Recent posts

#31
Games Discussion / Re: Panzer Corps 2
Last post by Asid - April 17, 2026, 12:06:23 AM
Allied Operations - Italy: Vol.1 | Dev Diary #3
Thu, 16 April 2026




Turning Points

Greetings, Generals!

In our previous Dev Diary, we explored how the British and American campaigns of Allied Operations – Italy Volume 1 evolve and finally merge into one united Allied front.

Now, it's time to look at what happens within those battles: the events, commendation points, and objectives that make every scenario more than just a fight for victory.

This time, the spotlight is on player agency and how your actions on the field can unlock unique rewards, units, and surprises.


COMMENDATION POINTS ARE BACK

Yes, you read that right: Commendation Points will return in Italy Volume 1!

Just like in Axis Operations, you'll earn Commendation Points (CP) by completing specific tasks, achieving difficult goals, or making daring tactical choices.

CPs are tied to special events and branching opportunities throughout the campaign.

You can spend or save them at key decision points to unlock alternative reinforcements, unique units, or powerful heroes. The choices are tempting, but resources are limited: use your points wisely.

Let's take a closer look at how you can earn and spend Commendation Points.


COMMENDATION POINTS EVENTS

These are interactive moments that appear during scenarios, allowing you to spend your accumulated CP on valuable rewards.
Each event presents a choice: do you use your points now, or save them for something bigger later?



Options may include access to exclusive Allied units, captured enemy equipment, which enables you to deploy some of the Axis' most powerful units, and prototype units assigned for field testing, even if they were historically introduced later on other fronts.
In some cases, you may also unlock Super Heroes: characters with powerful, synergistic traits capable of significantly enhancing your overall war effort.

Read on...


 
#32
Games Discussion / Re: Air Defence RADAR Simulato...
Last post by Asid - April 16, 2026, 12:23:43 AM
Bug Fixes & Additions
Wed, 15 April 2026



April Update

Air Defender Changelog - Version 0.6.8.49 - April 2026


This is a major update bringing enemy variety, a comprehensive intelligence reporting system, an expanded Guide panel, intercept status updates, shift handover, supply coaching, and dozens of fixes across interceptors, radar, voice, and training.


New: Enemy Variety System

Enemy aircraft now employ a wider range of deception tactics. What you see on your radar may not be what it appears. Intelligence reports from various sources across the UK will help you identify threats -- pay attention to the clues. Difficulty setting affects how challenging these encounters are to detect.

New: Intel Reports

The ASMA console now posts intelligent, data-driven reports from across the UK.

- Real Aircraft Data: Every observer report -- RAF veterans, air cadets, coastguard, police, North Sea oil rig crews, ATC squadrons, GCHQ -- references the contact's actual altitude, speed, heading, and approach direction. Reports never contradict your radar picture.

- Expertise-Aware Language: RAF veterans use proper military terminology. Civilians describe what they see. Air cadets check their Jane's guides. The source shapes how it's written.

- Contact Positions: Every report includes where the contact is (e.g., "30nm north of Edinburgh"), so you can correlate sightings with tracks.

- ATC Call Intelligence: CALL ATC now includes a RELATED INTELLIGENCE section -- observer sightings, SIGINT assessments, registry checks, and ATC anomalies for the queried track.

- Your Squadron: 849 real RAF Air Cadet squadron numbers and locations across 34 Wings are included. When an enemy aircraft overflies your town, your squadron may be the one to spot it.

- Radar-Gated IDO: The Identification Officer only reports contacts visible on the radar scope. Aircraft beyond coverage are reported by maritime and ground observers, not the IDO.

New: Guide Panel


The Guide panel has expanded from 9 to 12 tabs with comprehensive coverage of game mechanics.

- Overview: Game setting, your role as an Air Defender, the core control loop, and what difficulty affects.

- Scoring: Score meter rules and key scoring mechanics.

- QRA Operations: Scramble procedure, the 4-minute delay, fuel states, how to task a tanker, and RTB.

- ROE: Mission-based weapon authorisation rules, tension state rules of engagement (Peacetime, Heightened, Critical) with the current state highlighted, aspect gating, kill probabilities, ROE violations, and the full escalation sequence -- written in plain operational English.

- Procedures: Reorganised into 7 named scenario types for clearer reference.

- Opens on Overview by Default.


New: Shift Handover

At the start of a new session, some IFR civilian contacts are pre-classified as Assumed Friendly by the previous watch, reducing initial identification workload.


New: Intercept Status Updates

Right-click an interceptor and select STATUS to get a mission update: current phase, bearing and range to target, and fuel state -- posted to the ASMA console with voice comms.


New: Supply System Discoverability

- Low Ordnance Coaching: When weapons run low at a base, the ASMA console now coaches you to dispatch a supply mission. The NO ORDNANCE warning also includes this hint.

- Redeploy Missile Count: When redeploying combat aircraft, destination bases now show their current missile count with colour coding (green = can arm a pair, yellow = can arm one, red = insufficient).


Improvements

- Track Classifications Persist: Your identification work -- Hostile, Suspect, Unknown, Assumed Friendly, X-ray, Zombie -- now survives saving and loading. Previously all classifications were lost on reload.

- Weapon Indicators: Interceptor tracks now show G for guns, R for radar-guided missiles, and H for heat-seeking missiles (e.g. G180/R4/H2). Clearer at a glance.

- Panel Resize from Top: All panels can now be resized by dragging their top border. Side and bottom drag margins are also slightly wider for easier selection.

- Spoofer Cover Integrity: Spoofers now keep their civilian cover presentation much more consistently until visual identification, making deception play out more convincingly on the scope and in Flight Info.

- Military Filter Gating: Enemy-looking contacts no longer leak into the Military filter before you have genuine identification grounds to treat them as military.

- Readable Radar Symbology: Compact labels, leaders, hook boxes, origin circles, and radar/L11 history dots have all been tightened up for a clearer and more stable radar picture across zoom levels.

- Civilian Traffic Recovery: Atlantic and Scottish north-west civilian IFR routes now stay visibly populated, keeping the wider air picture healthier during longer sessions.

- Local Observer Coverage: Local intelligence reports now surface more reliably when unidentified enemy aircraft overfly the UK, with stronger regional coverage and better source variety.

- Show Of Force Presentation: Show of force now reads as a much clearer visible manoeuvre instead of feeling like an invisible state change in the intercept flow.

- Tanker Recovery Flexibility: Tankers returning home can now still be redirected into tanker-to-tanker refuelling before landing starts, then continue their recovery afterwards.

- Interceptor Track Continuity: Friendly interceptor tracks now stay visible more reliably during airborne refuel and RTB transition periods instead of briefly dropping off the scope.

- FIR Escalation Procedure: The complete escalation sequence (escort, show of presence, show of force, turn-away warning) now works correctly for all enemy types approaching the UK. Pilot reports "aircraft not compliant" at the correct time during the procedure.

- Easter Egg Aircraft: Hidden aircraft unlocked through Operation Silent Bunny now carry correct weapons loadouts and can be used as fully combat-capable interceptors.

- QRA Launch Cancellation: Pending QRA launches can now be cancelled during the scramble countdown.


Bug Fixes -- Interceptors

- Escalation Completion: QRA interceptors no longer get stuck after completing the full escalation sequence against Suspect targets. Interceptors now correctly resume shadow or escort formation.

- Visual Identification: QRA interceptors assigned to intercept Suspect contacts now properly complete visual identification before engaging in Critical tension.

- RTB Speed: QRA interceptors on return to base now respect Buster, Cruise, and Eco speed settings from the right-click menu.

- Engage Orders: QRA engage orders no longer refuse when retasking to the same target.

- Refuel from CAP: QRA interceptors ordered to refuel while on CAP now correctly leave the patrol pattern and proceed to the tanker.

- Identify Completion: QRA interceptors on Identify missions no longer immediately return to base after identification. They now continue shadowing the target, allowing the normal intercept and escalation procedure to proceed.

- Redeployed Interceptors: Redeployed interceptors no longer return to base immediately on launch.

- Subsonic Speed Limits: Subsonic interceptors no longer exceed their maximum speed when tasked to engage fast targets.

- 4-Ship Radio Calls: In 4-ship launch groups, duplicate radio calls and voice gaps during the escalation sequence are now resolved.


Bug Fixes -- Radar and Tracks

- Track Designation Persistence: Track designations (Suspect, Hostile, Unknown, etc.) now persist when tracks drop off and reappear on radar.

- Civilian Aircraft Names: Civilian aircraft now display their actual aircraft type name (e.g. Boeing 737, BAe Jetstream 41) instead of a generic classification.

- Missile Track Cleanup: Missile tracks disappear immediately from the radar display after a confirmed kill.

- Bomber Track Freeze: Enemy bomber tracks no longer freeze on the radar display when a radar station is toggled off and on.

- Multiple SEAD Tracks: Multiple SEAD aircraft now appear as separate tracks instead of one flickering track.

- Hidden Aircraft Tracks: Hidden aircraft tracks now behave like normal radar tracks and carry the correct weapons loadout.


Bug Fixes -- ASMA Console

- Scroll Stability: The ASMA console no longer snaps scroll to top when new messages arrive.

- Visual ID Spam: VISUAL ID messages no longer repeat excessively during civilian identification.

- Sortie Tabs: Sortie tabs now correctly disappear when flights land and recover at base.

- Premature Identity: Aircraft identity is no longer revealed prematurely in ASMA messages before visual identification has been completed.

- INTEL Filter Tab: GCHQ assessments and SIGINT reports no longer appear in the Aircraft filter tab.


Bug Fixes -- Voice and Radio

- Emergency Squawk Codes: Emergency squawk codes (7700, 7500, 7600) now persist for the full duration of the emergency instead of being replaced after a few seconds.

- Weapons Controller RTB Response: The Weapons Controller "copied RTB, base is BRA" response now only plays when the pilot initiates RTB, not when the Weapons Controller ordered it.

- FIR Escalation Voice: FIR escalation voice calls now work correctly for all approach directions.


Bug Fixes -- Training

- Training Audio: Training intro voice now stops immediately when clicking Back from the selection screen.

- Training Progress Recovery: Training progress now automatically recovers when switching between Proton or Wine compatibility layers on Linux.


Linux and Proton Fixes

- Window Resizing and Panning: Window resizing and mouse panning now work correctly on Linux (Wayland).

- Regional Clock: The regional clock now appears reliably on every game start via Linux/Proton.

- Keyboard Hotkeys: All keyboard hotkeys (F-keys, time controls, numpad, Tab cycling) now work reliably on Linux and Wayland systems.

#33
Games Discussion / Re: Shadow Empire : A military...
Last post by Asid - April 16, 2026, 12:23:37 AM
Shadow Empire - Q&A with the dev
Wed, 15 April 2026



A few days before the release of Shadow Empire: Republica DLC last week, we opened a written Q&A channel on our official Discord to collect questions from the community. We collected all your questions up to April 12th, and below you'll find the developers' answers.


Q&A with the developer

Thanks for all the questions. I will try to do this more often. It's a good sanity check for me and hopefully informative for the reader. In the answers I will be mentioning the "Militaria Module" quite a lot. This is basically the next feature set I will be working on. No promises on that, no ETA, it's just the next big thing in my current train of thought.

Enough disclaimers. Let's go to the Q&A.

Inspiration

Could you explain the design philosophy behind the Virtus system introduced in Republica?

If we just look at game design then the Virtus system does two major things. First of all it ensures (when on Regular Political Difficulty or higher) that your Political System will degrade at some point and slip into its "Corrupted" form. It is not a good idea to keep low Virtus in the long term, so the eventual low Virtus pushes, gently at first, harder later, towards change of the Political System (orderly or radical) or even a Revolution. So Virtus allows you to cycle through the Political Systems. Many paths are possible, including the one from the ancient Anacyclosis theory that states that Monarchy will grow into Tyranny to be succeeded by an Aristocracy that will grow in to an Oligarchy to be succeeded by a Democracy that will grow into an Anarchy and then require a strong autocratic ruler to start the cycle once more. This cycling through the Political Systems allows you to pick your own unique route and collect a unique set of Political Regime Feats while doing it. So summing it up: Virtus allows for dynamism and a changing environment. Secondly the Virtus system acts as an anti snowball mechanic in two ways: (1) there are sizable Virtus penalties for "good times" and being the top dog, (2) but also through the fact that every Regime will at some point go through a lower Virtus phase, making it at least temporarily vulnerable, not least of all when hit with for example a Revolution.

What inspired you to go from ATG & DC > SE (sci-fi)?

I have had a passion for Military Sci-Fi for a long long time. Especially the more "pulpy" kind. But my core area of expertise is probably world war 2, so I merged these two things into Shadow Empire. Basically by lowering the Tech Level a bit to make it less Sci-Fi, while keeping the Sci-Fi vibe, if that makes sense? In many ways that is exactly what one of my favorite military Sci-Fi authors, Jerry Pournelle, tended to do. It just somehow clicks. By the way, a more well known author today is David Weber (Honorverse), he in many ways does the same thing.

What inspired you for the Lore of SE?

Difficult to say. I must have read a thousand Sci-Fi books during my life. So some inspiration comes from them. No fixed source though I would say, at least not one I am conscious of.  For the "Shadow" part of the Lore especially also my personal existential universe got some spot light time. My metaphysics postulate that there is another dimension with "soul matter" , say what normal people would refer to as consciousness, that is interdimensionally attracted to the physical bodies in our dimension (like bees to flowers). For the Dissolution War Lore and the collapse of the Galactic Republic it is really based on my real world big fear that over complex and very specialized systems are vulnerable to system shock (like dinosaurs to meteorites for example). Thats why when you Roll the Dissolution War Phase in SE often more people die by starvation than by war.

Future Plans

Are you going to post an updated Road Map?

I hope to do so in the near future, yes. It has been 2 years since it has been updated and everybody deserves to know my current ideas. Let me just get Republica in calmer water first (post release work) and then I'll get everybody updated on my concrete future plans. Should not be too long. In any case, take note of the fact that the last version: https://https://www.vrdesigns.net/?p=2248 is really very much out of date.

With the naval rework, will players be able to actively wage naval warfare and "conquer the seas"?

There is a very high likelihood my next work on Shadow Empire will focus on the "Militaria Module". A rough bunch of inter-related features. Including making Naval Models and actual Units.

Will this naval warfare leave space for Cargo Ships as well?

Of course.

Do you have plans to improve MTH interactions, making them more varied and less predictable in terms of decisions and outcomes?

Once we get to Navy Units the MTHs might get some on-map-Units of their own. But once Navy Units arrive the MTHs will probably become more similar to the role that the Private Economy and the Militia has. An initial system permitting you (in this case) to cross the Seas before you have your own Naval Infrastructure. That being said, I have some ideas for surprises up my sleeve here.

Are there plans to further integrate story modules with DLC systems (e.g. corporations, cults, Shadow mechanics)?

Those systems were originally added, especially the Crime Story Module (which is fully scripted and moddable through the S&S Editor) as examples for potential modders to make their own Story Modules with. However this never really materialized. It might just be too annoying or complex to do. It might not be the center of interest. As actual key parts of the Base Game I am not super happy with them. Probably after Militaria I will work on substituting them for something new and better. In many ways they clamor to be more integrated with the Leader SSFs added with Republica.

Are you planning to go towards something like EoFS is doing? Like with Planet Maps and Space Maps?

I would like to dream so yes. I think it would work. There is just one major thing I'll need to do first and that is making full Delegation possible. Without that a multi-Planet empire would be way too micro-management to play. In many ways an SE in Space would be a very different beast from EoFS.

Are there plans to expand or deepen sentient alien mechanics (e.g. keeping their identity, unique units, long-term gameplay impact after integration)?

That would have to probably have to wait for something like SE in Space. So in the short term: No. In the long term: part of the dream.

Beyond Discord, are there any plans for more structured multiplayer features or in-game support (forums, matchmaking, etc.)?

I would like to have integration of PBEM play into the Shadow Empire Core Game done, come the time of Militaria Module. For the moment I would like to advice going to the War of the Worlds Discord though: https://discord.gg/WjYatWDdg3

Is there any consideration for adding Liquid Energy as a resource for energy weapons?

It is an interesting idea. I will be looking into similar systems for the Militaria Module. Having mobile Supply Columns and Immobile Dumps that can both carry and/or store Items would be something that would allow extended operations, as well as at a price. Still requires a good long look though before I make any decisions here.


Republica DLC

What exactly does "feudal level" refer to in game terms?

It's aka or better known as Feudal Code Level. If it is present and at Level 1 or higher your Political System in an Aristocracy.

Are there plans to expand or clarify Republica-specific mechanics such as Hidden Tech, Economic Flexibility (privatization), and Syndic Computer behavior?

Many things always require clarifying in the Shadow Empire. I'll do what I can. Hidden Techs are Techs that you can discover and research when you get the Regime Feat "Great Archives".  Economic Flexibility allows Privatization, which is just the reverse from Nationalization. The Syndic Computer is quite well documented in the new Republica Chapter of the Manual.

Will there be options to save or reuse generated planets, or create more specific setups (e.g. Dune-like worlds)?

With the "Militaria Module" I will explore in this direction. The idea behind "Militaria" is that after "Oceania" and "Republica" the Wargamers and more military-minded players deserve some development time as well. Something resembling "Scenarios" might be interesting to ponder upon.

Are there any plans to improve or expose combat calculation clarity (e.g. total soft attack values)?

In the Combat Prepare Popup the simple red arrow on the left side and the simple blue arrow on the right side show a value that is very similar, but probably more pertinent.

Is there any update on technical aspects like multi-monitor support?

No sorry, I never seem to get around to this.

Why do the first 2 regime feats of autocracy give extra recruitment, is recruitment more difficult now?

Yes recruitment has been nerfed a tiny bit recently, but more importantly Low Virtus <70 really impacts it a lot. Furthermore there are quite a lot of Laws that could decrease recruitment. 


Gameplay, engine, scenario & customization

Are you playing the game wrong when you play on Beginner difficulty? What's your difficulty philosophy?

Yes and no. The most important thing is you have fun. Its perfectly okay. That being said I prefer "Regular" myself and using the History Classes to make the Planet friendlier (and easier) or harsher (and harder).

Self-learning AI, using AI for improving AI strategy & tactics

I will be doing some exploring for this the coming year. I believe revisiting some form of scripting and analytics sharing about AI script results could lead to some limited but serious machine learning capability. Like real machine learning where an LLM or similar thing plays the game completely to learn how to play it. I don't believe that will work. We already tried this with a scientific experiment with the ATG engine, and it turned out the game was a bit too complex for machine learning. What could be fun is if players would have a way to mod the personality and play style of an AI Regime.

Localisation plans? At least to support fan-made localization?

It is complicated. Shadow Empire's text is spread across code, databases, UI, reports, and procedural text generation, sometimes even multi-used as variable names and text at the same time, much of it assembled on the fly in ways that do not always work with languages that are structured differently. To make community translation or moddable language files possible, I would first need to build proper localization infrastructure and revisit a lot of old code, which is a significant technical project in itself for someone like me. Basically the game coding is really unorthodox and not originally designed (at all!) for clean localization. So in the short term: No. Best I can say is that it is on my wishlist too. With the advent of smaller LLMs like apps that can run locally, I think there might be some possibilities in a year or two by translating text on the fly on the rendering moment.

Any chance for an Earth Planet map? Will there be a Map Editor? Or more control over Planet-Gen?

Unlikely. It goes against the whole Planet Generation Flow. That being said between Planet Gen steps I might be able to allow some form of editing (instead of just having re-roll button) at some point in the future. Above I mention "scenarios" for Wargamers, once I start on that I will look again on the feasibility of this request while staying in the Generation Flow at the same time.


Closing Notes

We hope this Q&A has provided useful insight into the design and future plans for Shadow Empire and the new Republica DLC. We've also just released patch v1.31h for the base game, fixing many bugs and improving the overall game experience. The changelog will be shared tomorrow.

For more insights on the new DLC, we recommend joining our official Discord and checking out the latest episode #3 of our Mechanics video series, which explores some of the new systems introduced in Republica:


#34
Games Discussion / Re: Swordhaven: Iron Conspirac...
Last post by Asid - April 16, 2026, 12:23:32 AM
Cursed City Announcement! Swordhaven 1.1
Wed, 15 April 2026



Hello, friends!

We've announced this way back on Kickstarter, and we've been working on it since the first few post-release patches for Swordhaven. Now is the day we finally announce it:


Swordhaven will receive the v.1.1. expansion called "The Cursed City" on May 7.



This update will introduce a new quest from Lady Korynne, leading you into the accursed depths of a hypogean city of the ancients, untouched by looters and infested with horrific beasts.

You will travel through ruins, a massive dungeon and multiple sublocations, discovering powerful new items, legendary weapons, and even a few magic spells... Or, at least that's what your hero believes they are...

To those of you who followed the less up-front layer of Swordhaven lore, a venture into the Cursed City will yield many new clues and answers regarding the more obscure subplots, and even a certain murder mystery.



Lastly, 'The Cursed City' will also introduce a great deal of improvements and new content to the game as a whole. Since release, we have kept a close eye on your feedback. From general bug fixes, new characters, secrets, and quests in the less populated locations, to niche additions such as a dedicated Run/Walk toggle, we have done our absolute best to take it into account.

No more spoilers for now, but please stay tuned for this release, after which we will dedicate our time to bringing Swordhaven to consoles, just as promised!

It's going to be big!

Always yours,
Atom Team
#35
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - April 15, 2026, 12:23:21 AM
Battleplan - Dev Diary #8 | Army Constructor
Tue, 14 April 2026



In this dev diary, we explore how the Army Constructor mechanism works



Upon starting a new campaign, you first create a fictional officer, choose a country and create a fictional corps. Your country determines your initial division, however you can recruit units from any of the three Allied countries (U.S., U.K. & Canada).



Battleplan uses real-world officer photos, with most photos having associated background research of who they were.





You can select division/corps insignia from any country.

You can place your own custom officer photos, division patches & historical document photos inside specific folders for modding.


Divisions

Before the first tutorial you receive your first infantry division for free. By default your infantry division contains infantry, anti-tank guns, artillery, engineers, anti-air guns and multiple headquarters.



The topmost headquarters is your divisional headquarters (anotated below). It displays the total LOGISTICAL weight of the formation. Each mission specifies the total WEIGHT that can be deployed. Ex: The mission allows for 450 WEIGHT. You can field multiple three divisions of 150 weight each, or ONE large corps of 450 weight.

Each formation MUST be led a headquarter with an Officer. See the previous dev diary on Officers.



By default, an infantry division contains three infantry regiments (pictured below). Each regiment can have its patch & name customized. The NUMBER of companies within a battalion is displayed as additional stacked squares (note the infantry battalions below having THREE companies each).

You can add/remove companies to a battalion using Requisition (currency used to purchase new formations).



You can freely restructure your units ANY way you like by simply dragging on connecting white lines to (dis)connect units. Regiments are useful for in-mission orders like Regimental Plans, which splits your division based on regiments.


Recruiting

There are two ways to recruit additional units to your corps/army group. Both involve spending REQUISITION, which is earned by completing missions.


Historical Divisions



After completing a mission, historical units that were actually present in the mission become recruitable. As you complete missions, historical divisions that were present in will become available to recruit into your corps/army group.  Additionally their historical commanding officers become recruitable as well.




Custom Divisions

You can construction fully custom formations using a simple drag & drop interface.




Recruiting Officers

You'll need to recruit officers to lead your formations (each formation MUST be led by an Officer slotted inside a headquarters company). The recruit officers panel (art is WIP) lets you recruit a variety of Officers. Low-level officers cost no requisition to recruit (there's no shortage of officers to promote). However higher-level officers cost requisiton based on their level. Higher-level historical officers are available after completing the mission they first appear in.



Battleplan gives you complete control over how to play. You can use completely historical divisions & officers. OR you can create custom formations with customizable names, insignias and structures, along with customizable Officers.

The choice, is yours.
#36
Games Discussion / Re: Flashing Lights - Police F...
Last post by Asid - April 15, 2026, 12:12:42 AM
Bug Fix Patch - Out Now!
Tue, 14 April 2026



Get all the details

Hello all,

We've just launched a new patch for Flashing Lights! This includes a number of bug fixes tackling issues such as camera jitter when driving, dispatch giving callouts to the wrong roles and more.

We're now focused on AI fixes and improvements, adding idle NPCs and new world props for releasing in Spring, as previously announced. Take a look at the roadmap announcement for more details!


14 April 2026 Patch Notes

New - DOT DLC

- Car Jack tool to lift cars for tire change

- Mod support for DOT cars and characters

- DOT winch now auto-disconnects (at a 40 meter distance)

- Added sound when selecting new tires or guardrails at station

- Added work lights for BUCK Utility


Fixes and Tweaks

- Camera jitter when driving and turning addressed

- Right-click no longer resends last sent message in chat

- Fixed fuel hose at gas stations not rendering correctly

- Fixed dispatch giving missions to wrong roles in multiplayer

- If police or fire player selected vehicle at Beach Town DOT station, the car controller got stuck

- MDT no longer turns off when using Shift in text chat

- BUCK (Bomb, Mini Pumper/Rescue, DOT Utility) physics adjusted

- Playable civilian male #2 model no longer holds gun incorrectly

- Fixed mic issues on Macs

- Further optimizations

- Flies sound effects added near dumpsters


Fixes - DOT DLC

- DOT character couldn't pick up portable ladders

- BUCK Utility rear ELs had wrong scale on one side

- Typing /nm_3000 while host was playing as DOT could break dispatch system

- Flatbed refuel tag adjusted to correct location

- DOT BUCK camera no longer collides with arrow board
#37
Nouvelles et annonces en Francais / Re: Histwar Nouvelle version 6
Last post by JMM - April 14, 2026, 01:48:38 PM
Bonjour Les Grognards

Après plusieurs mise à jour de la V6 en Release Candidate, il semble que la dernière version soit maintenant stable et le statut d'HW:N va passer en mode Release officielle.

Voila une liste non exhaustive des améliorations apportées avec plus de 90% du code réécrit entre la V5 et la V6

Nouvelle interface utilisateur
Nouveaux tutoriels
Nouvelle gestion du jeu en réseau
Rendu visuel : 1 modèle 3D par soldat réel

Plus de 90 % du code de l'interface utilisateur réécrit

Mises à jour de l'éditeur
- Ordre de bataille
- Carte

IA : gestion
- Plans tactiques (IA tactique globale)
- Menace
++ Identification
++ Réaction
- Mouvements
++ Trajectoires
++ Avance synchronisée des corps d'armée
- combat
- organisation des corps / divisions / brigades
- artillerie
++ déploiement des canons
++ acquisition de cibles
- défense

Plus de 90 % du code de l'IA réécrit

À venir : améliorations de la V6
- IA tactique globale
- Graphismes
++ Animation (feu, fumée, etc.)
++ Objets 3D (constructions, etc.)
- Activation de l'IA des divisions et des brigades

Vous possédez HW:N... envoyez moi un email pour obtenir le lien vers cette version V6

Cordialement

JMM
#38
Games Discussion / GB Warhammer Classics - Steam ...
Last post by Asid - April 14, 2026, 12:20:21 AM
Warhammer Classics - Steam Event Announcement Trailer
Mon, April 13, 2026


Warhammer Classics is a collection of the greatest titles from the annals of Warhammer video game history, spanning the last 30 years, brought back to life as a series to celebrate their iconic legacy. These games have been revived in their original state. Because of their classic nature, some of the content may not accurately reflect current depictions, lore, or presentation within the current Warhammer universes and settings.
#39
Games Discussion / Re: Man O' War: Corsair
Last post by Asid - April 14, 2026, 12:20:09 AM
Man O' War: Corsair - Classic Returns
Mon, April 13, 2026



Classic Warhammer game returns with a new update

After time away, the game is once again available for captains ready to sail the seas of the Old World. To mark its return, we are also releasing a new update with fixes, improvements, and quality-of-life additions.

 
DLC Content Included in the Main Game

The Fledgling Griffon and Reik's Fashion DLC content has now been merged into the base game, giving all captains access to additional content without requiring separate downloads. If you already own the game, these DLCs will be added to your account automatically at no extra cost.

 
Improved Controller Support

Captains can now use PlayStation controllers in addition to existing controller support. We have also added navigation for controller users in the captain details screen.

 
Smarter Seas and Better AI

Enemy AI ship engagements should now resolve correctly, and captured ships should now reliably return to port instead of becoming stranded. We have also improved sailing ship AI behaviour when tacking into the wind near land. In addition, fleets can now properly patrol the Lagoon of Tears.

 
Russian Localisation

Russian language support has been added, allowing even more players worldwide to explore the seas of the Old World.

 
Bug Fixes and Stability Improvements

Different issues have been resolved across the campaign, ports, battles, and menus, including:

  •     Fixed endless loading screens when leaving ports
  •     Fixed save games becoming corrupted when certain spells were active
  •     Fixed weather selection issues in custom battles
  •     Fixed a bug where a randomised "trade embargo" mission would not give the promised reward of gold
  •     Fixed neutral zone could not being obtainabele after its last remaining patrol was destroyed
  •     Fixed the camera becoming stuck at a tilted angle after recovering from drunkenness
  •     Fixed cargo transfer and ship capture screen scrollbars
  •     Fixed duplicate resolution options appearing in menus
  •     Fixed music behaviour after tabbing out of the game
  •     Fixed several interface issues, including the incorrect "capture ship" button appearing for player-owned ships and the on-screen keyboard remaining visible after leaving the screen

 
General Improvements

  •     Missing voice audio has been restored
  •     The Campaign unlock states are now stored on the Steam Cloud to carry over onto other Steam installs.
  •     The game now pauses when the application loses focus
  •     The mouse cursor is now properly confined to a single monitor
  •     Windows keys are excluded from key rebinding
  •     The changelog now opens from the main menu
  •     The obsolete feedback button has been removed

We hope this update makes your time on the seas even better. The winds are rising once again!
#40
Radio Controlled Modelling / Re: NextRC Sim
Last post by Asid - April 14, 2026, 12:19:43 AM
NextRC Sim  V2.0
08 Apr 2026




Update history 2.082 - 2.081

2.082 (08.04.2026)
  • Bugfix: The landing gear of the GAUI R5 is now visible again.
  • Bugfix: The camera's viewing direction can once again be controlled via mouse.
  • Bugfix: Flight conditions can now be switched via remote control.
  • Special functions now have four operating modes: Proportional channel as a momentary switch, proportional channel as a toggle switch, button as a momentary switch, and button as a toggle switch.


2.081 (05.04.2026)
  • We have switched from the "Input Manager" to the current "Input System 1.18.0". Please recalibrate your input device.
  • Previously, under Windows and with some input devices, the remote control's range had to be limited. This is no longer necessary, as negative values can now also be read.
  • Settings for any number of input devices are saved and automatically loaded upon subsequent use. Manual switching is no longer required. If an RX2SIM is connected, up to four remote control settings can be saved. You can switch between these four settings in the menu.
  • Remote controls take precedence over gamepads. This means, for example, that a PlayStation controller can remain connected.
  • The status of activated buttons is read at startup. Previously, the button had to be set to "Off" first for the "On" state to be recognized.
  • The measurement time for assigning special functions has been reduced from one second to 0.2 seconds.
  • The following input devices do not require calibration: Gamepads, FrSky XSR SIM, FrSky USB HID, Edge TX USB HID, ELRS Bluetooth.
  • The quick start menu is no longer shown permanently. You can access it via the "Menu" button in the top left corner.
  • For better clarity, computer names are now also shown when there are too many registrations.
  • Birds and the sky grid are no longer loaded in the sports hall scenery.
  • The information window closes automatically when exiting the hover trainer and the tutorial.
  • An information window with a link to the menu will appear as soon as a new input device is detected.