avoid save losses. This is in preparation for an automatic restoration system coming later on.
  •     Events tied to uncovering the Cylon's identity can now be found in the Bar even if a Faction relation is Tense
  •     In general, Faction-affecting Bar events are now a bit rarer while the effect of choosing a paying option to lower the relation has been increased by 25%
  •     [UI] Choice selection has been made clearer to help prevent accidentally validating when using clicks to go through dialog
  •     [UI] The second Elite Point Of Interest's has been improved to clarify the conditions required for completing the objective
  •     Disabled payloads such as Nukes now have a FX feedback to highlight their state


ACHIEVEMENT AND TEXT FIXES

  •     Fixed an issue where the "Turn The Tables" achievement could be be obtained during combat Points Of Interest, contrary to its description -> now only triggers during end-of-sector fights
  •     Fixed an issue where the "True Veteran" achievement would not be unlocked when finishing the run. Note that this fix is not retroactive ; it requires to win Extinction 10 once in this update for the achievement to unlock.

  •     Fixed several localization issues, such as:

        [French] Commander Adama was wrongly referred to as "Admiral"

        [English] Clarified a prompt during the weapons deployment tutorial

        [Japanese] Fixed a text in the demo's final screen that was improperly centered

  •     Several other text improvements and typo fixes

FLEET MANAGEMENT FIXES

  •     Fixed a tutorial event's fade-to-black that occurred too soon
  •     Fixed incorrect UI appearing at one point during the battle tutorials
  •     Fixed a bug with Bar Morale Event being possible for undecided Cylon
  •     Fixed a bug where VIPs obtained via Merchants were missing visuals, in addition to various minor VIP visual fixes
  •     Shuttles on their way back from Merchants will no longer visually clip through other ships
  •     Situations triggered by Cylon crises display the associated event text properly
  •     Crises Smart Offer (FBO-3) and Training Days (FMO-3) can no longer appear at the same time since they ask for incompatible objectives

BATTLE FIXES

  •     Fixed several UI issues that prevented the origin of statuses and abilities from being clearly shown
  •     Fixed an UI issue where the Gunstar's weapons' out-of-range feedback did not disappear when appropriate
  •     Fixed a bug with the "Deadeye" squadron ability losing its infinite range whenever receiving a range bonus
  •     Fixed an issue where the "Missile Override" Squadron ability was not reliably working
  •     Fixed an issue where effects prolonged by certain abilities did not have their visual FX prolonged as well
  •     Fixed an issue where the "Flak Offensive" Gunstar weapon had its animation continue beyond the actual effect duration
  •     Fixed an issue with Several Squadron abilities (such as "Cylon Flesh Melter") not showing their area-of-effect preview
  •     "Forced Cylon Hard Reset" Squadron ability now works against DRADIS Signature Clones, removing the decoys
  •     Scorpios now correctly count kills made with "Disruptive Wave"
  •     Enemy turrets now display their stats properly
  •     Crises asking for a battle objective to be met will now wait until the end of the battle before updating to the next state
  •     Third boss' targeting visuals no longer disappear too soon

We wanted to thank you for taking the time to report the bugs you've been encountering, and sharing your feedback! As we previously mentioned, we're continuing to work on improving the game, so stay tuned for upcoming updates!

And in the meantime, you can learn more about the content of the next big patch bellow:

UPCOMING PATCH - 1.0.3

    A lot of new bug fixes including on:

        A bug that prevents the game from saving during a run

        A bug that blocks the game while playing in slow-mo

        Content fixes (Notably "Galvanized") and small balancing

        A bug with the Artemis Gift that prevents some crises conditions to be fulfilled

  •     Auto restoration of saves in case of corruption/crashes
  •     Performance improvements
  •     Improvement on the number of clicks required to "skip" an event (We heard you!)
  •     An auto skip setting
  •     A new way to track Faction Relation variation
  •     A lot of texts improvements in all languages
  •     Improved balancing on Heroes level up traits types
  •     And a lot of other improvements and fixes !

#9
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - May 28, 2026, 12:17:04 AM
Indian Units In Progress
Wed, May 27, 2026



Indian Unit Visuals Updated



  •     Indian Spearmen
  •     Indian Swordsmen
  •     Indian Irregular Foot
  •     Indian Bowmen/Archers
  •     Indian Cavalry




*This is an in-progress update for adding new Indian units/visuals to the game. This update replaces the visuals for existing Indian units. It does not yet include altogether new Indian units for chariots, elephants, and other infantry and cavalry units, or new Indian army lists. It has also not updated the portraits yet.



#10
Games Discussion / Re: Modern Naval Warfare
Last post by Asid - May 27, 2026, 12:18:23 AM
Modern Naval Warfare is out now in Early Access
Tue, May 26, 2026



Modern Naval Warfare The wait is over. Modern Naval Warfare has officially launched into Early Access today

Your command of the world's most advanced nuclear attack submarine begins now. Because this is a sophisticated, high-fidelity simulation, we want to ensure you have the ultimate tactical advantage to navigate (ah!) the complexities of the deep. Below, you will find a structured, comprehensive set of official resources—ranging from video tutorials to live-updating manuals—designed to take you from a fresh recruit to a master of the sonar waterfall.

Before diving into the complexities of this unparalleled simulation, check out our article here.


1. Tactical Training Videos
For those who prefer visual briefings, we have partnered with FPSChazly to produce a series of in-depth training tutorials. You can access these directly from the in-game menu or via the official playlist: Here


2. The Digital Library (Live Updates)
Our documentation system is live-updated. When you open a manual from within the game, the system automatically checks our public server and caches the latest version locally. This ensures you always have the most up-to-date tactical data without waiting for a Steam patch.

You can browse the full public repository at any time here: docs.waveops.io/mnw/

Available Now:

- MNW Control Guide: A vital breakdown of the overlay UI, buttons, and primary command inputs (recently updated based on community feedback).
- Virginia Class Quick Reference Handbook (QRH): Your "go-to" for step-by-step procedures, weapon launch parameters, symbol explainers, and performance envelopes.
- Dusk till Dawn Campaign Charts: Essential mission intelligence, including satellite imagery, bathymetry, and bottom composition for sonar modeling.
- Virginia Class Blueprints: Technical schematics detailing the structural differences between the various Blocks of the submarine.
- Weapons Blueprints: Vital performance specifications and employment limitations for your torpedo and missile complements.
- Recognition Handbook: A massive resource featuring diagrams, specs, and acoustic data to assist with LOFAR and DEMON sound analysis and radar classification.

Coming soon:

- The MNW General Guide: A foundational deep dive into the history of submarine warfare and the physics of the underwater environment.
- Virginia Operations Handbook: A detailed station-by-station guide. The initial release focuses on the Block III (featured in the campaign), with expanded coverage for all Blocks and advanced tactics coming throughout Early Access.


Our advice, if you can, is to always keep the QRH open on a second monitor or tablet. It's designed to be your best friend during high-stress encounters when you need to verify launch parameters in a hurry.

Good hunting to all of you.