Recent posts

#1
Games Discussion / Re: Gunner, HEAT, PC - vertica...
Last post by Asid - Today at 12:31:04 AM
GHPC developer stream - April 26, 2026
Apr 28, 2026



0:00 Pre-stream
3:46 Stream starting
5:03 Roadmap progress review
7:07 Turret inertia
9:23 Persistent track marks
10:25 Projectile impact hole marks
26:10 Leopard 1A4 with enhanced zoom and automatic lead
30:45 Unique stereoscopic rangefinder reticle
37:47 Trying Leopard 1A4 on Bolder Limit mission
1:01:02 Final thoughts
1:01:58 Stream ending
#2
Games Discussion / Re: Shadow Empire : A military...
Last post by Asid - Today at 12:26:14 AM
New Patch Update
Wed, 29 April 2026



Patch Update v.1.31.18 - changelog


1.31q , version #259

-Fixed the thing that could cause a Character Profile to receive a double Profile (like 2 times autocracy) -Fixed S&S Editor (again!! Apologies for this)

-Fixed issue with Stratagem preview difficulty with NATION Stratagems being wrong

-Fixed a CTD related to removal of a Dynastic Faction

-Tuned down max Trader contribution to the Impose Stratagems

-Some minor fixes to other Stratagems DONE 1.31p , version #258 -Fixes to the cleaning up of SSF Assets belonging to Leaders that are no longer with you.

-Fixed Economic Flexibility Regime Feat to be actually needed to Denationalize (instead of Property Agnosticism).

-Private Economy Stimulation Law now giver 100% bonus on Private Investment (instead of giving 50% bonus) -Fixed issue with assigning Commander directly to non-Commander Job.

-Harmonized the old Prestige rules to give no surprises when appointing to new Job (and promise for better job)

-Fixed a number of decisions with AI Major Regimes (like release spy).


1.31o , version #257

-Fixed a number of oversights that allowed you to get too much info on enemy units you do not have total recon on.

-Fixed "Peace Conference" Stratagem

-Made fix to Crime Syndicate to no longer destroy Assets that are still in construction

-Fixed some Decision events switching target character when re-opening the Decision

-Fixed some weird Leader ghost assignments to OHQ/SHQ after revolution

-Causing the ghost leaders has also been fixed for revolutions and stratagems and decisions alike

-Ghost Leaders get cleaned up upon load game -Fixed making a New Makeshift Zone crash.

-Strat Rarity Modifier fixed for Meritocracy, only Cabinet Members taken into account now

-Fixed a Provoke War Decision against yourself.


1.31m , version #256

-Fixed glitch with found Artifact not appearing in Vidcom (or in hand)

-Fixed some Stratagems like Altruistic Resignation to replace Secretary if removed, if nobody in reserve Pool you will get a new Char as secretary.

-Fixed Coopt Minor Elite and Call to Submission to not work on Minors incapable of Diplomacy.

-Fixed bug with Abort for Merge Zone Order not being recognized!

-Fixed an extreme slow down with a Nomination Decision (and possibly other operations where Internal Faction Ranking has to be looked up)

-Replaced Vidcom FanaticInternalTerror by a fixed one

-Improved Game Reactivity/Processing with Scrapping Stratagems for big pile

-Made some fine tuning to the Recruit Veterans Stratagem


1.31k , version #255

-Fixed recently causes bug with S&S editor start up

-Fixed a hanging AI resolution bug

-Skill use for Mediation Training Strat changed from Diplomacy to Leadership *


1.31j , version #254

-Fixed Political General Unit Feat to actually work now.

-Fixed an accounting leak in Corporate Story Module that caused divergence between reality and treasury cashflow report.

-When setting userdebugger.txt to true and flagging Debug Mode in game start setup, the game will generate a lot of log files on the AI decisions. This could be of interest to modders. Or people who have too much curiosity. Wink wink.

-Added an experimental option to add a 3rd "true" line to direct2d.txt to allow some sharpening & contrast to be applied during upscaling on 200% DPI mode (like notably when using a 4K screen res).

-Made SSF Transformation more rare and only if the previous SSF is significantly less liked than the new one.
#3
Games Discussion / Re: Modern Naval Warfare
Last post by Asid - Today at 12:23:30 AM
Modern Naval Warfare - Release Date Announced
Wed, 29 April 2026



The wait is almost over for fans of deep, realistic naval simulations.

Modern Naval Warfare will be released on May 18, bringing one of the most ambitious submarine warfare experiences ever created to players worldwide.



The game delivers an incredibly detailed experience, spanning from the crushing depths of the ocean to tense geopolitical hotspots such as the South China Sea.

Built on real-world GIS data, it features physically based rendering and dynamic environmental systems, including realistic ocean waves, and a fully simulated day-night cycle. Players can also explore meticulously recreated submarine interiors, such as the Virginia-class Combat Information Center, with interactive control stations.

From solo operations to coordinated strike group missions, the world is your theater of war. With a full campaign set in the South China Sea, several mission types, and a mission editor for custom scenarios, Modern Naval Warfare aims to set a new benchmark for naval combat simulations.

Discover all the features and don't forget to wishlist:

#4
Games Discussion / Re: Wolfpack
Last post by Asid - Today at 12:17:30 AM
Development Update April 2026
Wed, 29 April 2026



Hello everyone! This month we have updated the beta version of the game, and we have added the Kriegsmarine grid to the map.


Updating the beta version

As many of you know, the main version of Wolfpack has not been updated in a very long time. We created many upgrades, such as the playable engine room, and Enigma machine, and released them on the beta branch. This version of the game had many critical issues, among them a network bug that made the game very unstable. To fix this, we decided to start from scratch and create a new network protocol. Since Wolfpack is a multiplayer game, the netcode touches pretty much the entire game, so this led to us pretty much reworking the game from scratch. During this time, the beta version remained broken, and the main branch never received any updates. This has led to people believing that the game is not being worked on, and has created a lot of frustration in the community. We are deeply sorry for this.

Since the development of the new version of the game has taken far too long, we have decided to fix all of the bugs in the current beta version. Bug fixes for the beta will be rolled out continuously, and once all of the bugs are ironed out, we will move it to the main branch.

Our most dedicated players have been playing on the current beta, and have used various workarounds to compensate for the bugs present. To avoid disrupting their gameplay, we have created a separate branch called legacy beta, where the old beta version will be preserved for redundancy.

This does not mean we have abandoned the new open world version of the game. We are still working on it every week and making great progress.


The kriegsmarine grid map

During the second world war, the German navy developed a new system for referencing a location on a map. The entire globe was divided into large square sectors, each with its unique two-letter designation (e.g. AE, AF, BA, BB, etc.) with each square, called a quadrant, 486 nautical miles to a side. Each quadrant was further sub-divided into a 3 x 3 matrix, so that there were nine squares. Each of the nine squares were again divided into nine smaller squares.



This grid is not evenly distributed over the world, but is drawn to mostly cover the sea. This means that many of the grid squares are polygonal and uneven in size. This was a nightmare to implement, but now it works and is in the game.



#5
Games Discussion / Re: Dagger_Directive
Last post by Asid - Today at 12:11:19 AM
Custom Map Makers — Your Tools Are Ready
Wed, 29 April 2026



The Custom Map & Missions Guides are now available, and we're gathering a set of creator-made maps to help us test the upcoming Beta. This phase is all about validating the workflow and ensuring the tools support you the way they should.

Guideline:
Custom Maps Guide — Dagger Directive

Maps don't need to be large or highly detailed. What matters most is helping us confirm the creation pipeline is smooth and reliable.

If you're able to begin work on a map for the Beta, or if you have any questions about the process, please comment below. Your feedback is essential.
#6
Games Discussion / Re: Panzer Corps 2
Last post by Asid - Yesterday at 12:33:23 AM
Allied Operations- Italy: Vol.1 | New Release Date
Tue, 28 April 2026




We'd like to share an important update regarding our upcoming DLC.



After careful consideration, we've decided to slightly delay its release. The new launch date is May 14th and the DLC will be available at a price of $14,99.

This additional time will allow us to further refine and polish the experience, incorporating valuable feedback gathered during the beta phase and ensuring it meets the level of quality you expect and deserve.

Our goal is to deliver the best possible gameplay experience from day one and this short delay is a necessary step toward that.

We understand that delays can be disappointing and we sincerely apologize for any inconvenience this may cause. We truly appreciate your understanding, patience and continued support.
#7
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - Yesterday at 12:27:19 AM
Dev Blog #3 — New Units, Weather, and Visual Enhancements
Tue, 28 April 2026



Today we're sharing our third Dev Blog for Veterans: Napoleonic Wars! This time, we are excited to showcase an update focusing on battlefield atmosphere, tactical preparation, and visual polish that brings the battles to life.



A major focus for us has been refining the visual and tactical side of the game. We have updated our environment textures and animations, making the maps look richer and more realistic during your battles. Alongside this, we've implemented more accurate and precise battalion formation animations. Your soldiers will now maneuver and form up into clean, disciplined lines and squares.

To further deepen the immersion, we are introducing volumetric smoke and fog. As musket volleys are exchanged and artillery batteries pound the enemy lines, the battlefield will dynamically fill with lingering smoke, adding a dramatic visual effect to every firefight. We are also introducing a new weather condition — Rain.

Finally, preparation and logistics are taking a step forward. We are happy to introduce the Deployment Phase, allowing commanders to carefully position their infantry, cavalry, and artillery before the first shot is fired. To support your armies, we've also added new units to the roster: Generals to oversee the battle, and Ammo Supply wagons to keep your lines firing. All of this ties directly into our balanced and re-worked Morale system, ensuring that tactical decisions — from positioning to supply lines — impact your troops.

We hope you enjoy this look at the latest additions to Veterans: Napoleonic Wars. Don't forget to wishlist us on Steam!
#8
Games Discussion / Re: Starship Troopers - Terran...
Last post by Asid - Yesterday at 12:24:42 AM
Technical Patch Update V6.1.11
Tue, 28 April 2026



Troopers!

A technical patch is now live, focusing on bug fixes, system stability, and preparations for the upcoming "The Eradicators" DLC. See the extended changelog below.



Upcoming Expansion: The Eradicators DLC



While we continue updating the base game, we're also gearing up for our next major release. The Eradicators DLC brings a wealth of new content: a brand-new environment, a new story, additional player and Arachnid units, expanded Territory Maps, and a host of new technologies and objectives.

To support the game and stay up to date on the release, head to the product page and wishlist The Eradicators DLC today.

The Eradicators is the first Battle Group DLC for Starship Troopers: Terran Command, focusing exclusively on new Territory Mode content.


Changelog

Added
  •     Upgraded to Unity 6.3, ensuring we can keep supporting and extending the game in the future.
  •     Added new loading tips, fixed low-quality loading tips
.

Fixes
  •     Fixed M9A Sledgehammer ignoring hold-fire when deployed.
  •     Fixed custom characters not refreshing on scenario load.
  •     Fixed deselecting uncontrollable units when shift-selecting.
  •     Fixed being able to cast abilities while units are inside a dropship.
  •     Fixed defend-location AI team task aggroing on all units in a scenario with 0 aggro range.
  •     Fixed M6A Jaeger ability promoting the unit to experience level 3.
  •     Fixed weapon barrels not cycling correctly.
  •     Fixed soldiers using "Deploy Field Barricade" not walking towards the center of the barricade.
  •     Fixed warning icon sometimes not being removed from the minimap when all units in an offensive are killed.
  •     Fixed bug tunnels with blocked exits on Klendathu.

Territory Mode
  •     Disabled the adjutant progress commentary in Territory Mode.
  •     The Battlegroup Screen now starts on your previously selected battlegroup.
  •     Added kill count for each bug to the progression screen.
  •     Added warrior bugs to the Arachnid encounters list on the progression screen.
  •     Added tooltip descriptions to technologies on the selected mission screen.
  •     Added daytime and shroud visuals on minimaps displayed in the Territory Mode main menu.
  •     Territory Defenders no longer spawn bugs in areas without Territory Points.
  •     Improved performance during attack waves.
  •     Fixed Territory Mode save/load disclaimer scaling at different resolutions.

Achievements
  •     Changed "Ultimate Arsonist" achievement to kill 50 bugs with the M11 Flamethrower Marauder.

Crash Fixes
  •     Fixed a crash when switching from the beta/alpha Steam branch to the default Steam branch.
  •     Fixed a crash when constructing/repairing units near the edge of a scenario.
  •     Fixed a crash when transporting units.
#9
Games Discussion / Battlestar Galactica: Scattere...
Last post by Asid - April 28, 2026, 12:03:18 AM
Battlestar Galactica: Scattered Hopes



Battlestar Galactica: Scattered Hopes Launches May 11th!

There's not long left, Commander! The Fall of the Twelve Colonies is imminent. We need all hands on deck to deliver the fleet from the clutches of the Cylon threat, and rejoin the Battlestar Galactica. Be ready for hard choices, intense battles, and the fate of humanity in your hands - all on May 11th.



Steam


They have destroyed our home, and now the Cylons' hunt for survivors begins. Against overwhelming odds, you must root out infiltrators and guide the fleet safely to humanity's last hope.

Join the fight for just $24.99, with a further 20% launch-week discount.

Get ready for the fight of our lives—for the future of humanity.

So say we all!
#10
Games Discussion / Re: Urban Strife : Post-apoc s...
Last post by Asid - April 27, 2026, 12:25:30 AM
[BETA] The Fall of the Highschool Kingdom, backwards compatibility fixes, etc
Sun, 26 April 2026





Today marks a major milestone for us - we are releasing the final story episode of Urban Strife!

In this chapter, you will explore the failed kingdom of the Urban Highschool, ruled by its ambitious principal, Mr. King Brown. What began as a remarkable success story - transforming the campus into a thriving, self-sustaining oasis - has taken a darker turn. Rumors suggest King now seeks more than survival... he seeks power. Step into the majestic halls of Urban High, uncover the truth behind King's plans to challenge the Republic, and walk the football field where champions were once made - now repurposed into something far more unsettling.








What Comes Next

Following a short beta test, this update will be pushed to the Public branch in the coming days. After that, we move toward the final act of the game - the moment everything has been building toward: the arrival of the Atlanta horde and the siege that will decide the fate of your Shelter.

We will also continue to release smaller, intermediate updates focused on improvements to systems such as repairs, perks, and overall gameplay balance.


Localization Progress

Once this final story episode is fully proofread and edited by our star editor, Scott Hamm, we will deliver the complete English.po file to the localization team. This will allow translation work to begin ahead of 1.0. While some additional text will still come with the endgame, most of the heavy lifting will already be done, so you can enjoy the full release in your own language. We will start with a selection of widely spoken languages.


UI Improvements

  •     Reorganized the Shelter Notebook page
  •     Introduced larger, clearer cards
  •     Grouped entries by production and faction for better readability


Other Fixes and Improvements

  •     Added .45 ACP ammo to Army traders in Tier 1
  •     Implemented a backwards compatibility fix for FEMA traders to properly reset inventories
  •     Removed most instigation zones in the FEMA Hospital map, allowing post-battle looting without triggering hostility
  •     Fixed an issue in the Army Base arena reported by the community
  •     Streamlined early story scenes and corrected various typos
  •     Standardized carbine naming across the game
  •     New football helmet item added to the game
  •     Fixed a collision issue in the subway station that could block pathing

We are getting close. The Shelter won't build itself... and the horde is already on the move.

Stay sharp. Stay awesome.