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#11
Games Discussion / Re: Expeditions: Samurai
Last post by Asid - November 02, 2026, 06:54:33 PM
Version 0.6.1 Patch Notes
Thu, October 22, 2026



Thank you to everyone who has provided feedback on our changes from EA Update 1!

With an update as sizeable as the recent Early Access Update 1, it was inevitable that a few things would slip through the cracks. Fortunately our intrepid code mechanics have been diligently hammering out the dents, and our tech designer has tuned the difficulty further based on your feedback.

If you've found anything important that you think we missed, please do join our Discord and let us know about it! It doesn't have to be bug reports, we're also open to other suggestions.

Game Balance Adjustments
After gathering feedback on Update 1, we have made a further balance pass on the following encounters: Derelict Carrack, the Portuguese encounter in Kurokawa, the fight in the House of Whispers, Dom Sancho's Manor, Kanseidō Shrine, and the Spaniard's Hacienda. This primarily involved reducing the difficulty by decreasing the number of enemies on lower difficulties, which is a newly implemented feature.

Additional Balance:
  • Added a few salve/bandages/revive kits to Act 1 - mostly for players who did not take the first aid chest on ship.
  • Added ryo (gold) drops in Ikigai and the Derelict Carrack.
  • Kage is now controllable during the fight in House of Whispers. Piet also runs to join the fight after 3 rounds. (We also fixed some weirdness with this fight that occurred in co-op).
  • Tanaka now has 2 allies in Derelict Ship; their classes are chosen depending on difficulty. Tanaka will also replenish his Guard at each checkpoint.
  • If Tanaka dies, his allies will give the player a chance to loot him, then carry Tanaka out of the level.

Fixes and Improvements
  • Fixed such that all weapons in the player inventory and equipped on characters are removed and given back correctly in Let Fall Our Anchor.
  • Fixed such that you cannot farm enemies for loot in Spanish Hacienda.
  • Ranged Default Attacks from exploration now forcibly adds the attacking character to combat if the target is in combat.
  • Fixed an issue where foliage would sometimes erroneously block attacks.
  • Fixed wrong damage type on the Dual Stab ability.
  • Fixed Open/Close Burgonet being swapped visually.
  • Fixed a visual issue with the Intermediate Outlaw outfit.
  • Fixed materials on the Deckhands Defiance unique outfit.
  • Fixing interaction where the new conditions are stopping the Wait For Nodes to output the character in certain cases.
  • Fixed an issue where the player would appear as both the dialogue speaker and observer when explicitly added as an observer to the same conversation they're in. This would happen if a conversation that had the player as the specified initial speaker was triggered by a companion.

Co-op Fixes:
  • Fixed the client player's skill not correctly updating the choices in Piet's dialogue in Perils on the Sea.
  • Both main characters are now correctly added to the "return to recreation room" conversation during Perils on the Sea.
  • Fixed that the client would not get the correct speaker name in dialogue, would see the host's name during dialogue choices, and would see the host's avatar when selecting a dialogue choice.

#12
Games Discussion / Re: Exanima : 3D isometric RPG...
Last post by Asid - November 02, 2026, 06:41:36 PM
Coffee Diary - November 2026
Mon, November 2, 2026



Hey Exanimates,

In this diary we're going to focus on whatever silly things Madoc is doing to bottleneck development again now that he's done tinkering with multiplayer (for now), but remember that while we are very small, this is not a solo dev team. Meanwhile other people are working on new content, new and reworked creatures, a gazillion procedural shields, new art, finalising the alchemy system and dye design and a vegetation generator that will include physics, among other things. Not much of what we do is suitable material for this diary, or spoiler free.


We've got another video this month, because some things are definitely easier to show than explain. The main goal now is finalising combat and the skills, but there's inevitably technical groundwork to features in this game, and technical development presents opportunities to tackle many goals beyond what's in focus. Watch the video, and then if you like come back for some more details. Or just keep reading.


WIP new parrying system and a bunch of really big improvements to our physics engine as we work towards a final revision of combat, new skills and other new features.



We had our multiplayer detour, and it made sense to get an idea of what was involved before we start setting things in stone with combat in general. There's definitely some things that need some attention with the combat, but mainly it's about adding the remaining skills to support more build diversity and play styles. Parrying and blocking are our main obstacle to getting combat on the right track, they're in dire state of disrepair when they are such a key mechanic in close combat. They also create some fundamental problems with shields which should represent one of the biggest build choices.

We've mentioned this before, but we're finally transitioning from a binary parry system that just disables attacks on contact to one where attacks must actually be physically blocked or deflected as result of physics. This means attacks can power through blocks, reach behind them or glance off them and still hit their mark and do damage. This has very important implications and leads to more nuanced and emergent gameplay. It also helps us move forward with shields with a less mechanically constrained design, as shields are no longer this huge passive barrier and we can lean more into their other qualities.

The first problem we obviously need to confront is how unreliable parries are even with the current binary defence. This is largely because we haven't been doing maintenance as we keep changing character physics and attacks, but now it's time to finalise this stuff. At the forefront of this is a new tool where we automatically collect the raw physics data of the trajectories of every attack in the game, every weapon loadout, skill and race modifier, creature attacks etc. This raw data feeds the new system, and with this design we can automatically update it whenever we make further changes to physics or attack motions, alleviating most of the maintenance work that has prevented us from keeping parries in a good state so far.

We're still working on some of the more dynamic elements of parries, but we've already established much better mechanics and have started updating parry motions. The most challenging thing to tackle here was deflecting thrusts, which requires extremely precise prediction and timing. We've gotten some pretty good results, it definitely requires some skill to consistently deflect thrusts, but that's inevitable and on par for our design. We don't intend for defence to be an invincibility mode, but something that requires some aim, positioning and timing. Parries aren't just about defence, but controlling the fight and creating openings.

The new parry system also means that neither attacks nor parries are immediately cancelled on contact. This leads to some sustained binds, which look very nice, and all sorts of combat possibilities that we've yet to fully explore, but we're sure players will thrive on. It also means that all those physical features on weapons combined with our accurate collisions are much more important now. Different guards, rings, discs, parrying hooks and more all affects the dynamics of parries and binds.

But mo physics mo problems. The last update and some of the previous betas included a major physics engine rework where we greatly improved the reliability of collisions, however, with our somewhat cartoonishly strong characters now actively trying to force weapons against each other this was no longer enough. You've probably also noticed that we traded unresolved collisions for sometimes quite obvious vibration, which is again greatly exacerbated here. Worst still, because we had to make collisions even more rigid, and keep making characters stronger, this is an even bigger problem. This would make what should be nice cinematic binds into something quite messy and ugly.

At the time of the physics engine rework we had some theories of how things could be improved further, but we had a lot on our plate at the time and we figured it was good enough. It's always good enough, until it isn't. This was no small change, and it would affect how almost everything worked, not just parries and strong interacting forces. Some of this would also interact in important ways with how we handle multiplayer, ranged combat, and other things.

One of the main things this would affect is stacking and resting. Our engine was designed primarily with characters and their very active nature in mind, as well as solving collision between complex and detailed objects, not stacking piles of boxes. Stacking was a low priority and something it did no excel at, but the poor stacking is a nuisance for our level designers and of course for players who like to build a home, arrange their items, or just mess around with the physics hoping for something cool and realistic. We've said this before, but our goal and concept was always that everything should be physics driven because it makes the world feel more real, not to make a physics combat game.

Previously the engine would struggle to resolve the interactions of larger stacks, so they quickly collapse and piled objects would churn, vibrate and drift, preventing them from coming to rest. Yet in isolation objects would often come to rest too quickly, stopping in unrealistic positions. The stacking is now massively improved and can handle anything we might realistically throw at it and we have a new highly accurate kinetic energy measurement that filters out vibration, but correctly measures all other motion preventing objects from stopping when they shouldn't. A new physically accurate friction model also helps with these things and produces much more realistic behaviour.

The resting also needed to be designed in a way that it could coordinate the process in multiplayer to converge on the same exact result for all of the independently running simulations. This was another key change that had to be part of our updated design and functionality.

Resting is also critical for performance. Just one of our levels contains several thousand dynamic objects, and this only works because most of them are resting and not being actively simulated. In multiplayer this becomes even more important, because active objects also consume bandwidth, and also if someone's simulation can't keep up it becomes a desynch. When many objects are touching the engine would wake all of them to simulate how they interact, but with a high dynamic object density this could quickly spiral out of control. The new system tracks stacking structures and measures impulses to only wake objects when they actually need to move, so that typically only a small fraction of many objects in contact needs to be simulated at once.

Here is a screenshot of a character standing on 1'500 objects, but only a few of them are actively simulated and the simulation runs in 1.1 milliseconds on one thread. Previously this would grind the simulation to a halt.



On the topic of performance, we've also optimised our core physics engine further, offering better baseline performance. There's still a lot more we want to do with physics, but we still want to support low end systems. Besides supporting more characters and higher object density, we want to introduce physics for things like vegetation, tentacles and other soft bodies, cloth on characters and all sorts.

The improvements don't stop there. Our physics is inherently stable and can take quite a beating, but the way it handles collisions using always detailed models for complex concave objects creates some situations that seemed impossible to solve. If for whatever reasons such objects intersected, they would become stuck inside each other, sometimes causing the objects to fly around as they tried to solve impossible collisions. You may have noticed things like your weapon getting stuck inside a shield for example, and the engine didn't know how to extricate it. We've not only made this less likely to happen in the first place with improved collision response, but also figured out a way to resolve these impossible collisions. Physics glitches can be game breaking here, so this stuff is important.

On that note we've also finally fixed the object placement glitches. If you know you know. The default object placement tries to project objects into a new position, but this could be cancelled with right click or if you tried to place them somewhere invalid. When the object would snap back to its original position and in the meantime objects there moved, this could cause some silly, and dangerous, glitches. Now you only manipulate a visual projection that's completely decoupled from the physics, and the physics doesn't update until you confirm the movement. This is also something that needed to be fixed for multiplayer interaction.

This is a major evolution of our physics engine, and in this game that matters a whole lot. Everything about the physics works much better, it performs better and we got ahead of many problems before they reared their ugly head when we approached things like ranged combat and a fleshed out multiplayer mode. Importantly we overcame some major hurdles for our final revision of combat mechanics and skills.

Unrelated to physics, we also have a new higher quality shadow setting which comes with some big visual improvements. Soft shadows look nice, but in some cases they look wrong, the shadows of smaller objects or details get completely obliterated and contact shadows look very unnatural. This is something that's been bugging us for years, but there aren't really any cheap good solutions, especially that work well with our rendering pipeline. It wasn't something we were willing to sacrifice much time or performance for, but Madoc came up with an idea, had a late night coding adventure and got something pretty good working in just a day.

Shadows are perhaps the most important visual queue of depth and really bring out the shape and position of objects. In the real world, shadows are sharper or softer based on the distance between the occluder and receiver, and also the size and distance of the light. This is a cheap approximation of those effects, it's quite effective and only costs little GPU power. It will be included as a higher shadow quality setting for those who want it. The added detail, depth and visual clarity are very significant, also making small items and dropped weapons easier to see. Our priority is always crisp and cohesive graphics, and this is exactly the kind of thing we like. We've said in the past how maybe we could one day leverage raytracing to fix contact shadows, but another cheap, practical solution saves the day.

Here's a comparison with an explanation of the improvements:





Ironically just before talking about shadow improvements in the video you see a pot with very broken shadows. This is not an issues with the shadows themselves, but a misconfigured asset. The fixed asset looks like this:



That's it for this month. We should now be able to focus entirely on combat and we'll probably start pushing some changes to the testing branch soon so we can get some early feedback. We've already made some initial changes in patches over the last couple of months, but now we're getting into larger and somewhat experimental changes.

Best,

Bare Mettle
#13
Games Discussion / Re: Wolfpack
Last post by Asid - November 02, 2026, 06:33:21 PM
Development Update October 2026
Mon, November 2, 2026



Hello everyone! This month we have continued working on the new open world update and the playable corvette.

Open world
This month we have continued working on improving the performance of the AI and other back end systems. Things are steadily going forwards, even though from the outside, nothing much is happening. We hope to get a playable version out to the testers by the end of the year. Since this is the biggest release we have ever made, it will need to be tested a lot more than previous patches before we release it on the official beta branch. We will need to test it both for bugs, performance on different hardware, and for game balance.

The Corvette
Work on the corvette continues, this month we have modelled the foredeck.




#14
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - November 02, 2026, 06:28:52 PM
The Gallic Wars
Fri, October 30, 2026



Gallic Wars Map Campaign

  • Implemented new Gallic Wars map campaign with map of Gaul and settlements
  • Includes Belgae, Aquitani, Germanic and Brythonic Sub-Faction with Gallic main faction and Aedui and Massalian Sub-Factions with Roman main faction



Map Campaigns
  • Improvements to AI, especially use of sub factions, pathing and garrisoning
  • Fixes to some bugs around AI diplomacy rerolling
  • Fixes to local units reinforcement
  • Many updates to map campaign texts
  • Improved sub-faction defensive behavior and army generation
  • Fixed bug with sub-faction conquered by siege territories in saves
  • Fixes to display of special general names



Tutorials
  • Updated tutorial Gifs for new UI
  • Updated tutorial window UI
  • Fixed bug with re-opening last beginner tutorial window
  • Updated some tutorial texts

Misc
  • Fixed some bugs with in-battle banner position
  • Make AI javelinmen and mounted troops more aggressive vs artillery
  • Fixes to evades and overlaps
  • Fixed bug with simplified tooltip shooting target name
  • Close language select screen on select language

#15
Games Discussion / Re: Gunner, HEAT, PC - vertica...
Last post by Asid - November 02, 2026, 06:21:26 PM
GHPC Update 20261014.1
Mon, November 2, 2026



Minor Update

GHPC Early Access has been updated to version 20261014.1. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.


CHANGE LOG
  • Leopard 2 tracks and main optics can now be destroyed
  • Leopard 2 has slightly better driving performance
  • Leopard 2 has faster restocking
  • Added various cosmetic changes to Leopard 2 based on crew feedback
  • Optics and tracks are now generally less vulnerable to blast damage
  • Improved 120mm APFSDS long-range performance slightly
  • Vehicles with point stabilization are now less prone to getting turrets "turned around" when controlled by NPC crews
  • Changed parts of Leopard 2 sponsons to composite armor
  • Changed part of Leopard 2 gun mantlet to titanium alloy
  • Fixed M901 ITV being mostly invulnerable to blast damage
  • Fixed an issue that created an unintended weak spot in the right turret cheek of the Leopard 2
  • Fixed a bug that caused spall incursion on non-penetrating hits to Leopard 2 front hull armor, especially with HEAT rounds
  • Fixed a setup issue that led to Leopard 2 frontal armor underperforming the intended protection level from certain angles
  • Fixed a bug that made Leopard 2 thermal sight "drift" leftward when stabilizers were off
  • Fixed 120mm DM13 sabot petals not appearing when the round was fired
  • Fixed a bug that caused Abrams not to flash 0000 on the range display when performing a lase below minimum distance
  • Fixed an issue where ejected shell casings or aft caps could affect wheel/suspension behavior
  • Fixed a bug that caused Leopard 2 to pop its turret when struck in a specific way by large warheads, despite no ammo detonation
  • Fixed some issues that could cause error spam in log files
  • Fixed various small bugs in game code

Thanks for playing!
#16
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - November 02, 2026, 06:16:14 PM
Next Major Update announcement
Mon, November 2, 2026



Operators,
The wait is almost over! We're excited to share some news about the next major update for Black One Blood Brothers, currently scheduled for early 2027. Helios wants this update to deliver a significant amount of new content and improvements, shaped by both his vision for the game and your valuable feedback.




First and foremost, Helios' number one priority and biggest undertaking: enemy and squad AI. This is undoubtedly a long-term challenge, and your feedback continues to help refine and strengthen the changes Hélios has been working on. The upcoming update will introduce improvements to enemy behavior and how consistently they react to unexpected situations. The goal is to provide players with a more immersive, coherent, and believable experience.

Other improvements are also currently in development. As we get closer to release, we'll share a detailed preview of what's coming. We'll also be posting sneak peeks of upcoming features on Discord and X, so make sure to follow us there!

Finally, we know you're eager to learn more, even with a few months still to go before the update. That's why we thought we'd give you a little taste of what's coming. We have a feeling this particular glimpse might catch your attention, especially if you're a veteran player.



Thank you for your continued support, and see you soon!

#17
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - November 02, 2026, 06:09:12 PM
The Right Tool for the Right Mission
Thu, October 29, 2026



A successful operation begins long before the first shot is fired.

Leave nothing to chance when preparing for your mission. From your squad's composition and specialization to each soldier's role and equipment, it's up to you to anticipate every possible scenario and adapt accordingly.

Black One Blood Brothers is designed to give you extensive freedom of choice. The current arsenal features a wide range of modular, fully customizable weapons. More will be added throughout development (and yes, dear players, we're listening to your feedback!), just like the VK416, the R90, and two new sniper rifles introduced in the latest update.



The latest update also brings an interesting tactical addition to the Thermal & NV Clip-On Scope. Weapons equipped with a sufficiently long rail can accommodate both your preferred optic and this attachment, allowing you to switch between night vision and thermal imaging at will without giving up your favorite sight.





While preparation alone doesn't guarantee success, being ready for whatever comes your way can make all the difference. Choose your equipment, your soldiers and their skills, and your approach carefully. Then take control of the battlefield.
Your mission. Your equipment. Your call.
#18
Tornado / Re: SVGA Tornado modded - 33 y...
Last post by Frankie - November 02, 2026, 08:54:46 AM
I asked the AI to redesign the palette colors of Tornado, in the spirit of Saving Private Ryan and WW2 movie cinematography. Here is the result.


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It's essentially the same 1994 Digital Integration Tornado 1.0e, but with SVGA graphics, swappable in-game colours and revamped colours, with quite a number of modded features. Hope you like these pics!

Cheers!
Frankie Kam
#19
Games Discussion / Re: Rocket Science - Take part...
Last post by Asid - November 01, 2026, 06:24:33 PM











#20
Games Discussion / Re: Rocket Science - Take part...
Last post by Asid - November 01, 2026, 06:23:48 PM