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#31
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - October 29, 2026, 11:05:55 PM
v0.6.0 - Vehicle Rework
Wed, October 28, 2026



Vehicle Rework
After the previous content-heavy update, I was in the mood to do something more code-heavy again. I also had an idea for a more radical change to how vehicles move, which I had been considering for a while. I knew it would take some time, but after v0.5, it seemed like a good opportunity to try it.
The result is a complete rework of vehicle movement. Vehicles should now drive considerably more reliably, get stuck less frequently, and have a smaller performance impact, especially in missions with large numbers of vehicles.

For about two years now, vehicles in Drone Sector have been physics-based. They moved by applying forces through their wheels, while collisions with the environment and other vehicles were handled by the physics system.

Back in 2024, I thought this would make vehicle movement look more realistic and satisfying, especially since players can zoom in quite close to the action. Vehicles could slide off roads, tip over, crash into walls, or collide with each other.

In practice, most of these realistic interactions ended up causing more frustration than they were worth.

Vehicles would get caught on corners, struggle to climb slopes, slide off their intended paths, or get pushed around by other vehicles. Over time, I added various workarounds to deal with these problems. Rounded colliders to help vehicles slide around corners, extra throttle when climbing hills, recovery systems for overturned vehicles, and eventually even a system that teleported vehicles forward if they failed to make progress.

I realized that I was spending quite a lot of time trying to prevent the very situations that the physics simulation made possible.

For a game where players are mostly commanding units from a distance, having vehicles reliably reach their destinations is considerably more important than simulating every wheel and collision.
With the new system, vehicle movement no longer relies on physics. Instead, vehicles move directly along the navigation mesh surface, similarly to infantry.

Unlike infantry, vehicles still have limitations on how they can move. They need to drive forward or backward, and most vehicles cannot turn on the spot under normal circumstances. Their turning is now simulated directly rather than being a result of the front wheels steering. There are also some exceptions, such as allowing vehicles to turn on the spot when they would otherwise get stuck against an obstacle.

The system also makes better use of the additional road navigation data introduced in the previous update, allowing vehicles to follow roads more closely and reliably.

Vehicle-to-vehicle collisions have been disabled as well. Vehicles still try to avoid each other, but when avoidance fails, they can drive through each other instead of getting stuck, bouncing around, or causing a traffic jam. There is a small visual push-away effect when vehicles get too close, to make these interactions look a little more natural.

Wheels are now purely visual. They still react to the ground and rotate as vehicles move, but when a vehicle is far away or outside the camera view, those calculations can be skipped entirely.

Overall, the new system is much simpler to control and considerably cheaper to simulate. It's not as physically realistic as before, but I think it's a much better fit for the gameplay.



Tree Destruction
Tree avoidance was another part of vehicle movement that I wanted to improve.
Previously, trees were included directly in the navigation mesh data, with a small cutout around each tree. With most maps containing around 30,000 trees, this made paths through forests unnecessarily complicated.

Now, trees are handled separately through a lightweight data system. Units can plan much simpler paths through forests and check nearby trees while moving, adjusting their direction to avoid them.
This also gave me an opportunity to make trees react to vehicles.

When a vehicle drives close to a tree, both the vehicle and tree can get pushed around slightly. If a vehicle actually drives through a tree, the tree gets destroyed instead.

The destruction itself is fairly simple visually, but I think it adds quite a lot to the battlefield.
And since tree destruction was already implemented, I also added it to explosions. Gunship weapons, ground units, and vehicle death explosions can now knock down trees as well.

This means that forests are no longer completely static, and larger battles can leave quite a visible impact on the environment.

Roadkills
With the new tree interaction system in place, it wasn't particularly difficult to add something similar for infantry.

Player-controlled vehicles can now run over enemy infantry, killing soldiers that fail to get out of the way.

For now, I've intentionally limited this to player vehicles against enemy infantry. Allowing enemy vehicles to run over player squads could become quite frustrating, especially when infantry pathfinding or avoidance fails.

As another benefit of the new vehicle system, infantry can now recognize vehicles as navigation obstacles more reliably. This should help them move around vehicles instead of simply walking through them.



Other Improvements
Besides the vehicle rework, there are also some smaller gameplay improvements.

Protect objectives should now be a little more manageable. Enemies can no longer spawn within 140 meters of the objective, and the initial period during which enemies ignore the protected target has been increased from 20 to 60 seconds. This should give players more time to move their units into defensive positions.

I've also considerably reduced the aiming delay for gunship weapons, especially when switching between targets at opposite ends of a map. This should make engaging distant targets in quick succession feel more responsive.

A new HUD marker now indicates where enemy flak fire has been detected, making it easier to locate anti-air threats.

Finally, I've expanded the road networks on Coastal Refinery and Foothill Fringe with additional paved and dirt roads.

What's Next
After v0.5, I was planning to start work on Weekly Challenges, something that has also come up in recent player discussions.

However, I ended up getting into the vehicle rework instead. Like many players, I've been frustrated by vehicle driving for quite a while, and I wanted to finally address the underlying problems rather than continue adding workarounds.

With that rework now largely completed, I intend to return to my previous plans.

- Ingmar


Full Patch Notes

Added

  •     Trees now sway when vehicles bump into them.
  •     Vehicles can now crush trees by driving through them.
  •     Trees can now be destroyed by explosions from gunship weapons, ground units, and vehicle deaths.
  •     Player-controlled vehicles can now run over and kill enemy infantry.
  •     Added a flak fire detection marker to the HUD, indicating where enemy flak fire has been detected.
  •     Expanded the road networks on Coastal Refinery and Foothill Fringe with additional paved and dirt roads.

Changed

  •     Completely reworked vehicle movement, improving driving reliability, road following, and obstacle avoidance.
  •     Vehicles no longer physically collide with each other, preventing collisions from causing traffic jams or overturning vehicles.
  •     Updated icons for IFVs, APCs, MBTs, rifle infantry, AT infantry, and shotgun breacher infantry.
  •     Mission generator now prioritizes placing extraction points within allied territory when possible.
  •     Enemies can no longer spawn within 140 meters of protect objectives, giving players more time to prepare their defenses.
  •     Increased the initial period during which enemies ignore protect objectives from 20 to 60 seconds.
  •     Greatly reduced gunship weapon aiming delays, allowing players to engage distant targets in quick succession. Aiming delay is now less dependent on the distance between targets.

Fixed

  •     Vehicles can once again explode upon destruction, depending on the damage type of the killing blow. HE and HEAT are more likely to cause ammunition cook-off and explosions than AP rounds or fragments.
  •     Newly spawned enemy squads should no longer get stuck at their spawn locations when no objectives remain on the map.

Known Issues

  •     Vehicles can occasionally clip through terrain near steep elevation changes.
  •     Immobilized vehicles can sometimes behave or appear unnaturally.

Technical

  •     Replaced physics-based vehicle driving with a non-physics movement system that directly controls vehicle positioning and turning.
  •     Reworked tree avoidance. Instead of cutting holes around individual trees in the navigation mesh, units now check nearby trees dynamically and adjust their movement to avoid them.
  •     Vehicles now use additional road navigation data to follow roads more reliably.
  •     Improved vehicle movement performance, reducing the overhead of missions with large numbers of vehicles.
  •     Vehicle wheel positioning and rotation are now only calculated when vehicles are nearby and visible.
#32
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 29, 2026, 11:00:47 PM
Battleplan - Update v1.2.0
Thu, October 29, 2026



Patch Update v1.2.0 - Changelog

A new update for Battleplan is here! Version 1.2.0 introduces a new Minimal View mode, significant improvements to supply distribution and air operations, and several AI and balance adjustments. Read the full changelog below to discover all the latest improvements and refinements to your battlefield experience.

v1.2.0

  •     Minimal view mode: removes visual clutter, hides unit perimeters and more
  •     Added in-mission visual layer toggle for displaying unit perimeter visuals (blue/yellow/red blobs) when zoomed in
  •     Rebindable hotkeys for switching visual modes (F1-7). Pressing hotkey again reverts to default view
  •     Tooltips display rebindable hotkeys
  •     Added option to Pause time when announcement/information panel is visible. On by default
  •     Enemy headquarters & scouts retreat less when cut-off or low supply making them easier to catch
  •     Drastically increased supply transfer rate when near supply depots (especially headquarters)
  •     Fighter Bombers drastically improved. They strafe for longer and refuel more quickly
  •     Air HQ's refuel aircraft more quickly
  •     Fixed aircraft not landing & refuelling properly at night
  •     Fixed pathing issues with aircraft
  •     Fixed an error with loading a save when enemy has no frontlines
  •     Caen: Mission starts at night, giving you a short window to fortify before the morning panzer assault
  •     Moved some visual options from Gameplay to Graphics page of options
  •     Increased weight for Resting & Refitting
  •     Operation Cobra: reduced veterancy of Panzer divisions
  •     Slightly reduced effect of Elite veterancy (-10% bonus damage, -2% bonus defence)
#33
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 29, 2026, 10:59:22 PM
Battleplan - Update v1.1.1
Thu, October 22, 2026



Commanders, we've got a new update for Battleplan.

Update v1.1.1 is now live, bringing a range of improvements to performance, air warfare, unit management, and overall gameplay.

These updates address several community requests and make commanding your forces more responsive.

v1.1.1

  •     Can click & drag to re-order in-mission division select buttons
  •     Massively increased performance for low-end GPU's (especially on large maps)
  •     Commonwealth divisions use Brigade instead of Regiment
  •     Fixed camera controls when rotated
  •     Improved time exiting a mission (to main menu, restarting)


v1.1.0

  •     Fighter Bombers, Recon aircraft and Heavy Bombers are purchaseable in Army Constructor
  •     Improved iconography for types of aircraft
  •     Heavy bombers increased damage bonus from veterancy
  •     Heavy bombers increased XP gain rate
  •     Improved responsiveness of AA rotation & visual animations
  •     Improved close air-support animation responsiveness
  •     Reduced AA hit chance against aircraft
  •     Improved aircraft refuelling behaviour
  •     Specialist Actions given default hotkey [T]
  •     NATO icon guide added in mission (top left) and to Army Constructor (bottom left)
  •     Newly arrived reinforcement are immediately commandable. ZONES: starts with Ready effect (100% Organization for plans made within next few hours). TIMELINE: Triggers free planning phase
  •     Pressing ESC closes Tactics Panel if open
  •     Replenish self and all below button properly appears if top level unit isn't hurt but units below it are
  •     End of mission stats properly recorded in save file
  •     Too few units slotted requirement relaxed when not on regular difficulty
  •     Fixed units sometimes not gaining veterancy beyond Regular. Your units will receive their missing XP next time you boot up game
  •     Fixed potential crash when deleting orders
  •     Fixed gunfire animations sometimes not tracking properly


KNOWN ISSUES

  •     Loading save from pre-v1.1.0 won't display end of mission statistics
  •     Lower framerate on large maps (Channel Ports)
#34
Games Discussion / Re: Distant Worlds 2
Last post by Asid - October 28, 2026, 10:56:06 PM
Post-release update
Wed, 28 October 2026



This update focuses on improving game stability, refining pirate gameplay, and extending modding improvements.

It improves Lone Pirates ship capture, pirate facility construction and stealth, Shadowport functionality, and adds a new diplomatic policy for managing relations with pirate factions as an empire. Many crash fixes are also included to further improve game stability.

Key Highlights:

  •     Improved Stability and Crash Fixes – Many areas touched from the release of Shadows Rising and the recent Hotfix. We've added a warning for insufficient file permissions that could previously cause a crash at startup.
  •     Expanded Pirate Diplomacy Options – Introduces a new policy setting for planetary empires to set their diplomatic stance toward pirate factions. Note this only affects pirate factions.
  •     Enhanced Lone Pirate Gameplay – Lone Pirates can now choose to scrap a captured ship for money or switch to the captured vessel, transferring their cargo and other items while scrapping their previous ship.
  •     Shadowport Improvements – Shadowport fixes prevent duplicate contract rewards and resolve construction issues that could prevent Lone Pirates from becoming a Pirate Faction in certain cases. Wrecked ships owned by junkyards are now up for grabs if the Junkyard is destroyed.

These changes are on top of the many fixes and improvements we introduced in our v1.3.8.0 Hotfix. See details on this here:

#35
Games Discussion / Re: Field of Glory: Empires
Last post by Asid - October 28, 2026, 10:52:17 PM
Field of Glory: Empires | 1.5.8 Patch Notes
Wed, 28 October 2026



Version 1.5.8 - (October 23rd, 2026) Full comprehensive Patch

This release gathers all the changes of versions 1.5.3 to 1.5.7, plus the latest additions.

Gameplay

  •     Population growth formula revised: more progressive, but slower for highly populated regions.
  •     Famine restored. A region running a lasting food shortage again suffers a loyalty penalty, can lose population, and shows a Famine indicator. This had been silently disabled.
  •     Internal trade. Trade between two regions of your own nation no longer generates phantom income.
  •     Fixed an issue with simple trade.
  •     Frozen waters. A sea region whose naval movement cost is impassable under the current weather now counts as frozen. In harsh weather, open sea and marshy waters freeze, which affects landings, blockades and AI targeting.
  •     Supply consumption penalty now scales with the actual difficulty level. It was locked to the very-hard rate.
  •     Regions now reliably receive all of their intended starting boons. Some could previously be skipped.
  •     A revolting region can once again defect to a nearby faction of the same ethnicity, instead of always producing generic rebels.
  •     Regions of the same ethnicity are no longer taken over immediately.
  •     You can no longer abandon a region you do not own.
  •     Absorbing a faction no longer wipes third-party ownership claims on the absorbed regions.
  •     A new capital is now assigned on the same turn the previous one is lost, instead of with a one-turn delay.
  •     A faction can no longer be deactivated for lack of regions on the same turn it appears.
  •     National decisions: fewer new decisions are offered each turn.
  •     Regional decisions: the Siege decision works again, and the Hoplite mercenary decision no longer has a loyalty restriction.
  •     Carthage missions rebalanced, and the Sicilia/Malta mission fixed. Carthage and Rome missions are now offered even when their objective is already achieved.
  •     550 BC Grand Campaign: population distribution changed somewhat.
  •     Fixed weather occasionally showing Harsh on a region that was actually Normal, or the reverse. The map and the simulation now agree.
  •     Fixed independent units spawning indefinitely.
  •     Several fixes to region transfers.

Buildings

  •     Disassembling a building now takes 3 turns and is done one building at a time; its timer is fixed.
  •     Your capital is now rebuilt in your best cultural region after you dismantle your palace. It could previously land in the wrong region, or not be rebuilt at all.
  •     After a government change, an obsolete palace now upgrades to the best available capital instead of being demolished with no replacement.
  •     Excess-capital cleanup no longer destroys legitimate alternate palaces, and now also clears surplus capitals stacked in the capital region.
  •     Free buildings granted at population milestones are no longer duplicated.
  •     Buildings can no longer exceed a region's build-slot limit. Slot cost now accounts for every upgrade path, and charges full price when no predecessor is present.
  •     Construction in progress is no longer cancelled over minor, temporary conditions the game is meant to tolerate.
  •     Raided and captured buildings are lost at their intended rate again. The loss chance was inverted.
  •     A region's defensive strength now correctly applies its wall bonus and breach penalty, which also affects AI assault and raid-deterrence decisions.
  •     The resource-shortage indicator no longer counts buildings that need no input.
  •     Irrigation System and Canal now also remove the Sterile Basin impediment.
  •     Mines can no longer be present without their required natural resource.
  •     The Parthenon no longer becomes obsolete.
  •     Fixed the Amphora Fabrica and the settled oasis.

Armies & Combat

  •     Terrains can now belong to several categories, opening up improved abilities for units.
  •     Only land units can switch to Assault.
  •     Blockading a harbour now requires a fleet, not a single ship (probability based).
  •     War elephants: upkeep halved.
  •     Unit upkeep adjustments in money, manpower and metal now actually apply. They were silently dropped.
  •     Heavy cavalry is now charged the correct liaison cost. It was previously billed as a second heavy-infantry line.
  •     Transported units no longer use their attack value when computing defence under attack.
  •     Merging two armies now keeps the better of the two leaders, which could previously be lost (Note: The ruler/King is always preferred!).
  •     An already-supplied unit no longer wrongly triggers a region's pillage, nor starves the rest of its army when foraging.
  •     Landlocked fleets now correctly relocate to a valid neighbouring region instead of sometimes getting stuck.
  •     Interception targets are now properly cancelled, and naval interception checks are no longer performed too frequently.
  •     Fixed a possible crash when previewing the route of a movement-less army across water.
  •     Many changes to the army lists:
  •     Missing Iberian Archer, Light Infantry and Pirate Ships added to Caucasian
  •     Independents and Rebel lists.
  •     Hibernia no longer has T2 and T3 access to Elephant and Phalanx units.
  •     Picts no longer have T3 access to Elephants.
  •     Caledonian Independent and Rebel units are now of the correct culture.
  •     Missing T2 Pirate Ships added to Gallii, Parisii, Venitii and Hellenic Independents.
  •     Missing T1 Pirate Ship added to Helvetii.
  •     Pontus access to Cataphracts expanded to T1 and T2.
  •     Iranian culture factions no longer have access to T2 and T3 Phalanx units.
  •     Italic culture factions no longer have access to T2 and T3 Elephant and Phalanx units.
  •     Missing T2 Saka Heavy Cavalry added to Saka.
  •     Nomadic Independent and Rebel units are now of the correct culture.
  •     Missing T3 Palace Guards and Heavy Warships added to Desertic Rebels.
  •     Nabatean units are now of the correct culture.
  •     A great many factions no longer have access to T3 Cataphracts. Generally speaking,
  •     Cataphracts are now limited to certain Caucasian, Iranian and Nomadic factions (and
  •     Pontus), to bring the situation more in line with the FoG2 army lists.
  •     A small number of other minor changes to the Empire lists as well.

Battles

  •     Fixed the Field of Glory II export not showing units.
  •     Exhausted units are now properly counted and weigh into the battle outcome. This factor silently never applied, so close battles may resolve differently.
  •     Leaders can be wounded or killed again when a battle is resolved in Field of Glory II.
  •     Their fate was ignored on import.
  •     Experience from coastal battles is no longer diluted by warships excluded from the export, so combatants earn slightly more of it.
  •     Battles give slaves again.
  •     Fixed display issues or crashes when viewing an assault.

Diplomacy

  •     The AI now finally accepts peace (and Client-State status) when it is being crushed.
  •     Previously, it would stubbornly refuse even in hopeless situations.
  •     The AI now takes into account rival Client States that are losing ground when deciding whether to submit.
  •     The AI now bargains more fairly and no longer excessively overvalues exchanges when it has superior trading skills.
  •     "Common enemies" evaluations are now more reliable, improving alliance and war declaration decisions.
  •     Rivalry between usurpers and legitimate rulers now gradually worsens over time (an inevitable march toward war) instead of remaining static.
  •     Territory-based war score is now calculated correctly when fighting multiple enemies simultaneously.
  •     The AI now correctly offers and cedes regions during treaty negotiations. Some regions could previously be omitted from offers.
  •     In peace deals, the AI can now claim regions it already occupies, and cede its own enclaves.
  •     Cooperation can no longer be proposed as part of a transaction when relations are negative.
  •     The province-cession clause is only offered when at least one province can actually be fully ceded.
  •     The special-unit clause is no longer blocked by the wrong side's treasury. The receiver pays the transport fee, going into debt if needed.
  •     The last diplomacy clause, breaking a client-state treaty, is no longer skipped and is now offered.
  •     You can again ask a defeated nation to become a Client State.
  •     Protectors now properly defend their Client States by correctly joining wars declared against them.
  •     Client-states now correctly retrocede border regions to their master. Most retrocessions were previously blocked.
  •     The cost discount for an existing client-state now applies.
  •     Forcing a client-state treaty on a faction that already has a master no longer creates a double master.
  •     Fixed messages about a broken client-state treaty naming the wrong party, and the relationship-milestone popup mislabelling "amiable" as "wary".
  •     Two fixes to diplomacy comments.
  •     Added protection against a rare potential lock-up when applying treaty clauses.

AI

  •     Rome no longer initially expands northward.
  •     Greatly reduced AI vs AI Manifest Destiny bonus during sieges (preventing Roman instant wins).
  •     Only nations with a genuinely strong fleet now declare war across the sea. Owning any small boat previously sufficed.
  •     Diplomatic decisions now weigh a nation's own territory instead of the whole map, so landless or tiny nations behave sensibly, and small nations stop spamming trade offers.
  •     In hunt-and-destroy mode, the AI no longer wastes large armies chasing trivial targets and saves its strength for worthy foes.
  •     Worn-out AI armies pick their resting spot more sensibly, favouring well-supplied friendly regions.
  •     The AI launches end-of-turn raids more cautiously, reducing doomed raids.
  •     Strong AI stacks and fleets now judge enemy strength correctly when a target looks like easy pickings. Fleets no longer shun ports.
  •     To relieve a blockaded allied port, AI fleets now head for the adjacent sea to break the blockade rather than for the trapped port itself.
  •     AI fleets support amphibious operations better: the combined strength of embarked armies bound for the same sea zone is now counted correctly.
  •     The AI now defends the capitals of its client-states, which were never treated as objectives.
  •     The AI consolidates its fleets fully in one pass instead of merging a single pair per turn.
  •     The AI recruits slightly more when a resource costs it no upkeep, as intended.
  •     Better population distribution in the AI's standalone regions. Commerce was over-staffed at the expense of infrastructure.
  •     The AI now chooses which building to construct based on its real predicted output, so it develops its regions far more sensibly.
  •     The AI now actively works to remove regional impediments, scaling with difficulty. It previously almost never did, and never on Easy.
  •     The rule shielding a player's capital from rebels and tribes now applies only to players who are actually struggling, with few regions, instead of everyone.

Interface

  •     New Building Browser: all buildings in a web of hyperlinks. The selected building sits in the centre, surrounded by its predecessor and successors, the buildings it requires or allows, and its input and output resources. It offers a search box, a Standard mode (allowed buildings only) and a Complete mode (all buildings), and a history of the last viewed buildings. Click a building or site in a region to open it.
  •     Stockpiles are shown in the Region Panel.
  •     Trade goods names are coloured in the trade overlay.
  •     Leader tooltips now state what each leader currently commands, and where, and show the ruler's title.
  •     Right-clicking dismisses the open structure detail panel.
  •     Non-buildable units are no longer shown.
  •     Fixed the Ledger showing 0 for every group in the regional ethnic population breakdown.
  •     Faction statistics of nations that emerge mid-game are now aligned to the right turns in the Ledger graphs and treasury brackets.
  •     New icons for the assault attack and defence modifiers.
  •     Invoking a help topic while the tutorial window is already open now refreshes its content, and viewing certain image topics no longer blanks the picture of the following ones.
  •     Fixed the Province panel infrastructure requests wrongly showing health buildings.
  •     A message is now issued when attempting to enter a blockaded harbour, and two messages now focus properly.
  •     Fixed odd slave counts in message reports.
  •     Fixed the fog of war not being reset in adjacent sea regions.
  •     Seladia and Lalandia names now match the map.
  •     Fixed the large siege engine portrait.
  •     Localization: French, German and Spanish texts completed, fixing missing strings and leftover English text; various English typos fixed.
  •     Added many missing texts, including for sorties.

Multiplayer

  •     The multiplayer chat is now the one from Field of Glory: Kingdoms: you can send multiple messages, to one or several players. Ending your turn from the chat asks for confirmation, and warns you about an unsent message.
  •     More than half a dozen out-of-sync issues resolved.
  •     Fixed a potential out-of-sync tied to regional loyalty, plus assorted stability cleanups.
  •     Harbour blockade and frozen status now show correctly for allied and foreign regions on clients.
  •     Other fixes
  •     Updated executables.
  •     Fixed rare crashes in population growth, in empty-region checks and in supply conversion.
  •     A leading general who is not a governor now correctly contributes his modifier effects to regional checks.
  •     Fixed small invading factions being deactivated at times.
#36
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - October 28, 2026, 10:43:16 PM
Veterans: Napoleonic Wars — Early Access Has Begun! Watch the Launch Trailer
Wed, October 28, 2026



Fellow commanders,
The wait is over. Veterans: Napoleonic Wars is available in Early Access starting now!




Take command of regiments of infantry, cavalry, and artillery and lead them into battle in real time. Hold the line, form columns and squares, and keep a close eye on morale, fatigue, and line of sight as the battle unfolds. Your soldiers are your most valuable resource, so look after them and build an army of veterans that can turn the tide of history.

Early Access launches with the following battles: Montenotte, Arcole, Rivoli, Alexandria, Shubra Khit, Pyramids, Marengo, Austerlitz, Friedland, Wagram, and the Tutorial Map.

Thank You

It has not been an easy road. Those who have followed the game since its announcement may know how much work has gone into it, and we are glad to finally put it in your hands.

Many of the challenges along the way were easier to overcome because of you. Our community and the content creators who covered the game shared new ideas, analyzed the battle system with us, helped test the game, reported bugs, shared their impressions, and simply cared along the way. Thank you for that. We hope to keep your support, and we will do our best to live up to your expectations on the road to full release.

What's Next

We have plenty of plans for Veterans: Napoleonic Wars, and you can find them in our roadmap. Take a look and tell us what you think.

Your voice will keep shaping that road. Whether it's something you enjoyed, a mechanic that needs more work, or an idea you'd like us to consider, we want to hear about it. Share it in the Steam discussions or join us on Discord, and we will be following your conversations closely. We're excited to build the game together with you.

Form the line, and we'll see you on the battlefield!

The Tactical Boar Team
#37
World War II Europe 1939-1945 / Re: 2025 Wish List
Last post by Agent Smith - October 27, 2026, 10:42:50 PM
Outstanding news regarding the current status update Mr. D.
Is it too early to be mentioning time-frames for final scenarios or v.....14
(Hopeful for a Q1 or Q2 2027).

Good call re youtube over zoom, those can be linked and liked to a variety of forums.

Regards
A.
#38
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - October 27, 2026, 12:05:05 AM
Veterans: Napoleonic Wars — Early Access Roadmap
Mon, October 26, 2026



Fellow commanders, With the Early Access launch of Veterans: Napoleonic Wars just around the corner, we'd like to share our plans for the future of the game and give you a glimpse of what we're working towards.

But first of all, thank you to everyone who joined us on the battlefield during Steam Next Fest! Your feedback, bug reports, and honest opinions have been incredibly valuable, and they've already helped us make improvements to the game.

Thanks to your feedback, we've prepared a Day One patch that addresses several issues raised during the demo. For example, one of the most common complaints was how long it took to capture the redoubt in the first mission, so we've shortened the capture time to make the opening battle flow more smoothly.

This is just one example of how your feedback helps us improve the game, and we're already looking into other areas you've brought to our attention.

Where We're Going

Early Access is only the beginning for Veterans: Napoleonic Wars. We have plenty of plans for the time ahead, and our goal is to keep expanding the game while refining the tactical experience at its core.

Not every update will look the same. Some will focus on smaller improvements, quality-of-life changes, and balance adjustments. Others will bring larger additions that expand the scope of your campaigns and offer new tactical challenges.
Beyond the major additions outlined in our roadmap, we'll continue working on stability, performance, AI behavior, and the overall feel of battles. We want to make sure we're not just adding new content, but also improving what's already there.

Our current plans for the future of Veterans: Napoleonic Wars are outlined in the roadmap below.



Shaping the Future Together

These are our current plans, but priorities may change as development progresses. We'll continue listening to your feedback, reviewing what works and what could be improved, and making adjustments along the way.

Community feedback will remain an important part of this process. Whether it's something you enjoyed, a mechanic that could use more work, or an idea you'd like us to consider, we want to hear about it.

We encourage you to share your thoughts in the Steam discussions or join us on Discord. We'll be following your conversations closely as we continue developing the game.

There's still plenty of work ahead, and we're looking forward to sharing more updates with you as Early Access progresses.



Thank you again for your support and for helping us make Veterans: Napoleonic Wars better.
Form the line, and we'll see you on the battlefield on October 28!

The Tactical Boar Team
#39
Games Discussion / Re: Nightmare Frontier : Tacti...
Last post by Asid - October 26, 2026, 06:20:30 PM
Wicked Nightmare out now
Mon, October 26, 2026



Wicked Harvest, the first DLC for the tactical extraction looter Nightmare Frontier, is out now, introducing twelve terrifying new enemies, legendary gear, and an entirely new hunt that will push even the most seasoned Scavengers to their limits.

Wicked Harvest | Launch Trailer



Twelve Wicked Dreadweavers: Harvest Their Hearts

Deep within the ruins, a new breed of Nightmare has taken root: the Wicked Dreadweavers, monstrous entities shaped around a single Fear taken to its absolute limit. They have outgrown everything around them, and hunting them will require Scavengers to break the habits they have spent the entire game forming. Every hunt count: once a Wicked Dreadweaver is killed, it is gone from the Frontier for good.
Bringing the Hearts of fallen prey to the Serpent Apothecary, a mysterious alchemist with the knowledge needed to track and kill the Wicked, will unlock entirely new upgrade trees in the Hideout. Each Heart holds the story of the Fear that gave its monstrous host life, and the Apothecary will reveal its origins as he cuts it open.

As the hunt progresses, players can move his laboratory into their Hideout and turn their trophies into a growing arsenal of deadly possibilities.



With twelve unique targets to track, permanent kills, new upgrade trees, and legendary gear to collect, Wicked Harvest brings a new layer of risk and progression to Nightmare Frontier. The hunt comes with its own questline, independent of the main campaign.

The Wicked have taken root. The Apothecary is waiting. And the only way to uncover the truth behind the Fear is to hunt it down.



£5.84


#40
Games Discussion / Re: General Staff Game of Mili...
Last post by Asid - October 25, 2026, 05:28:33 PM
New General Staff: Black Powder update on Steam
October 25, 2026



Dear Beta-testers,

A new update for General Staff: Black Powder has been uploaded to Steam. It is dated October 25, 2026:


When you launch the game, Steam should automatically update the version.

This version includes numerous bug fixes and new features (online manual) and animations. Only about half of the AI is in place (mostly the defensive AI is missing at this point). Please feel free to explore real-time Player versus Player (PvP) games. The AI will be updated soon.

We would like to add about fifteen or twenty more scenarios before General Staff: Black Powder is launched for real. If you have any particular scenarios you would like to see (and if you have a good Order of Battle table with troop strengths) please feel free to send me an email.

As always, please feel free to contact me directly with any questions or comments you may have,

    - Ezra
--
D. Ezra Sidran, Ph.D.