Recent posts

#41
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.
#42
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - April 12, 2026, 02:57:43 PM
[EA SITREP #9] New scenario next week, latest bug updates
Sun, 12 April 2026



Latest news and a peek at next week



Note & credit: Action screenshots were provided by players on the game's Discord — today featuring Miko275, Nafeij, Munchlol, Pidgeyarmy, Minga, Rockgunner & Spicywolf1292! Big thanks to them!


Routine update

As mentioned in the last update, we're not running these on a weekly basis anymore so as to dedicate more time to actual development - and to keep these for larger news.

We still want you to have your regular fix, so we'll be keeping posting them at least twice a month. Here's the first entry for April 2026.




Latest Patches

Three minor patches have been released since the last update. Many long-standing crashes have been fixed after weeks of patient work. It is both difficult and rather pointless to describe their causes - they occurred regularly across different setups. This means you might have only encountered them once, but we had multiple instances to work from. Even if they did not feel like a major inconvenience to you, they were an extremely frustrating issue for us.

Beyond these fixes, we have added most of the gun animations. This is the first wave of visual improvements we have been working on, and they hopefully bring a small but welcome sense of life to the environment.



Read on....
#43
Games Discussion / Re: Stoneshard
Last post by Asid - April 11, 2026, 12:34:41 AM
Hotfix 0.9.4.16 - Changelog
Fri, 10 April 2026



FIXES

  •     Fixed "Ball Lightning" being castable through certain walls.
  •     Fixed "Long Shot" still reducing the number of "Suppression" stacks when hitting the target.
  •     Possibly fixed the softlocks caused by "Long Shot" and using "Seize the Initiative" with ranged weapons.
  •     Fixed "Aether Harmony" granting its effects without being learned.
  •     Re-fixed "Seal of Cleansing" replenishing less Health than intended when removing positive effects from the caster.
  •     Re-fixed the second shot of "Startling Volley" disappearing after killing an enemy with the first shot.
  •     Re-fixed "Unstoppable Force" not putting the player character's abilities on cooldown.
  •     Fixed the bug that allowed enemies to slip diagonally between objects after using "Leg Sweep".
  •     Fixed the bug allowing "Onrush" to deliver 4 strikes while dual wielding if used against an adjacent target.
  •     Fixed "Jolt" knocking targets back even after a full block.
  •     Fixed "Heroic Charge" illuminating surrounding tiles.
  •     Fixed "Spider Leap" allowing the Crawler Broodmother to occupy the same tile as the player character.
  •     Fixed the bug allowing enemies to cast "Binding Sigil" on the player character.
  •     "A Matter of Faith": fixed the bug that made it impossible to fail the quest after losing the key to the warding seal. Fixed the crash caused by accepting the quest before concluding the old contract in Mannshire. Adjusted the camera in the cutscene with the Restless.
  •     Fixed the possible softlock caused by throwing a Deathstinger Flask before the fight with the Manticore.
  •     Removed the delay before the Manticore's skeletons could enter combat.
  •     Fixed the missing descriptions for some of Verren's quests.
  •     Fixed the dialogue order in the Prologue when disarming the first trap by throwing an item.
  •     Resolved another conflict between enchantments/curses and visored helmets that allowed infinite stacking of bonuses to Health, Health Restoration, and Hunger Resistance.
  •     Fixed the rare bug causing the character to skip turns when using certain Pyromancy spells.
  •     Drug Aftermaths are now correctly labeled as Lingering effects rather than Mental effects.
  •     Fixed active effects being removed from NPCs after loading a save.
  •     Fixed the rare bug that forced an interaction with adjacent objects when moving toward an enemy by clicking on them.
  •     Fixed the rare bug preventing effects from activating when switching between hotbars too quickly after using an ability.
  •     Potentially fixed the bug that made the hotbar unresponsive when using an ability and then quickly switching to the next bar.
  •     Fixed the bug causing the Cooking Pot to duplicate when moving it into a backpack through the cooking menu.
  •     Fixed an error in the prices of some items that allowed them to be sold for more than they were bought for.
  •     Fixed sling projectiles ricocheting off the surface of bodies of water.
  •     Re-fixed the softlock during Follower recruitment quests that could occur on old saves.
  •     Fixed the bug that caused items intended to be sold only once to reappear in shops.
  •     Fixed the bug causing Proselytes to sometimes spawn inside objects in one of the Catacomb rooms.
  •     Fixed an error in the Brynn Butcher's stock.
  •     Fixed the display of a technical tag in the list of goods butchers are interested in.
  •     Fixed the crash caused by enemies being able to attack ore veins in caves.
  •     Fixed an error in one of the log messages when listing Silverleaf as a source of Health replenishment.
  •     Fixed the bug that extended cooldown-prolonging effects to abilities that had not yet been learned.
  •     Fixed the stacking issue with sling ammo inside dedicated containers.
  •     Fixed the unintended activation of speech lines when landing a throw on inanimate objects.
  •     Fixed several instances of memory leaks.
  •     Fixed the crash caused by moving items to purses and backpacks while trading.


BALANCE & GAMEPLAY

  •     Adjusted the conditions under which enemies use Stance skills depending on the player character's archetype and distance to them.
  •     Adjusted the usage conditions for "Mighty Swing", "Suppression", "Unyielding Defense", "Binding Sigil", "Judgement Day", "Last Stand", and "Murkwalk".
  •     Adjusted the behaviour of Wolves when chasing Rabbits.
  •     Restored the mechanic for less optimized enemy retreat, which should make it easier to kill enemy mages in melee.
  •     "Occult Consilium": adjusted the Occultists' sell prices and redistributed the treatises sold by them.
  •     Venemist will now appear during the "Occult Consilium" event only after fully completing "From the Cradle to the Grave".
  •     Increased the price of high-tier magic treatises.
  •     Slightly increased the price of consumables sold by Followers and reduced their demand for valuables.
  •     Increased the amount of money carried by merchants and innkeepers.
  •     Supply and demand for herbs now also applies to mushrooms.
  •     Fat Yann now purchases some rare hunting trophies and mushrooms used for cooking dishes.
  •     Slightly reduced the stats of enemy Slingers.
  •     Reduced the Cooldowns Duration bonus granted by slings.
  •     Rebalanced the stats of some tier 5 mini-bosses.
  •     Throwing a burning Torch now deals Fire Damage.
  •     Increased the Will to Fight for some high-tier Brigands.
  •     Successfully avoiding Alda's traps now slightly increases her starting loyalty.


VISUALS & SFX

  •     Added torches to guard patrols during night time.
  •     Improved the visuals of miasma in dungeons with the corresponding modifier.
  •     Berry bushes are no longer highlighted after being harvested.
  •     Fixed one of the Brigand Slinger variants using an incorrect sprite for his melee state.
  •     Fixed another instance of see-through walls in caves.
#44
Games Discussion / Re: Headquarters: Cold War
Last post by Asid - April 10, 2026, 06:32:21 PM
Headquarters: Cold War | Mi-24 - Unit Video
Fri, 10 April 2026



In Headquarters: Cold War, the Mi-24 enables aggressive Soviet tactics by blending air assault, fire support, and rapid deployment. Its durability, mobility, and firepower make it a key asset for breaking enemy defenses and securing contested areas.

Watch the video to see the Mi-24 in action and learn how to use it effectively on the battlefield!


#45
Games Discussion / Re: Solar Expanse - Space Expl...
Last post by Asid - April 10, 2026, 06:22:52 PM
















#46
Games Discussion / Solar Expanse - Space Explorat...
Last post by Asid - April 10, 2026, 06:19:57 PM


Solar Expanse - Space Exploration Manager


Explore the Solar System. Mine and drop asteroids. Colonize and terraform. Lead the space race and compete with other corporations on your way to profit. Watch the expansion of human race over the centuries.

Steam


Theatre: Earth & Colonies
Time span:Modern
Turns: Real time
AI: Yes
Single player: Yes
Multiplayer: No


Solar Expanse Release Trailer  Early Access




About

In Solar Expanse, you take the lead of one of the early XXI century space exploration companies. Your goal will be to reach the planets, moons and asteroids of the system in order to mine and colonize them.

Optimize the costs and schedule of the flights. Mind that each object is in constant motion, so exact planning is crucial. Utilize the gravity effects and slingshot your rockets further beyond.

There is a multitude of objects in the asteroid belt alone. Some are made of water, others might contain precious metals. Deploy various telescopes, arrays and probes to know the system better and plan your next flights. Scan for the most profitable and useful materials. Research new technologies

Send your rockets and deliver the asteroids to Earth or colonies. Gain the profits to expand your corporation and start the projects on much larger scale.

In time, you will get contracts to establish permanent bases on various objects. Build fuel stations, launch sites, space catapults, elevators and entire colonies!

Your ultimate goal will be to make the moons and planets of different systems habitable. This task will take centuries, enormous resources, technologies and thousands of rocket flights. Drop the water asteroids from the asteroid belt on Mars. Mine Io and Titan for necessary resources.

Once you are done with the Solar System, build an interstellar ship. Once the game is fully released, you'll be able to venture into real and generated systems, such as Alpha & Proxima, Centauri, Trappist, Gliese & Kepler... you name them!


AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the artwork concepts are made with the assistance of AI, and are further processed and polished by an artist.
#47
Games Discussion / Re: The Last General | real-ti...
Last post by Asid - April 09, 2026, 06:57:41 PM

































#48
Games Discussion / The Last General | real-time m...
Last post by Asid - April 09, 2026, 06:49:22 PM


The Last General


Lead your army through raging conflicts in this massive RTS modern war game. Execute tactics and conquer the resources you need to achieve your goals. Take the enemy territory, perform assassinations, lead insurrections, rescue your stranded troops and much more, in millions of different missions.

Steam
Homepage

Manual: Here
Wiki: Here
Editor: Yes
Theatre: Fictional
Time span:Modern
Turns: Real time
Genre: Tactical
AI: Yes
Single player: Yes
Multiplayer: Yes

Single-player, Online PvP Online, Co-op, Cross-Platform Multiplayer


The Last General - Official Trailer (June 2025)




About

Become a modern general commanding thousands of units and managing an entire war economy. Plan large-scale operations, manage logistics, construction and production, and fight across massive maps where every decision counts.
Engage in total wars, insurrections, assassinations, protection, rescue, escape, and survival missions or jump into the action to feel the intensity of combat firsthand.


MASSIVE SCALE
The Last General features millions of battlefields of up to 400km2 (154sq miles), each of them with dozens of towns and cities to take and protect.


HIGH LEVEL STRATEGIC ORDERS
Hand-draw your strategic orders directly on the terrain and watch your companies interpret, coordinate, and execute them as a unified war machine.


MODERN WAR ECONOMY
Capture strategic towns, cities and industrial areas to get the resources you need to take over enemy's territory. Damage their infrastructure, economic and productive capabilities, while defending and expanding your own.


CONSTRUCTION AND PRODUCTION
Build new defenses, factories, and infrastructure to produce additional resources, troops, and vehicles to support your war effort.


DIRECT CONTROL
Jump into the action and control any vehicle or soldier directly to be part of your own strategic moves.


PLENTY OF STRATEGIC CHOICES
As a general you will have hundreds of strategies at your disposal to achieve your goals. Will you burn entire enemy cities to the ground and lose international support? Will you rush to the enemy's capital and risk being surrounded? Will you perform targeted attacks on the enemy's factories and power plants? Will you conduct false flag operations to damage the enemy's reputation?

What are you willing to do to be the last general?


Mature Content Description
The developers describe the content like this:

This is a war game and features deaths, dead bodies, low amounts of blood, weapons, shooting and explosions.

#49
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - April 08, 2026, 05:42:02 PM
War Chronicle — Napoleon's Italian Campaign
Tue, April 7, 2026



Napoleon's Italian Campaign, illustrated in Veterans: Napoleonic Wars. A look at the spirit of historical events as they translate into the game.

The campaign included several major engagements — among them the battles of Montenotte, Dego and Rivoli. Each one shows the tactical reality of warfare in this period: rapid movement under pressure, using terrain to your advantage, and concentrating force at the right place and time.


Watch YouTube Video



Speed, positioning, and local superiority often decided the outcome long before the final clash. Armies moved along narrow roads, river crossings, and open farmland, where a single well-timed advance or sudden breakthrough could collapse an entire defensive line. Even when outnumbered, a commander who acted with coordination and boldness could turn the tide.

Terrain played an equally important role — bridges, rivers, and high ground shaped every engagement. Holding a key crossing or an elevated position could mean the difference between standing firm and being forced into retreat.

By visualizing these historical dynamics, we want to show how the principles of Napoleonic warfare are woven into the gameplay of Veterans: Napoleonic Wars.


If you enjoy military history, this one's for you!
#50
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - April 08, 2026, 05:37:27 PM
Dev Blog #2 — The Morale System
Thu, March 26, 2026



Today we're sharing our second Devlog for Veterans: Napoleonic Wars, this time focusing on Morale — one of the key battlefield systems that shapes how units perform under pressure. Morale can shift rapidly during an engagement, with battlefield position, local superiority, and nearby events all influencing how long formations can hold and when the balance of a fight begins to turn.


Watch YouTube Video



Morale must be watched just as closely as casualties. A unit may begin to waver not only from losses, but also from attacks on its flank or rear, or from the retreat of nearby allies. At the same time, the presence of friendly units nearby helps steady morale and slows its decline, rewarding cohesive battle lines over isolated detachments. A single breakthrough can spread panic across the line, turning a local setback into a wider collapse if the situation is not brought under control.

At the same time, retreat does not always mean defeat. A unit that manages to disengage and withdraw under cover can recover its morale and return to the fight, making battlefield management and timing just as important as raw numbers.

Clear battlefield feedback is essential for reading these moments as they develop. Units display their morale state in the interface, helping players judge when formations are steady, wavering, or close to breaking. We also plan to expand battlefield readability further with additional visual cues in future updates.


We hope you enjoy this second look at the battlefield systems of Veterans: Napoleonic Wars!