Recent posts

#41
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - February 06, 2026, 03:47:43 AM
Balance changes for battle speed, formation movement fluidity, supply calcs...
Fri, 6 February 2026



Map Campaign

  - supply blocked by enemy armies even if on your settlements, and other supply calculation fixes


Balance

  - Various changes to Cohesion Test modifiers:
  - warband and mob more brittle (-2 from -1)
  - mutual cav combat more deadly (-2 from -1)
  - mutual cav charges much more deadly (-4 from -2)
  - foot vs steady lancers more deadly for foot (-2 from -1)
  - foot vs warband more deadly for foot (-3 from -2)
  - polearm in adjacency better supported (up to 2, 1 per adjacency, rather than only 1 and only if full adjacency)
  - heavy infantry in melee specifically +1 on top of normal steady heavy inf +1
  - (on the whole this means heavy infantry lines, especially polearms in adjacency, last longer, while warbands hit harder but are more brittle, and cavalry vs cavalry combats resolve more quickly)
  - Updated manual and tooltip texts for above modifier changes


Controls/Gameplay

  - units given move to attack commands better at finding enemy flanks if target already occupied
  - units have to get more behind an enemy to flank them
  - don't cancel current move when close range manual attack command fails due to side not available


Formation Movement

  - Smoothed and slowed down steep angle formation rearrangement movement, while also blocking anarchic charges if recently rearranged formation in order to prevent too quick of sliding into flank attacks after turning while also improving formation movement fluidity and appearance


Army Lists

  - Changed Slave Revolt light foot to Psiloi from Javelinmen
  - Small edit to Spartan general ratings


Unit Selection

  - added None option to sandbox mode selection slots (except first general)


Misc

  - fixed Unit Details popup title width for Localization

#42
General Discussion / Re: Forum spring cleaning!
Last post by Asid - February 04, 2026, 12:00:59 AM
The site is being updated. Please let me know if you come across any anomalies.

Thanks
#43
Games Discussion / Re: Dagger_Directive
Last post by Asid - February 03, 2026, 12:18:00 AM
Devblog January 2026
Sat, January 31, 2026



Update 0.7.00 - SAS


Hi Everyone!


The SAS update is here!  With it comes new weapons, attachments, uniform options, updates to maps, and a list of AI improvements and bug fixes.  You can read more about what has changed below.  At the bottom you will find the full change log.




Notes:

   
  • [Attachments] Slightly reduced flashlight brightness and improved the cone
  •     [Attachments] Added M-10 Suppressor
  •     [Attachments] Added M24 Suppressor
  •     [Attachments] Added PGO-7 Scope for AK style weapons
  •     [Attachments] Added M68 CCO red dot sight
  •     [Attachments] Updated ACOG mesh and texture
  •     [Attachments] Added aiming flashlight for the MP5/G3A3 - Press "J" to activate this attachment.  This is a step towards having multiple activatable attachments.
  •     [Attachments] Added a carry handle adapter to the ACOG, C79, and M68 to make them compatible with weapons that do not have removable carry handles.
  •     [Bullets] Added .22cal, .300 Blackout, .338 Lapua, 6.5 Creedmoor, 6.8mm, and 5.7mm to prepare for upcoming custom weapons.  Will be adding more in the future.
  •     [General] Increased random rotation speed when dropping items so they fall over properly.
  •     [Maps] Improved C2M1 - additional enemies, buildings, and props.
  •     [Maps] Improved C2M2 - additional enemies, vehicles, buildings, props, improved objective visibility.
  •     [Maps] Improved C2M3 - additional enemies, lots of trees, buildings, props, split the 1 large air field objective into 3 smaller objectives, improved ground and grass textures.
  •     [Maps] Improved C2M4 - additional enemies, props, trees.
  •     [Maps] Improved C2M5 - additional enemy patrols, additional buildings, added foliage, improved terrain textures, added furniture, streetlights, and destructible boxes and barrels.
  •     [Strike] Made the AH6 air strike available in various missions in the second campaign.
  •     [UI] Compatible item names are now sorted alphabetically.
  •     [Uniforms] Added SAS Smock with 11 variants
  •     [Uniforms] Added SAS Zip Front assault vest with 5 variants
  •     [Vehicles] Updated car textures
  •     [Weapons] Added AI AWM - a .300 Win Mag sniper rifle
  •     [Weapons] Added FN FAL - a 7.62mm battle rifle
  •     [Weapons] Added M10 - a .45 ACP submachine gun
  •     [Weapons] Added H&K G36 - a 5.56mm assault rifle
  •     [Weapons] Added H&K G3A3 - a 7.62mm battle rifle (shares magazines with PSG-1)
  •     [Weapons] Added MG3 - a belt feed machine gun
  •     [Weapons] Updated MP5 model
  •     [Weapons] Updated MP5SD model


Read on....

#44
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - February 02, 2026, 03:22:31 AM
[UPDATE] A busy week - what has been done and what lies ahead
Sat, 31 January 2026



An exciting few days, and still more to come!


Note & credit: all the screenshots were provided by players on the game's discord. Big thanks to them!




Current Status

The first three days since the Early Access release have been stellar, exciting, and challenging. This update gives me the opportunity to thank all our players for their kind support during this critical moment. We did our best to be transparent. At times, for various reasons, this may not have been obvious, as it can be difficult to convey that kind of information outside of the news section.

Most players, I believe, are adults who know what they're buying. They understand that we're attempting something fairly unique, with means that are what they are. If the whole team were in the same place, we'd probably be working out of a garage. Does that excuse everything? Certainly not. But it's important to understand what kind of product one is committing to when buying into Early Access: it is about supporting us and our project with a premium, and in no way does it mean we can suddenly reach AAA levels of quality and development overnight.

Early Access was also primarily a way to provide our early Kickstarter backers with the access they were promised within a reasonable timeframe. In the meantime, please keep in mind that you are playing a version that is incomplete and subject to regular changes. We greatly value the feedback you send our way, especially whenever you encounter major issues, whether gameplay- or system-related.

At the end of the day, this is a handmade experience, crafted with all the care and attention you would expect from traditional artisans. That said, don't buy it if you feel it's not yet up to your expectations. We would rather have happy late players than disappointed early ones. We're not going anywhere: a 10% discount will naturally return every few months during major events, so there's no need to rush. Join us when you feel the state of development justifies the price. That's perfectly fine. We hold no grudges, and we're certainly not trying to force anything on anyone.

Launch is, of course, a critical moment in the life of a project, so we are especially thankful to those of you who are enjoying the game and are willing to leave a positive review. We're currently hovering on the edge of "Very Positive," and if you want to help us, a few kind words in the review section can truly go a long way toward securing TFA's future.






Improving Accessibility and Learning

One of the most consistent pieces of feedback we have received concerns the learning curve. This is a valid concern, and we acknowledge that onboarding can and should be improved.

Several core systems are still undergoing refinement, which complicates the creation of long-lived instructional material. We have also observed that many questions raised by players concern features that already exist but are insufficiently documented or communicated. Improving clarity and accessibility is therefore a priority.

Planned actions include:

  - The introduction of a video-based instructional layer, providing short, focused explanations of interface elements at each station.

  - These videos will form the basis for multilingual support, with the goal of enabling future interface localization.

  - Video scripts will be reused to build a structured knowledge base for the manual.

  - Manual development will continue in parallel.

  - Interactive tutorials will be introduced later, once all major systems are finalized, to ensure their long-term relevance and reliability.

In addition, a centralized FAQ thread will be compiled on the General Discussions board, addressing the most common gameplay and technical questions. Community spaces on Steam and Discord remain valuable resources, and we are grateful to those who actively help others there.

In the meantime there are a few very good videos out there. Allow us to particularly recommend this one from The Warsimmer, which despite its age covers all the basics you need to know about to have a clean, easy start.

Watch YouTube Video







Weekly changelog

To avoid wasting space, here are the changes made to the game since the Early Access release. As you already know, the changelog is visible at game startup, but for clarity, we're also listing it here. It will also be shared on Discord.

29/01/2026

  - Fixed carriers not retrieving aircraft despite being undamaged and having available deck space.

  - Improved torpedo bomber trajectory planning.

  - The TBD + Mk13 combination has been refined to reduce the risk of "aberrations" when finding an attack angle. Feedback, both good and bad, is welcome.

  - The ruler now also displays the bearing relative to true north.

  - Fixed bearings in contact reports.

  - Fixed incorrect radio messages.

  - Slightly increased TBD-1 range.

  - The TBD remains the limiting factor for strike missions, but now has a small range increase.

  - Reworked SOC-1 flight model.

  - The Seagull is now much less viable as a long-range naval search platform. Please be mindful of its limitations, especially speed. Proper mission types for US seaplanes will come in due time.

31/01/2026

  - Fixed spotting bug placing aircraft over the edge of the deck. Please test several strike configurations in-game.

  - Fixed planes getting stuck on Midway's runway. This mainly occurred during second strikes. Feedback welcome.

  - Fixed missions disappearing from the AIR panel when a carrier is destroyed. Yorktown can now sink — but its air group will live on!

  - Pilots will now redirect to the closest available carrier from another Task Force or to an airbase if their original carrier (or fleet) is unavailable. This is an important change and needs testing. Note that rerouting to Midway currently means you'll lose control of the squadron once they land for the remainder of the scenario, though Midway will make good use of them.

If you ever see the message "WARNING, mission inserted into the wrong airbase!" in the radio panel, please report it and tell us what actions led to it.

We remain committed to fixing the game as we go, but obviously contents will have to start coming in so that we can move to our next scenario ideas. One in particular involves Saratoga (in her June refit), Ryujo and Junyo, and we can't wait for them to be completed so that you might have new toys to play with - or against. We'll keep you updated ASAP about these ones!





Again, thank you all for following us and giving Task Force Admiral a chance. It's still quite the journey ahead, but we'll be happy to spend that time in your good company. Welcome aboard, and let's get serious!

With love,

The TFA Team
#45
Mods/Scenarios / Schwerpunkt Games MDE Scenario...
Last post by 5th Horseman - January 31, 2026, 05:31:24 PM
I had a problem seeing the units so i spruced up the unit colors a bit.


#46
Mods/Scenarios / Schwerpunkt Games WW2E Scenari...
Last post by 5th Horseman - January 31, 2026, 04:53:45 PM
In the summer of 1942, the German and Italian militaries prepared to invade Malta.  Operation Herkules, the air and naval landings on Malta didn't occur, however, the Air Landing Corps was created using the 7th Flieger, 80th LaSpezia and 185th Folgore airborne divisions and a Corps HQ under General Student.

What if that airborne corps was available in southern Russia instead.



This is a war of supply.  And several options become apparent.  Half of the Red Army can be out of supply on turn 2 with the capture of three key cities.



I also tinkered with the unit colors and Order of Battle slightly.

#47
Mods/Scenarios / Re: Schwerpunkt WW2E Scenario ...
Last post by 5th Horseman - January 31, 2026, 04:45:30 PM
I noticed one bug.

If using the file as scen146.wwe you do not get the optional rules dialog box when beginning the scenario.
The optional rules are set by the file.
The only way to get the optional rules dialog box when beginning the scenario is to save it as scen46.wwe and open it from the "Open by Title" option.
That solution creates another problem, of course, storing the original scen46.wwe from Schwerpunkt Games somewhere safe for future use.

I have created an "Original files" folder in the ww2e folder and I drag and drop the files back and forth.
I just don't drink and drag... ;)
#48
Games Discussion / Re: Sea Power : Naval Combat i...
Last post by Asid - January 31, 2026, 12:09:54 AM
January Update - New Missile Kinematics, Community Spotlight, and Previews
Fri, 30 January 2026



Deep dive on Kinematics, Community Spotlight for an excellent campaign, and Preview at upcoming content

January Update - New Missile Kinematics, Community Spotlight, and Previews

Hello from the Triassic Games team!

One of our major initiatives is reworking air combat and aircraft behavior, as this is consistently one of the areas most requested for improvement. We are focusing on four main areas, and making progress towards all of them:

  - Allowing drawable Patrol Zones to which aircraft can be assigned on the map,

  - Overhauling the aircraft control UI,

  - Updating the threat prioritization algorithm of AI aircraft,

  - Implementing kinematics, allowing use of real tactics in air combat, especially during BVR combat.

Today we would like to share an update on Missile Kinematics, which is currently in the final round of testing in the Public Beta Branch.

We expect to update the main release branch with these new mechanics in the next few weeks!




Kinematics Overview

What is kinematics?

Kinematics is the study of objects in motion and how they move, accelerate, and decelerate. For us, this means a more accurate simulation of how missiles fly. Most missiles are rather simple - they are fired, they burn their motor for a short time, then they cruise towards the target, using the inertia built up from that motor burn to allow them to smash through the air that is between them and their target, as well as fight against gravity to get up to their target. Both of these things take energy, and so as the missile travels, it slows down. The faster it?s going, and the lower in the atmosphere it is, the more air it has to smash through to get where it wants to go, and the faster it slows down.



Read on...

#49
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - January 31, 2026, 12:07:06 AM
Development Status #86
Fri, 30 January 2026



Dear Tankers!
Welcome to our 86th Development Status.
Another development status update this month. We would like to share with you what has been happening with us recently.



Optimization and bug fixes progress
We've nailed down a few more areas of the game where optimization is possible. Some of following have been already done, some still to do:

  - infantry animations when more than 100-200 can take 5-10 ms. We already have an asset that should help us here and we will optimize it
  - VFXs - it turned out each burning tank or tank shot or tank dust from exhaust was staying forever on the scene - taking up precious CPU computations where it was no longer needed
  - dead infantry - the same, some calculations were still active long after infantry was dead
  - vehicles displaying maximum tracks details even very far away if we had max zoom on
  - various memory issues that caused the game to use more RAM than needed


There were a lot of other small improvements and in the end the game runs better and is more stable. The last big issue standing is netcode optimization, as the amount of stuff each player sends and receives still uses too much CPU. We need to take care of it before the next patch.

Watch YouTube Video


Overall we're fixing and progressing everywhere, especially we want the enemy AI and our AI to work better. To react accordingly to the situation, use less CPU when static and guarding etc. We're reaching an optimization wall here so AI must be correctly utilized and not just be there standing and watching as they can't move.


Further UI overhaul
Let me tell you what we have been doing during the last, weeks, days and nights.



As for the interface, work is continuing to improve the appearance, clarity and functionality of the panels and their elements. After completing work on the main menu, the idea arose to try to redesign the Battle Map.

The first idea was to make the mission map full-screen so that you could have a better overview of the scenario and plan your troops' tactical movements, especially since we will be adding the ability to issue orders on the map in the future. In the previous form, when the map was a small square in the middle of the screen, this would not have been convenient.

Additional aspects, small details that make a difference, are that the margins at the edges of the screen have been reduced, so that the panels can be made slightly smaller and the information displayed is not so overwhelming. The idea is to apply the principle of 'less is more' to try to remedy the chaos in the UI - this applies to changes in the game's UI in general, not just in this panel.



I started by redesigning the left side of the screen, hiding the panels with the legend and mission description. They can be closed and opened at any time, allowing you to see the map unobstructed. In the photo above, the right panel has not been touched yet. The buttons that correspond to the connections have animations and are interactive. When you hover over the icon, text appears with information about what the panel is - we don't need to see the panel name all the time. Similarly, on the left side, we have information typically related to the mission, the name of the game mode or the name of the scenario, and on the right, we have information typically related to the battle, i.e. what tactical unit we are operating, what forces and units we have, and what troops we have at our disposal.

Watch YouTube Video



The plan is to make the icons on the map, e.g. respawn markers, interactive. For example, clicking on the Abel point on the map rather than in the list will mark it as a respawn point. Similarly, clicking on a vehicle that operates in Multi Crew mode, for example, will open a small menu next to it with a selection of slots in the tank, allowing you to respawn inside it.

These are, of course, plans, but they are slowly becoming a reality. Perhaps further development of this topic will be included in the new roadmap as soon as we finish the current one. At the moment, we have a lot of work to do on optimisation, with the new campaign in Ponyri, and I myself have to continue working on Ferdinand.



Let's go back to the changes and what has been happening in the UI over the last few days. The next step was to tackle the right panel. I started by adapting it to the new style, making it interactive and allowing the panels to be hidden separately. That is, the respawn points and available units.



The next experiment was to create new tank icons and replace the white ones. The white icons worked well on smaller UI elements. Since the new ones look better on a larger scale, the idea arose to try something new, and so we are currently testing and playing around with versions where there is a panel at the bottom with a selection of units. There is also a little less information here, the main important information being



  - what kind of unit it is
  - its icon/something that represents its appearance
  - which unit it belongs to, if applicable; here, simplicity is key, there is no unit name, which can be long, we don't need it here
  - the emblem is enough
  - the type of vehicle, whether it is a heavy tank, a light tank or, say, a truck


We won't show the appearance of the unit selection because I don't have a corrected version and the current one looks terrible. The current element also has too much information.

What do you think about this concept? Which is better? Give us your opinion in comments :)



Thank you and have a good weekend!
DeGenerals
#50
Mods/Scenarios / Re: Schwerpunkt WW2E Scenario ...
Last post by Asid - January 30, 2026, 11:03:55 PM
Thanks for this. Will give it a try  :thumbsup