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#11
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - April 27, 2026, 12:20:35 AM
Patch Notes (22936228) : LRCAP mechanics trials
Sun, 26 April 2026



LRCAP mechanics introduced, to be tested

A couple small updates were pushed before the weekend. After a few bugs were corrected, here are the current patch notes ahead of the release of another scenario, hopefully, next week :

24/04/2026

Major changes made to the way strikes manage target assignment, especially by the AI player, to make it feel more natural and efficient.

We have introduced a new mechanism allowing for long-range CAP patrols (LRCAP). These patrols are managed on the CAP interface (Fleet Plot) like any other CAP patrol. The mechanism is still experimental and requires further testing, so please report any bugs.
  •     These patrols can be assigned to another task force or an arbitrary player-defined position on the strategic map (see the "target" setting).
  •     Once over their target, these aircraft will circle and attack any enemy in sight. Note that assigning a patrol to a task force means that it will follow it around.
  •     IMPORTANT: It does not check range for now, so make sure that the range/fuel is compatible with the aircraft type.
  •     Note that beyond a certain range (basically line-of-sight range from their original base), CAP fighters will be on their own and will only be able to engage targets they can identify visually. There is currently no FDO (Fighter Direction) backup, even if you place them over a friendly task force with radar.
  •     We are aware that this new mechanic will allow new ways to abuse the existing setting - we are interested in that feedback too, so as to define relevant, balanced limitations that will keep this option valuable, yet refine its scope.

Historical note: this mechanism is there to allow CAP missions over friendly units or specific spots, which were a common occurrence in 1942-43. See it as a valuable tool to recreate the fighter cover during the Watchtower landings, for instance, or Enterprise's CAP efforts when covering Chicago at Rennell Island, to name a few applications.

Thanks to Foxman for the screenshot.

Thank you all for your time, and your attention!

The Team
#12
World War II Europe 1939-1945 / Re: Ron your a genius!
Last post by planetbrain - April 26, 2026, 08:37:44 AM
? ? ? ?
Some news, please
#13
Games Discussion / Re: Regiments : Tactical Cold ...
Last post by Asid - April 26, 2026, 12:17:54 AM
Update 1.5.0
Sat, 25 April 2026



Final Update

The Final Update is out!

This one has quite a bit of changes and content and I haven't released patches in more than a year, so brace for some bugs and hotfixes in the coming days.

GOG version and demo version will be updated as soon as no critical issues remain.

Changelog:

  •     Added UK BG Campbell - FV-432-focused regiment
  •     Added West German Arbeiterkampfbrigade Leipzig - FDR Rebels regiment
  •     Added Polish 30. Pułk Zmechanizowany - balanced mechanized regiment
  •     Added East German KG "Kaspar" - mixed motorized/heliborne regiment
  •     Added Soviet BTR-D/RD/ZD serie of vehicle
  •     Added UK Puma HC.1 - which means UK airmobiles are now split between ATGM-heavy small platoons in Lynxes and big para platoons in Pumas
  •     Added UK FV120 MCT anti-tank vehicle
  •     Added Polish Hibernyt AAA vehicle
  •     Added Soviet and CSLA 2S7 Pion - only in a single Task Force per nation. It's out of scale, but well, we had the model available and it's the last patch
  •     Added West German F-4F Guided strike Tac Aid
  •     Added Steam achievements - they will automatically pick-up your progress in Operations, but not for Warpaths as there was no reliable data saved in previous versions
  •     Added Skirmish options persistence - all settings would be remembered for next sessions
  •     Added Move to Contact behaviour - when Attack Move command is issued to unarmed platoons and platoons in Hold Fire mode, they will move until they spot a target
  •     Added mech squad survivor transfer: there's a 45% chance for each trooper to survive the loss of their transport and regroup with a nearby squad (if they have unfilled position)
  •     Added helo-specific retreat behaviour: helos will retreat to closest map edge or retreat zone, trying to avoid AA platoons
  •     Added last-known-position marker that stays for some time after losing LOS to enemy platoon: fades out fast for mobile targets, stays for several minutes for entrenched ones
  •     Adjusted "recon by artillery": wrecks will be hidden until spotted, dead soldiers and floating points won't be displayed for enemy units killed outside of line-of-sight.
  •     Added ability to select same-side opponent in Warpaths
  •     Added maps "Crucible", "Blumenthal", "Wasteland" to Skirmish
  •     Added alternative map variants from Winds of Change to Skirmish
  •     Adjusted half a dozen existing maps that weren't setup for Warpaths
  •     Added slogan decal system to UK units
  •     Adjusted TFs to spread out new units, rebalance some outliers, reduce Belgium spamminess
  •     Adjusted Air Patrol TacAid: increased delay befor next run if the plane was suppressed or paniced during the current one
  •     Adjuted tracked APC platoons prices to match those of wheeled APC platoons in Operations and Warpaths
  •     Adjusted garrison platoon sites and (Rear) AI platoons to be infantry-only, added slightly more troops to compensate
  •     Fixed AI helicopters always wasting last ATGM due to early low-ammo retreat
  •     Fixed artillery behaviour when it receives a new artillery attack command during an existing fire mission
  •     Fixed napalm and cluster TacAid strikes always reporting a miss
  •     Fixed unit follow camera twitching in some cases
  •     Adjusted Hellfire missile textures on AH-64, courtesy of Phlogis
  •     Fixed Mi-8T decals
  •     Fixed AMX-13 DCA turret shape
  •     Fixed Nona-S model
  •     Slightly reduced the noise values of infantry ATGMs and recoiless rifles
  •     Adjusted Skirmish random atmosphere selection to select only daytime atmospheres
  •     Optimization passes and bugfixes


Hotfix 1.5.1:

  •     Fixed BTR-D related crash in newly generated Warpaths
  •     Fixed DLC content being available to everyone
  •     Minor localization fixes

#14
Games Discussion / Re: Regiments : Tactical Cold ...
Last post by Asid - April 26, 2026, 12:13:36 AM
Status Update on Final Patch
Thu, 19 March 2026



State of things and plans

Hi all, long time no see!

Recap

It has truly been a long time, so it's worth to recall where we've stopped.

After the 1.4.5 patch back in September '24 I promised to release the Final Update after a short rest. But frankly I was burned out after working on Regiments almost non-stop since 2016, so the hiatus went much-much longer. I had to figure out things going forward, and try out some ideas for the next project.

While I'm mainly focused on said next project, it felt wrong to not give Regiments a proper send-off. After some deliberation, I've decided to focus on the promised final update.

Better late than never, right?




Planned Content

This is what can definitely be expected:

  •     Several new units. Some will patch up the gaps in the existing rosters - like the BTR-D line of vehicles for VDV forces, - while others are more 'flavour' additions like the Polish Hibernyt.
  •     At least one new regiment
  •     Steam Achievements
  •     Male announcer voice as an option
  •     Smarter retreat logic for both transport and combat helicopter groups
  •     Mechanized infantry that have lost their transport may now reinforce the surviving squads in their platoon

    A wealth of balance adjustments and fixes based on the feedback received since the last patch

Schedule

I'm currently aiming for mid-April (but you know how these things may go).


Next Project

There are probably a lot of questions, but the project is still in very early stages of development and it's not possible to talk much about it. It's not Regiments 2, but still tangentially related and will feature a lot of familiar hardware.



That's all for now!
#15
Games Discussion / Re: Armored Brigade II
Last post by Asid - April 25, 2026, 12:31:55 AM
Dev Diary #10 Audio Overhaul, Polish Rework, and AI Improvements
Fri, 24 April 2026



Greetings Commanders,

After the successful launch of the first DLC for Armored Brigade II, Scandinavia, we are once again turning our attention to the base game and the improvements currently in development. We begin today with one of the most important parts of battlefield immersion: sound.


Audio is often one of the most overlooked aspects of game development, yet it has an enormous influence on how a game feels to play. It shapes the atmosphere, conveys impact, and gives weight to every engagement. A shell landing in the distance, the burst of an autocannon, the thunder of advancing armor: these moments are remembered as much through sound as through visuals.

The history of our game has never been that of a massive studio production assembled by dozens of specialists or supported by a proper budget. For long stretches of its existence, it was closer to a passion project, built through persistence and determination to create the kind of wargame we ourselves wanted to play. Over the years, talented people joined that journey one by one, each bringing something valuable, each helping shape the project into more than it was before.



The latest addition to the team belongs to that same tradition. Juan Antonio Camara Tuason, also known as MusicalCat, approaches sound design in a highly distinctive way, favoring original recordings and deep transformation work rather than relying on expensive stock sample libraries. He draws inspiration from the more expressive traditions of sound design associated with creators such as Ben Burtt, and from the films and games many of us grew up with in the 1990s and early 2000s.

A major part of his work relies on a proprietary method he calls "Outverb," refined over several years. This technique allows detailed control over the character of gunfire: rate of fire, tonal shape, echo, distance, and report, all built from relatively small recorded source material. Without access to weapon ranges or large recording budgets, it became an innovative and cost-effective way to produce convincing and distinctive battlefield audio at scale. The result is a substantial sound rework that strengthens the atmosphere of every engagement. And there is still much more to come.


Some of the new models and units added, including the East German FASTA-4.

Another major area of work in the incoming update has been a near-complete rework of the Polish forces, drawing on updated archival research. Throughout the existence of the Warsaw Pact, the Polish Army was the second most powerful military force in the alliance after the Soviet Army. In terms of personnel, conventional armaments, and the number of tactical formations fielded, it represented a major presence on the European continent. At higher command levels, the Polish Army broadly followed Soviet models, but at lower tactical levels, the Poles pursued their own approach, producing several distinct differences in organization, equipment, and battlefield practice.

Those differences are now modelled much more accurately in the game. Polish tank platoons, for instance, operate with four vehicles rather than the Soviet standard of three, a seemingly small distinction that has real implications for how armored formations fight and absorb casualties. The rifle platoon structure likewise followed its own logic, and the Polish order of battle included formations with no direct Soviet input: an airborne arm with its own organizational character, and a naval infantry branch shaped by Poland's Baltic responsibilities. Revisions have touched virtually every formation, and further work on the Territorial Army is expected to follow, with some extra content.


Probably never seen in any game before: the highly obscure TOSU-76. Based on obsolete SU-76 hulls, with more than 100 produced initially for the Internal Security Corps and later operated mostly by the Internal Defense Forces, it formed the early core of Polish mechanised forces. Recreating it was a challenge in itself, as only a handful of reference photographs are known to exist.


The main reason Poland's forces developed along these lines was economic reality. Warsaw Pact obligations required Poland to maintain armed forces whose size often exceeded what the national economy could comfortably sustain. This placed limits on modernization and frequently forced difficult compromises in procurement, readiness, and equipment development. This is part of what makes the Polish Army such a compelling subject: a force burdened by demands beyond national resources, yet sustained by capable personnel who treated service as a genuine duty.


We are also continuing to improve battlefield behavior through new AI stance logic. Units set to Aggressive will now move to engage enemy contacts spotted by other elements of their formation, not just targets they can see themselves. In practice, this means that when a lead element makes contact with an enemy unit, other units in the formation will begin moving to engage rather than holding position and waiting in their own line of sight. A flanking platoon mate that spots a tank company pressing through a tree line can now draw the attention of friendly units further back, allowing the formation to respond with coherence rather than in isolation. This is an ongoing but meaningful step toward cooperative tactical behavior, and it works alongside the improved ammunition selection logic introduced in the previous patch, which already gave AI units a better foundation for choosing the right response once they start engaging.


These changes are another step toward a more dynamic and authentic battlefield experience, and we look forward to showing you more as development continues. Now, back to the front!
#16
Games Discussion / Re: Dagger_Directive
Last post by Asid - April 24, 2026, 12:19:59 AM
Patch 0.8.03 Released
Thu, April 23, 2026



Patch 0.8.03 is a small update to the game. The majority of the work is not visible since it is prep work for the release of the custom map feature. However, we have released some pending changes we had completed related to the custom weapons workshop. A list of those changes are listed below in the change log.



Change Log:

- Back End Updates for Custom Maps

- [Workshop] Added Tag filtering to the workshop menu.

- [Workshop] Added Equipment tag to items uploaded through the Workshop menu.

- [Workshop] Updated existing Workshop content to include the "Equipment" tag.

#17
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - April 23, 2026, 11:55:31 PM
#18
Games Discussion / Re: Headquarters: Cold War
Last post by Asid - April 23, 2026, 01:13:15 AM
Headquarters: Cold War | M1 Abrams - Unit video
Wed, 22 April 2026


The M1 Abrams is a playable unit in the NATO campaign, serving as a decisive asset for breaking enemy defenses and securing key objectives.

Watch YouTube Video



#19
Games Discussion / ATOM RPG 2 - Tactical CRPG set...
Last post by Asid - April 23, 2026, 12:21:43 AM
ATOM RPG 2 is a story-heavy tactical CRPG set in a world where the Cold War turned hot.
Wed, April 22, 2026



The Caspian Wastes are calling!

ATOM RPG 2 is the long-awaited game in our studio's renowned post-apocalyptic series and our most ambitious project to date.

Co-op, racing, faction takeover, gear customization, weird anomalies, evolving companions, and a truly reactive world brought to life with our most gripping story yet, are already in the works.

https://www.kickstarter.com/projects/atomrpg/atom-rpg-2
#20
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - April 23, 2026, 12:08:15 AM
Update 2.05c: Improvements #1
Wed, 22 April 2026



- Addition: Upgrade on Unreal Engine 5.7.4 (various fixes for GPU-related crashes)

- Improvement: Visual details on certain maps

- Improvement: Grass optimization on the "Residential House" map

- Improvement: Optimized garden vegetation LODs on several maps

- Fix: Ladders on custom maps were not working properly

- Fix: Error that allowed the same kit to appear twice in the inventory

- Fix: Grass scaling issue on the "Klettgau Forest" map