Recent posts

#11
Games Discussion / Re: Ostriv
Last post by Asid - February 25, 2026, 12:03:32 AM
Alpha 5 patch 9 hotfix 47
Tue, 24 February 2026



This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions.

Added/changed:

  •     Some minor optimizations
  •     Added text flow around image in help pages
  •     Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows)
  •     Added help page for stone mining camp
  •     Added a few more resource carry models
  •     Improved construction workers logic (don't go with a gang of 20 to build a single cart parking)
  •     Added options in cartwright to repair specific vehicles (or none)
  •     Added category totals in resource stats





Fixed:

  •     Roads could get weird after loading one save after another
  •     Imported oxen were female and could give milk
  •     Wagon sheds and farms could secretly breed animals
  •     Crash when barber surgeon's patient didn't wait for him and died
  •     Fallow fields could restore too much nutrients in some cases
  •     Changing crop could immediately restore field nutrients

#12
Flight Simulation / Re: DeadStick - Flight Simulat...
Last post by Asid - February 24, 2026, 11:24:52 PM
Dev Update | Region 1 - Waking
Mon, 23 February 2026



We wanted to take some time today to talk about Region 1 in Deadstick, the full game will have 6 regions, which we'll talk about in the coming months.

Introducing Region 1, officially named 'Waking'



Waking is the warmer southern gateway occupying the island's southwestern peninsula. This is where early explorers, like Ellis Moore, first built settlements on the island. Somewhat sheltered from harsher northern climates, this early region enjoys milder weather and some of the most vibrant landscapes found anywhere on the island.

Dense forests fill the terrain, covering much of the landmass. Waking is best known for its striking autumn woodlands. Sweeping groves of golden-brown leaves provide enduring colour and visual diversity, setting Waking apart from the colder evergreen regions found further north.

At the heart of Waking, a cascading waterfall feeds into the tranquil waters of Greyhound Lake, creating one of the island's most striking water features. The surrounding forests and shorelines teem with life, making the area feel alive and welcoming to new explorers.

Waking's ecosystem is rich with unique flora and fauna. Herbivores thrive in the fertile environment, with herds of deer roaming the forests, foxes moving quietly through undergrowth, and free-range cattle grazing across open clearings. The abundance of plant life supports a balanced and peaceful wildlife population, reinforcing the region's reputation as the island's most hospitable wilderness.


Where can you land in Waking? Here is a breakdown of places you'll spot.

  •     Major Airports - 1
  •     Minor Airfields - 5
  •     Small Strips - 1

Bush Strips
  •     Villages - 3
  •     Fishing Villages - 4
  •     Farms - 4
  •     Campsites - 2
  •     Mines - 3
  •     Breweries - 1


We've been sharing some points of interest across our social channels this month, please take a look below.









We also shared a fly over video of some of the bush strips in Region 1 👇

Watch YouTube Video




  •     Westerly Farm - Small farm, originally established to feed settler at Moore's Landing.,
  •     Lowbush Brewing Co. - Their signature brew uses fresh river water, local grains and delicious cranberries.,
  •     Greyhound Lake Camp - Campsite with excellent hiking routes and picturesque views.,
  •     Flowers-In-May - Large and successful farm, best known for their delicious fireweed honey.

In Region one you'll find yourself landing in large airport, short bush strips, industrial sites and remove sites without a defined runway. Check out ariel shots of Morton Airport, Bampoe, BlackJack Perch & Shoulder Ranch!









And finally, here is a closer look at some of the weather you'll expect to see. Deadstick has a full weather system, when to fly and in what weather conditions is a choice and success can be dependent on those choices, so be prepared! Check out the video below 👇




- The Mythwright Team
#13
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - February 23, 2026, 12:05:24 AM
New Roman Civil Wars Narrative Campaign, other various fixes
Sat, 21 February 2026



Narrative Campaigns

  •     Added a new Roman Civil Wars and Revolts narrative campaign
  •     Split Map and Narrative campaign sections in Campaigns UI
  •     Added stakes as new campaign battle only terrain type, currently only on one RCW campaign battle


Deployment

  •     Improvements to Roman vs Hellenistic style deployments in campaign battles
  •     Added some custom deployment position changes for narrative campaign battles for Pharsalus


Bugs

  •     Improvements to issues with allied routing chain routs


Units

  •     Added undisciplined heavy infantry shock troops type for Roman Levy and Slaves with Captured Equipment
  •     Added veteran auxiliary spears unit (for Pharsalus)


Map Campaigns

  •     Added elephants prioritization rule for map campaigns


UI

  •     Battle UI shows allied faction icon and gives faction name tooltip on hover
  •     Minor fixes to tooltip displays for shooting
#14
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
Last post by Rinix - February 22, 2026, 04:27:38 PM
https://www.steelbeasts.com/topic/17346-version-5-state/
Quote from: SsnakeI like to draw the analogy of a construction site. For a good while you might only see a placard "Soon, here will be a building!" while the architect is drawing plans and the owner is collecting permits, securing the bank loans, selecting the construction firm, and in our case, we also have to build the road to connect the builting to the nearest city, and have plumbing and electricity lines connected as well. One day the excavators arrive and start digging a hole for the foundation, and that's kinda the point where we are. It's still not very impressive - a muddy hole. Even when concrete has poured, it's a hole with a concrete slab in it, and nothing happens while it cures. At some point though the bricklayers come and things are starting to take shape. But you still need to erect the outer walls, inner walls, add a roof, windows, doors, and let's not even talk of interior design. Nevertheless, the foundation is essential. you really want to make sure that it's done well because everything rests on it.

So, what can I tell?
We've hired a number of additional team members. There have been a lot of short-term requests coming in from the other customers - understandably so, one might add, given the global political situation, but of course the demand for short-term adaptations takes away development hours from version 5. So, the overall schedule has slipped by about six months per my estimate. Which isn't so bad, but given that V5 is a strategic priority, I'm not entirely happy about it either.

Now, the general plan is to develop a number of small applications first that use the V5 code framework and which are designed to be network compatible with SB4. This will bbring some fundamental new features faster, and it  allows for a gradual transition from V4 to V5 as more and more V5 features become available and V4 elements get converted. SB4 is too massive, we can't just convert it within a year or two. So, the military customers at least will have to use SB4 and SB5 in parallel for a transition period. That requires network compatbility, and for that, we developed a network bridge. This has no practical relevance for you, at least not at this stage, and probably never. But it's an essential element for the overall development roadmap.
With this network compatibility, we can develop the kind of features that would otherwise be too time-consuming under SB V4; two of them are scheduled for this year, one of which might be made available to you - a new map editor. While primarily designed for V5, it can read V4 data, and it's supposed to export into V4 format as well.

The 3D engine will be based on Vulkan Scene Graph. VSG has the advantage that it's less platform dependent than DirectX, so, yes, there will be a Linux version of SB5. We're currently in the selection process for the sound engine, and we want start the integration work on it in the second half of this year. In parallel, there's work going on for an internal tools.

The first 3D application I expect for 2028. Then there'll be conversion work. You want, I assume, at least 80...90% of the current feature set available before we can release SB5 to you.
#15
News / Announcements: SB Pro / CodeMeter Runtime 8.40d releas...
Last post by Rinix - February 22, 2026, 04:24:22 PM
CodeMeter 8.40d
Release Date: 2026-Feb-05
Operating Systems Windows, Linux, Mac OS X
Download Windows (127.73MB): Click Here

Info:
Based on the release for CodeMeter Protection Suite 11.70d, CodeMeter 8.40d is released.
#16
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - February 22, 2026, 12:43:05 AM
[EA SITREP #4] Weekly News: Objects & Modding
Sat, February 21, 2026




While our Dev was resting, some others were hard at work!


Note & credit: Action screenshots were provided by players on the game's Discord — today featuring Alan, Hood, Nafeij and Sgt Hamlet. Big thanks to them!


Welcome back, admirals!

As expected, the week has been fairly calm on the update front, as we took some time to rest and refit, with JB enjoying a well-deserved break. He'll be back in action on Monday, so don't worry — updates and fixes will resume soon enough.

Regarding development plans (fixes aside), as mentioned earlier our focus will be on a select number of new functionalities designed to make upcoming scenarios more interesting and more playable. These include new options for air operations, as well as expanded strategic objectives, allowing for win conditions that go beyond the current "make them turn back" dynamic typical of our carrier face-offs.



Read on....
#17
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - February 21, 2026, 12:22:12 AM
Update 1.2.0 + Modding tools & Roadmap 2025 finalization
Fri, 20 February 2026



Dear Tankers and Mechanics!

News in Patch 1.2.0
Of course, there are plenty of changes, fixes, and improvements in terms of game performance. Please see the more detailed description below, where we discuss the most important things we have done since December. At the very bottom, you will also find a changelog with all the changes.



UI overhalul
We described the changes to the UI in previous Development Status reports #87, 86, and 85. First and foremost, the changes affected the appearance of the main menu and in-game elements. The new Battle Map design comes to the fore here, where the map is rendered across the entire screen and the selection of units or troops has been completely reworked.



We have also improved the overall support for widescreen displays. The game should now correctly adjust the UI to the given resolution.



The main menu and Battle Map are just the beginning of bigger changes. You can expect further improvements to the interface in upcoming updates. We take your feedback and reports seriously. If something isn't working, we try to fix it, and if something isn't working at all, we try to change it for the better ~Dev Michal "Winters"




Roadmap 2025 & Steam Workshop & Modding tools
With the release of patch 1.2.0, we would like to finalize and summarize the 2025 roadmap that we published shortly after the game's release in May. During this time, in addition to working on the game itself, improving performance, and actually fighting with the project and Unity itself, we managed to bring the game to a state where it can be played with decent FPS. It's still not perfect, but it's definitely better than it was in May when we had to release the game to survive as a company.



We released the Soviet campaign, added the missing tutorial and periscopes to tanks. We added several new static guns and two versions of the KV-1, thus expanding the pool of Soviet tanks.

The last few weeks have been marked by UI improvements, further optimization efforts, and literally squeezing every last drop of performance out of the engine by performing some design tricks.

We added basic support for the Steam Workshop. We added a tool that allows you to create and upload mods to the workshop. We described what and how in the PDF documentation, which can be found in a folder in the game's installation directory on Steam.



That's not all. We have more ideas in mind, including your suggestions for the game's development. After the patch is released, we want to sit down and work on a new roadmap, and as soon as it's ready, we'll publish what we'll be cooking up over the next few months. We hope you'll stay with us, but we also hope that new players will join us and that those who doubt us will see that we're trying our best to fix this game and make it better.

Optimization
We managed to improve the game's performance even further by implementing a few tricks. Among other things, when the player's camera is not "looking" at units, their animations are disabled. This trick allowed us to increase the FPS. In addition, we made changes to the rendering distance of track animations in order to improve the performance of tanks on the scene.

We still have two open issues ahead of us, which should further improve optimization in the future, but we are reaching a certain wall that we cannot overcome without a revolution. The issues mentioned above are infantry/crew animations, which start to put a heavy load on the CPU when there are many of them on the screen, regardless of how far they are from the player's camera, and the optimization of the amount of data that the game sends during battle to synchronize gameplay.

What next?
We are preparing plans for a new roadmap. We are continuing to work on Ponyria, procedural missions, an editable force pool, and new vehicles. You can expect more information about these issues in future development status updates.

TMS 02/20/2020
Exactly six years ago, we had the opportunity to release our first game, Tank Mechanic Simulator.



Game discount
Today we are launching a discount on the game. The 25% discount will last for the next 7 days.




Changelog 1.2.0
Below is the list of changes being made:

Added:

  •     Added behaviour for enemy units to shoot while moving and replaced Pak40 with Pak38
  •     Waterbox to the lake on C1M6 environment scene
  •     Swamp area for navmesh for C1M9/C1M10
  •     Terrain Tesselation Quality as video setting option
  •     StuG to Proving Grounds force pool
  •     [UI] Localization for new Main Menu items
  •     [UI] Main menu click & hover sounds
  •     [UI] Click & hover sounds to various panels
  •     Synchronization of direction of penetrating shot as well as direction of ricochette
  •     [UI] KW IS(r) icon
  •     [UI] Main menu overhaul
  •     [UI] Battle Map new design
  •     [UI] BattleMap SpawnSelector, WreckSelector, OffmapSelector buttons & animations backend added
  •     [UI] In-game panels (wide screen support)

Modified:

  •     Game version from 1.1.2 to 1.2.0
  •     [UI] HQ improvements over wide-screen
  •     [UI] Intro improvements over wide-screen
  •     Optimized C1R1 scene (german repair section)
  •     [UI] Spectator
  •     [UI] Pause Menu
  •     [UI] Battle Map before more drastic changes
  •     [UI] Battle Progress
  •     Drastically decreased CPU needed for animations
  •     Counterattacks and hunting should now be more aggressive
  •     Movement speed for units
  •     Reworked how ai calculate destination points
  •     Optimizing character animators when we can't see them (performance boost)

Fixed:

  •     [UI] Play commander VO is now shorter
  •     [UI] UI Scale changed to UI Scale match; moved slider to VIDEO tab
  •     [UI] Intro canvas scaler
  •     [UI] Engine icon fix
  •     Vehicle being able to run down player disabled on repair scene
  •     Vehicle flip-death logic disabled on repair scene
  •     Wooden barrack won't be destroyed by MG fire
  •     Binocular item now disables properly after reentering a tank
  •     Removed too many captured tanks from german campaign captured platoon
  •     KV-1C GER black interior placeholder no longer visible outside
  •     Tiger I H1 radio and driver hatches material
  •     Main menu UI bug with locked tutorial button after leaving Steam lobby
  •     [UI] Battle Map bottom buttons scaling on low resolutions (Steam Deck etc.)
  •     [UI] Weird looking player details panel after selecting one of them
  •     Ammo bug for bought wrecks or captured vehicles
  •     Vehicle Customization menu now correctly keeps the icons loaded if you re-enter the menu
  •     Shadows of various tanks should now be better balanced
  •     Increased distance of last Level of Detail for T-70
  •     Issue with shadow cascades not working as they should in custom video settings
  •     Decal on the front of the Stug is reversed

Thank you for your support, we are working. See you next time!
DeGenerals
#18
Games Discussion / Re: SAELIG
Last post by Asid - February 20, 2026, 12:16:07 AM
Update 60.1 - No more Elder voting loop
Thu, 19 February 2026



Hey all,

Just a quick update to address some bugs and add some new things.


  •     Fixed Elder vote getting stuck in a loop in some cases.
  •     Fixed some typos.
  •     You can now get a pickaxe in your tool belt on some game starts.
  •     You can now convert a plot to empty land, for a slight wood refund.
  •     Teaching skills now creates annoyance for the character so if you spam it they get pissed off. They also may not accept your lessons if they are hungry, tired, or unwell.
  •     The config file can now accept 600 population max (up from 500).
  •     Some tooltip tweaks.
  •     Fixed an issue that could show up when starting a new game in some cases.
  •     Added an advanced option to hide resources (ore, animals, fruit, etc) on the map, to make it harder to find these things.
  •     Cheese will no longer produce manure when advanced farming is turned on.
  •     Fixed some potential Den navigation issues.

More to come soon! I'm just dropping this now because the elder vote issue was quite problematic.

Thanks!
Atorcoppe.
#19
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - February 20, 2026, 12:15:58 AM
Battleplan | Dev Diary #6 is now available
Thu, 19 February 2026



Officers


An army without leadership is an unruly mob. Let's talk about Officers.




OFFICERS

Why do you need Officers in Battleplan?

- Formations require an Officer to be deployed

- Officers provide bonuses to troops under their command.


SKILLS & BONUSES

Officers pass down ALL stat bonuses (or penalties) to ALL units below them in the chain of command. Every Officer starts with a random skill, and earns additional skills as they gain experience.



Skills are chosen from the SKILL WEB. The web is a graph of interconnected nodes roughly divided into the following areas: Infantry skills, Armour skills, Artillery & Support Gun skills, Air Support skills and all-rounder generalized skills.



PASSIVE SKILLS provide constant stat bonuses to ALL troops under their command. Ex: Assertive Staff: All units gain +5% movement speed and +5% damage. Some skills only affect certain unit types. Ex: Live-Fire Drills: Infantry gain +15% morale.

ACTIVE SKILLS must be activated MANUALLY within a mission. Most skills can only be used ONCE per mission, but provide extremely powerful bonuses for a short period of time.

Lightning Strike: Units within radius gain +300% movement speed, +100% damage, +50% morale

To perform an active skill the Headquarters company must physically move to the designated area, opening them up to risk of enemy fire – leading from the front can be hazardous!


PERSONALITY QUIRKS

Everyone has a personality and quirks and Officers are no different. Each Officer starts with a randomized personality quirk, which offers a stat BONUS and a stat PENALTY. Ex: Timid: -40% morale, +10% defence. They'll gain more quirks with service. Choose Officer personalities that fit that formation's purpose! Ex: Aggressive armoured formations should be led by an Officer with an aggressive personality.




CUSTOMIZING OFFICERS



After recruiting an Officer, you can customize them. Select their portrait from dozens of real-world historical Officers and their real-world backgrounds.



You can also edit their name to recreate your favourite division & officers.


HEADQUARTER COMPANIES

A formation can't be deployed in a mission unless it's led by Headquarter Company with an attached Officer. Headquarter companies aren't meant for combat. They have reduced firepower & defence, and will try to disengage and fall back if under attack.



When the company takes casualties, there's a chance the Officer becomes Wounded, Captured or Killed.

Wounded Officers gain a permanent injury, affecting their future decision making & personality. Ex: Limp: -5% movement speed. They will also be unavailable for the next mission, and their formation must be led by a replacement Officer.



Captured or Killed Officers are gone forever. Keep your headquarters well behind the frontlines lest you lose your favourite veteran Officers!

If an Officer is incapacitated DURING a mission, the entire formation becomes paralyzed for a few hours, freezing all units in place and applying combat penalties. Try to destroy enemy Headquarters to freeze enemies in place whilst encircling & cutting them off.


RECRUITING OFFICERS

You'll start the campaign with a handful of Officers, but will need more as your army group increases in size. Inexperienced Officers are plentiful and free to recruit. As you progress further in your campaign veteran Officers become available for recruitment, however they cost Requisition based on their skill level.



You can't command an entire army group alone. Choose the best Officers for the job, keep them alive and this war will be over before you know it.


Battleplan | Live chat with the dev

Next week we'll be live with the developer to dive into the newest developments of Battleplan.

Tune in to Slitherine Next – Checkpoint, live on Twitch on February 23 at 5:00 PM CEST, don't miss it!

Youtube: https://youtube.com/live/rwbcNa9VIx4
Twitch: slitherinetv
#20
Games Discussion / Re: Tank Mechanic Simulator
Last post by Asid - February 19, 2026, 12:18:23 AM
Cromwell IV DLC Release date
Wed, 18 February 2026



Hello, Mechanics!

Some time ago, we informed you about our work on a new DLC containing a new tank for the game - the Cromwell IV.


We now have some great news for you - related to the release date!

Work on the Cromwell DLC is nearing completion, so we are pleased to announce that the expansion pack will be released soon - on 6 March 2026.

The DLC features the legendary British Cromwell IV tank, known for its speed and low profile. It's a great addition for all fans of iconic models - your collection is about to grow!

Below you will find a small preview of how the Cromwell IV looks in the game and how it can be transformed through renovation.







From ruin to restored classic - you can do it yourself soon!

The new content is coming soon, so don't wait - add the Cromwell DLC to your wishlist!


Tank Mechanic Simulator - Cromwell Mk.IV DLC


Available: 6 Mar 2026

Renovate and build the legendary Cromwell Mk. IV. Experience this iconic tank in all its detailed glory, one part at a time. Put it to the test on the training ground, sell it for profit, or display it in your own museum.

Steam