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#41
Games Discussion / Re: TFC2: The Fertile Crescent...
Last post by Asid - October 25, 2026, 12:49:26 PM
1.0 Release Date Announcement and Updated Art Style
Thu, October 22, 2026



Collapse of the Bronze Age comes out of Early Access November 6, 2026

1.0 Release Date: November 6, 2026
We are excited to announce that TFC2: Collapse of the Bronze Age will soon hit 1.0, which will conclude the Campaign Mode with Story Act 4 and include the Map Editor!

Watch the announcement trailer:



New Art Style Out Now!
We've changed the art style to improve readability. What does this mean?

The Previous Art Style
With the old art style (below), it's not as easy to distinguish units from the environment. Especially when a villager stands above brown ground like here, the unit's pixels and the ground's pixels meshes into each other. The case is also the same for buildings and units, as well as buildings and the ground, even though the problem is more prevalent with units because of their lower pixel count.



We've also received feedback from time to time saying that units are hard to distinguish from each other.

Thinking hard about this, we discovered the problem was a lack of tonal hierarchy. Imagine a platform game with no differences between the foreground and background. How do you know where you can move and jump to? Although we don't have that issue in an RTS, we still have the issue of lots of things happening at once, and we should make it as easy as possible to process the whole picture.

The Update Art Style
So we changed it to this:


Ahhh.. much easier to spot the units and see what they're up to... notice how the brain has to work less doing this?

The outlines solves this issue for us, by framing in the units, so that pixels don't blend into each other like before. Buildings and resources also get an outline, but more subtly. By having a stronger outline for units, the hierarchy is improved from no hierarchy whatsoever to: units > buildings and other map objects > ground and other assets you can't really interact with.


We look forward to see what you think about it in-game!

Don't like the new aesthetics? Don't worry, you can toggle off outlines in settings. That way you revert to the old style.

The new art updates are available to play now!

Change Log v0.532

New

  •     Updated art style
  •     Outlines can be toggled off in settings if you prefer the old art style


General

  •     When selecting building or resource the outline gets colored green (which replaces the selection rectangles)
  •     Improved rendering of health bars and unit indicators so they overlap and render on top of each other correctly
  •     Updated sfx for trade resource buttons
  •     Will only change mursor cursor grabbing food crate if one or more villagers are currently selected
  •     Improved effect of picking up food crate
  •     Influence range and tower range tiles render above farms and road tiles
  •     Smooth fade out from main menu to cut scene when starting new campaign
  •     Updated game logo in main menu


Missions

  •     Oglum no longer stands on top of a royal guard in meeting the king scene in mission 4
  •     Replaced stone fence with walls for village in mission 7
  •     Updated mission objective in mission 10 to make it more clear what the objective is
  •     Changed wording of secondary objective in mission 11


Balance

  •     Skirmish AI orders slightly less villers to defend (due to slight increase in perceived power score for villager)

Localization

  •     Added localization strings to market send resources panel
  •     Added localization strings to market button tooltips
  •     Added missing localization for secondary objective in mission 11
  •     Added missing localization for Nusku


Bugs

  •     Fixed a problem with pathfinding that caused a group of units moving to a position to keep playing their walk animation if not able to find a path through other units
  •     Fixed problems with Skirmish AI scout behavior (could prevent AI from finding enemies thus never attacking anyone)
  •     Waypoint flag follows target unit
  •     Fixed stray pixels, rendering order issues, and more, for certain sprites, like the food crate
  •     Fixed selected controller portrait box being transparent
  •     Fixed crash when opening hotkeys for spectator panel
  •     Loading snapshot of improved watchtower will show top part
  •     When farms change player ownership the minimap is updated
  •     Health bars update color when changing player to follow in spectator mode
#42
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - October 24, 2026, 08:00:22 PM
Patch Notes (2026-10-24) : New Smoke VFX + Scenario options + Summary of Fixes
Sat, October 24, 2026



TFA has now a new smoke VFX system, along with more scenario options


Screenshots by Potatogranate, George, Hood & Reis.

We have finished implementing the new smoke effects. They come with a few extra tweaks that are the vanguard of the features needed to give our players more scenario options and, eventually, a working scenario editor.

We are keenly aware that VFX were not necessarily at the top of your priority list, but we needed to make an optimization pass, and this was a good opportunity to introduce mechanics that will prove useful in the future.



10/24/2026
  • Smoke from damage will now change in volume and color depending on the seriousness of the fire it emanates from.
Comment: the new smoke is not just for looks. We updated our smoke generation technology across the board so that it can be used wherever it is needed. Applications include funnel smoke, damage smoke for ships and aircraft, and, in the future, smokescreens. In this particular case, we made a few aesthetic choices regarding how the smoke is generated. We are well aware (cf. what some of you pointed out on Discord) that the color of smoke primarily depends on what is burning, but it is also true that existing photos and footage of catastrophic fires aboard WW2 carriers often show white smoke clouds early on (see Lexington, Bunker Hill), and whiter smoke again as the ship burns out (see Hiryu). With that in mind, you will often see white smoke as the first sign of an internal fire, and it will grow darker as the fire spreads. On the other hand, exposed areas of the ship, including the open hangars aboard US carriers, will see the smoke of an uncontrolled fire turn black very quickly, adding some variety. We hope you will like what you see, and that you will appreciate the external gameplay indicators it gives you about the damage the enemy has suffered - or the damage your own ships are currently taking.

Please also note that Japanese carriers are not emitting their emblematic white funnel smoke at all times anymore: sprinklers are now only activated during air operations, so as to keep the smoke at a lower altitude. Seen from the outside, this should be an interesting indication of their on-going plans.









  • The scenario briefing interface has been reworked to allow for further development, and some functions have been automated. More are on the way.
The "Conditions" button now gives you access to all available weather and astronomical information.



The "Order of battle" button now generates a complete order of battle of friendly forces present in this scenario.



Options to randomize weather and customize difficulty are now available under the "Scenario options" button. Set these options before you launch the scenario.



Among these options, a selector allows you to add experience to the air units of either side. This should please those of you who would like their pilots to be better at dropping bombs in non-generator scenarios. Hope this helps!

As for wind direction and weather, both are fairly self-explanatory: wind direction will obviously affect your air operations, since your carrier will have to steam against the wind during takeoffs and landings; and the more clouds there are, the better the chances that your scouts (or the enemy's) will miss something in the soup up there

Comment: our next step in that department will be to standardize the AI in the single scenarios and lay down the basics of the future system that will be used in longer scenarios and in a dynamic campaign. We should be good to go from there. In the meantime, we will update the existing scenarios and make new ones once this is done.

  • Bug fix: objects will no longer suddenly disappear from the screen when the field of view in increased.
  • Fixed another bug affecting ship renders in the UI on old AMD GPUs.
  • Improved GPU usage on old GPUs.
  • Added 2 options to customize cloud quality and improve performances on more low-end configurations. Please do share with us the effects and any bug you encounter.

Thank you for your attention! And don't forget to join us on discord if you want to exchange with others about the game.

CLICK HERE TO ACCESS THE OFFICIAL TFA DISCORD

Best, and take care,
The TFA Team

#43
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Asid - October 23, 2026, 07:52:11 PM
D.O.W. Steel Beasts Wednesday Mission 22/10/26


#44
Games Discussion / Re: Ostriv
Last post by Asid - October 23, 2026, 07:45:59 PM
Alpha 5 patch 9 hotfix 64
Fri, October 23, 2026



The following describes features of the upcoming Alpha 6. It's not in the game yet.




These recent weeks a few more buildings got a free-form upgrade, which I described in one of the latest posts. Village houses, orchards and hopyards are all going to be better suited for integrating to their environment.



The number of points is in theory unlimited, but you have to put them all somewhere. The maximum size will be increased as well to give more freedom for all your crazy ideas.



There was also some progress on workers experience and how it affects quality and quantity of the produced resources. Your town will have an advantage if it will prioritize specialization on chosen industries.

Another aspect which had some progress is trade. It should be less static and tedious with the time-limited offers and always-visible list of trade resources you can rely on.

(don't mind the numbers, they are temporary)



It's still being worked on, so that's all I can share so far.


Meanwhile, today's update:

Added/changed:
  • Added a help page about "Empty" function
  • Added a notification if draft animals feed is not balanced


Fixed:
  • Better handling of "Continue" on corrupted saves
  • Bad numbers in livestock buildings UI in some cases
  • Couldn't bind right mouse button to anything in hotkey options
  • Ploughing didn't restore any nutrients after winter crop

#45
World War II Europe 1939-1945 / Re: 2025 Wish List
Last post by Darrell999 - October 23, 2026, 04:50:17 AM
Regarding the zoom sessions, I wonder if it might be better to make YouTube videos.  That would make the game more visible to people who don't know it exists, and it is much more accessible than zoom.  Or maybe that's what you meant.
#46
World War II Europe 1939-1945 / Re: Retirement Finally Happene...
Last post by Darrell999 - October 23, 2026, 03:46:19 AM
Congratulations on your retirement, and it's so good to see that you're working on this game again!  Looking forward to the scenarios (when it's convenient for you, of course).  Thanks for putting your time into this.

When everything is complete on this game, I wonder if you might consider putting it up on Steam.  They do take 30%, but the game would be much more visible to potential customers.  Just a thought.

As for future games, my votes would be for WW2 Pacific theater and American Civil War.  But pursue your passion!
#47
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Rinix - October 23, 2026, 12:07:28 AM
Here's my screenshots: https://imgur.com/a/u5b5Uap

The plan


First contact


Troops move ahead to scout


One of my tanks is immobilized, but I move ahead





Oleg makes contact with the enemy


I continue the patrol, high in the air


Oleg has both tanks immobilized, but defeats the enemy



My tank rejoins the battle


Victory, enemies in all zones are correctly reported
#48
Games Discussion / Re: ATOM RPG 2 - Tactical CRPG...
Last post by Asid - October 22, 2026, 07:03:22 PM
ATOM RPG 2 [0.0.2]
Wed, August 12, 2026



Hello, friends!

The next update for the ATOM RPG 2 Closed Alpha is here, expanding the world with a new area to explore.




This time, your journey takes you to the Communication Tower: a place where you can scout the area ahead for any dangers and/or adventures.

Here you will find the eponymous Communication Tower, Northerners Base, a mysterious cave, wandering stalkers and hunters, new quests and encounters. As always, the area can be explored solo or together in co-op.



Alongside the new content, Update 0.0.2 also brings a large number of improvements.

Thank you for testing, reporting bugs, and sharing your feedback. We are reading everything and continuing to build the world with every update.




Change log:

Change log:
  • Added new locations, interiors, terrain areas, points of interest, NPCs, dialogues, quests, encounters, skill checks, rewards, crafting recipes, minigame content, talents, skills, and perks.
  • Improved cold exposure, frost effects, fall damage, wildlife balance, traps, ladders, destructible objects, quick slots, pockets, durability indicators, interaction hints, save/load handling, scene loading, and world-map events.
  • Added mouse sensitivity settings and automatic map centering.
  • Improved interactions and collisions with doors, barriers, props, and environmental objects.
  • Improved CPU performance for AI, animation, weather, lighting, and encounter generation.
  • Fixed camera, terrain, scene-loading, world-transition, and stability issues.
  • Updated terrain, materials, buildings, props, snow, ice, and world-map visuals.
  • Improved character movement, combat, crouching, foot placement, pickup, use, reload, and wildlife animations.
  • Improved ambient audio, UI sounds, interaction effects, voice-over playback, and environmental VFX.
  • Updated dialogues, quests, item descriptions, notes, object labels, names, descriptions, and story text.


And next week, even more new content is coming your way.

Yours forever,
Atom Team
#49
Games Discussion / Re: ATOM RPG 2 - Tactical CRPG...
Last post by Asid - October 22, 2026, 06:59:49 PM
ATOM RPG 2: Salvation! The Closed Alpha Test Has Begun + Roadmap
Sun, August 2, 2026



Hello, friends!

The closed alpha test of ATOM RPG 2 codenamed Salvation has started.


The first test area is 1 km × 1 km with more areas of this size added with every new update.

Our main goal during this test is co-op-PvE and playing through the game together.



The area we are sharing this time, known internally as "Bunker Hill" has a bunch of interesting spots for this task. Enjoyers of gunplay will find distinct places from an abandoned military training site, to a hunting stand beset by maddened ghouls.



Explorers will find plenty of locations, both military and civilian, as well as a few modes of transportation, including a set of skis! Those who supported ATOM 2 for RPG content will find quests and dialogues with several NPCs. There's even some spooky stuff for you to get goosebumps over...



Still, the game focuses around single-player as its base, so your solo game will always be available, and you can open it for other players to join at any time.

Right now, your help with testing, bug reports, and feedback is very, very welcome.

Our Kickstarter Alpha Backers are the first to get access. Thank you for your support and for helping us test the game at this early stage!




Roadmap:

July 30 - Codename: Salvation
Closed Alpha for Kickstarter Alpha Backers.

Gamescom 2026
26.-30.08.2026 Everyone can visit our booth (10.2 F021g Games from Ukraine) and play ATOM RPG 2. We will be waiting for you!

September - Codename: Exodus
The Closed Beta begins. Alpha Backers will keep access, and Kickstarter Beta Backers will join them.

December - Codename: Reclamation
ATOM RPG 2 enters Early Access. Everyone will be able to buy and play the game.

2027 - Codename: Resurrection!
Full release.

This is only the beginning. Thank you for taking this path with us!

Yours,
Atom Team

#50
Games Discussion / Re: ATOM RPG 2 - Tactical CRPG...
Last post by Asid - October 22, 2026, 06:56:45 PM
A New Open-World Era of ATOM Begins! 1,225 km² of the Caspian Wastes!
Mon, May 4, 2026



Dear players,

ATOM RPG 2 has reached 100% funding on Kickstarter!


Thank you so much for your support. This is only the beginning. We are now working toward the next goals that can make the game even bigger and better.



In ATOM RPG 2, we are preparing a seamless 35x35 km open world without a separate global map or constant loading screens. The Caspian Wastes will be larger, more alive, and more dangerous than ever, with physics, vehicles, exploration, survival elements, and many new systems.

You can read more and see new GIFs here:
Kickstarter Update

If you want to help us push ATOM RPG 2 even further, please support the campaign and share it with your friends.

Welcome to a new era of ATOM.

Yours,
Atom Team