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#51
Games Discussion / Re: Armored Brigade II
Last post by Asid - October 22, 2026, 06:52:02 PM
Changelog v1.613
Wed, October 21, 2026



Hi everyone,
we just released a new update featuring technical improvements and bug fixes.


v1.613

  • [engine] Improved rendering performance for grass and other ground objects.
  • [engine] Increased the draw distance of neutral vehicles to match that of other ground vehicles.
  • [sounds] Improved the sound of semi automatic rifles and all single shot rifles.
  • [sounds] Better and less fatiguing tonal balance adjustment to the generic machine gun sound.
  • [sounds] Recorded 20 more combat radio chatter calls to improve variety.

#52
D.O.W. Steel Beasts Wednesday Mission 22/10/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Arid Valleys Recon (4.265) by ben


SITUATION:

   Enemy:

   - Red Mechanized infantry Battalion (BMP2) is advancing from the West.
   
   - Enemy Battalion is heavily reinforced with T72 Tanks.
   
   - The exact extent of the enemy advance is currently unknown.
   

   Own:
   
   Your Team consists of:
   
   - 4 M1A1 tanks.

   Attachments:
   
   - 2 M113A3 pcs carrying 2 Infantry squads.

   - A limited Support platoon.


   The rest of the Company Team is reorganizing and resupplying behind you.


MISSION:

   - Carry out area reconnaissance of zones: DEER, BEAR, ELK, WOLF, MOOSE.

   - For each zone use Triggers to:

      - Confirm the presence Enemy Tanks.

      - Confirm the presence of Enemy Mechanized Infantry.


EXECUTION:

   - At your discretion.


FIRES:

   - Fire support is available from 6 Tubes on-map 155mm, with limited ICM HE and Smoke.

   - 5 Close Air Support Airstrikes (2X500lb JDAM) are avalable.

   - Avoid unnecessary Fires on civilian structures.


TIME LIMIT:

   Start time is 0450 local.

   H-Hour is 0620 local.

   Mission will end:

      - At H-Hour (now +90 minutes).

      OR

      - When you set the Trigger "Submit Reports & End Mission".


SCORE:

   - 5% for Each correct Trigger selection.  (10 triggers).

   - 12.5% For survival of Each M1A1 in your platoon.

   - Victory = 75%, Major Victory = 85%.


Notes:

   - You may change your Trigger selections at any time before Mission end.

   - At H-Hour your triggered recon reports will be automatically sent to HQ.

   - To end the mission early you must use the Trigger "Submit Reports & End Mission" or your Recon score will be zero!

   - Weather is clear with visibility 2500M and improving.

   - Enemy locations are highly randomized for replayability, difficulty will vary as a result.

   - If you stray too far off map or beyond LOA you may be destroyed.
   




Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A3: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B12 Arid Valleys Recon v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command: Crew Position
Mission Duration: 90 minutes
Minimum number of players: 2
Date: Wednesday Mission 2/10/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A1, or read the Wiki page for M113A3.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

M1A1s
1/1/A:
3/1/A:
2/1/A:
4/1/A:

M113A3s
2/4/B:
3/4/B:

Support units:

Any position:




Mission discussion Click here

#53
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday ...
Last post by Rinix - October 22, 2026, 04:28:32 PM
D.O.W. Steel Beasts Wednesday Mission 22/10/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Arid Valleys Recon (4.265) by ben


SITUATION:

   Enemy:

   - Red Mechanized infantry Battalion (BMP2) is advancing from the West.
   
   - Enemy Battalion is heavily reinforced with T72 Tanks.
   
   - The exact extent of the enemy advance is currently unknown.
   

   Own:
   
   Your Team consists of:
   
   - 4 M1A1 tanks.

   Attachments:
   
   - 2 M113A3 pcs carrying 2 Infantry squads.

   - A limited Support platoon.


   The rest of the Company Team is reorganizing and resupplying behind you.


MISSION:

   - Carry out area reconnaissance of zones: DEER, BEAR, ELK, WOLF, MOOSE.

   - For each zone use Triggers to:

      - Confirm the presence Enemy Tanks.

      - Confirm the presence of Enemy Mechanized Infantry.


EXECUTION:

   - At your discretion.


FIRES:

   - Fire support is available from 6 Tubes on-map 155mm, with limited ICM HE and Smoke.

   - 5 Close Air Support Airstrikes (2X500lb JDAM) are avalable.

   - Avoid unnecessary Fires on civilian structures.


TIME LIMIT:

   Start time is 0450 local.

   H-Hour is 0620 local.

   Mission will end:

      - At H-Hour (now +90 minutes).

      OR

      - When you set the Trigger "Submit Reports & End Mission".


SCORE:

   - 5% for Each correct Trigger selection.  (10 triggers).

   - 12.5% For survival of Each M1A1 in your platoon.

   - Victory = 75%, Major Victory = 85%.


Notes:

   - You may change your Trigger selections at any time before Mission end.

   - At H-Hour your triggered recon reports will be automatically sent to HQ.

   - To end the mission early you must use the Trigger "Submit Reports & End Mission" or your Recon score will be zero!

   - Weather is clear with visibility 2500M and improving.

   - Enemy locations are highly randomized for replayability, difficulty will vary as a result.

   - If you stray too far off map or beyond LOA you may be destroyed.
   




Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A3: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B12 Arid Valleys Recon v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command: Crew Position
Mission Duration: 90 minutes
Minimum number of players: 2
Date: Wednesday Mission 2/10/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A1, or read the Wiki page for M113A3.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

M1A1s
1/1/A:
3/1/A:
2/1/A:
4/1/A:

M113A3s
2/4/B:
3/4/B:

Support units:

Any position:

#54
Games Discussion / Re: Armored Brigade II
Last post by Asid - October 21, 2026, 09:18:01 PM
Changelog v1.612 - Bold Guard
Thu, October 15, 2026



A new update for Armored Brigade II is now available, introducing a brand-new free campaign, a new tree system, audio improvements and plenty of other additions, changes and fixes.

For a detailed overview of the new features and improvements, check out our latest Dev Diary:


You can find the full changelog below:

v1.612

  • Fix: Some bridges had grass growing in the water around them.
  • Fix: An incorrect color was used beneath early autumn tree rows.
  • Fix: Minor issues with the 9P110 and T-10 models.
  • Fix: Reduced the length of the faction date list in the database editor to prevent it from overlapping other UI elements at larger UI scales.
  • Fix: The hull rear armor shape label on the unit specifications screen was rendered on top of the side shape label.
  • [campaigns] Added the 'Bold Guard' linear campaign.
  • [database] Improved Leopard 1A4 and Leopard 2 visibility to Excellent to reflect their stabilised panoramic sights; set T-80U and T-80UD to Good based on their PNK-4S / TKN-4S sights.
  • [database] Assigned NM142 a proper TOW weapon.
  • [database] Standardised missile tracer dimensions.
  • [database] Removed redundant vehicle commander legacy sprites.
  • [database] Removed duplicate us_m1 and us_jeep_wpn_rcl asset blocks from resources_custom_3d.xml.
  • [engine] Increased heavy artillery and mortar HE shell shrapnel penetration from 10mm to 20mm.
  • [engine] Implemented the individual tree system. Trees are now correctly positioned on hill slopes, vary in size and color, and can fall and burn.
  • [engine] Implemented blood particles for casualties.
  • [engine] Implemented scorched and bloodstained ground objects.
  • [engine] Implemented water explosion waves and wakes generated by moving vehicles.
  • [engine] Improved the positioning and movement of various particles.
  • [engine] Doppler effect is now enabled at all times for all ground and air vehicles and their weapons.
  • [engine] Locked on units will now more accurately play nature sounds around them (birds, insects, water, etc.)
  • [engine] Added a water splash sound when a turret hits the water.
  • [engine] Slightly improved the screen shake effect pattern.
  • [engine] Weapon muzzle flash meshes must be parented to recoiling barrel meshes for barrel recoil to function.
  • [engine] Prevented vehicle commander legacy sprites from being written to the database when 'vehicle3DModel' is defined.
  • [graphics] Added new skyboxes. Skybox Y-negative colors (used for fog and other effects) can be adjusted in mapcolors1.xml.
  • [graphics] Added new textures for craters, scorch marks, and impacts on ice.
  • [graphics] Added a new water particle texture.
  • [sounds] Added calm, combat, and panic radio chatter variations for units.
  • [sounds] Revised Jet sound to be more realistic.
  • [sounds] Removed and toned down some miscellaneous noises from vehicle engines.
  • [sounds] Added water movement sounds for amphibious vehicles.
  • [sounds] Added calm, shore, ocean, river sounds when near water sources.
  • [sounds] Added calm wind ambience.
  • [sounds] Added prolonged casualty scream variations for infantry.
  • [sounds] Adjusted casualty scream pitch randomization to match grunt sounds, reducing extreme high and low pitches.
  • [sounds] Added tree breaking and falling sounds.
  • [sounds] Added fence breaking sound when vehicles drive over them.
  • [sounds] Added a MILAN sound effect.
  • [ui] Radio chatter volume slider added to audio settings.

#55
Games Discussion / Re: Sea Power : Naval Combat i...
Last post by Asid - October 20, 2026, 11:13:01 PM
Royal Navy, Argentina, South Atlantic 1982 Campaigns — Coming November 11
Tue, 20 October 2026



All new factions and campaigns! Watch the new trailer ahead of our November 11 update.



Hello from the Triassic Games team!
The Royal Navy & Argentina Update is coming to Sea Power on November 11, bringing both factions and two new campaigns in a major update for all Sea Power owners.


Watch the trailer above for a look at what awaits in the South Atlantic.

Over the next few weeks, community creators will be sharing advance gameplay previews, showcasing the new units and selected campaign missions. We'll add their videos to this announcement and share them on Reddit as they go live.

Thank you for your continued support as we prepare for release. We look forward to welcoming you aboard on November 11!

— The Triassic Games team



#56
Games Discussion / Re: Gary Grigsby's War In The ...
Last post by Asid - October 20, 2026, 11:08:14 PM
New Editor update - Version 1.05.02
Tue, 20 October 2026


A new update is out for War in the East 2.


New Editor Update - Version 1.05.02. Download it HERE

This update brings fixes and changes in several key areas:

- New Game Editor introduced to War in the East 2

- Fixes to AI behavior

- Various fixes to multiplayer

- Data updates across many scenarios and nations

Link to change-log:


#57
Games Discussion / Re: Steam & Iron. Battle of Po...
Last post by Asid - October 20, 2026, 11:01:48 PM
v0.14.20102026
Tue, 20 October 2026



New features:
- Quick Battle now supports all 35 existing ship classes — 21 more than before.
- Added gunboats, destroyers, torpedo boats and transports to Quick Battle. Each category forms its own columns and divisions.
- Added mission #8 "Squadron Sortie": an engagement between the Russian squadron and Japanese forces near Port Arthur.

Visual effects and damage visuals:
- Added new shell impact effects with separate variants for penetrating and non-penetrating hits.
- Updated flashes, sparks, debris and smoke. Effect scale varies by calibre.
- Directional penetration effects now account for the firing ship's position and firing range. Smoke rises and debris falls independently of the target ship's list.
- Added new decals for penetrating and non-penetrating hits, featuring soot and fragmentation marks.
- Fixed decal rendering near the waterline: water now covers the submerged portions of decals.

Artillery balance:
- Rebalanced penetration and damage for battleship main battery shells. All seven battleship classes can now penetrate one another's belt armour with appropriate main battery ammunition at ranges up to 5 km.
- Increased the explosive effectiveness of Japanese shells and the armour-piercing effectiveness of Russian shells.
- Battleship belt armour remains protected against penetration by 152 mm shells.

Interface and controls:
- The Event Log now reports critical hits inflicted by friendly ships on enemy vessels and their consequences, respecting visibility rules.
- Standardised combat messages: ship name, event, penetration result and consequences.
- Right-click now cancels the current targeting or waypoint placement mode, preserving assigned targets and existing waypoints.
- Map dragging now uses the left mouse button only. Holding the right mouse button over the map no longer rotates the camera.

Bug fixes:
- Fixed an issue where active fires or flooding could receive SEVERITY: NONE due to the additional crew bonus, preventing Damage Control from resolving them.
- Fixed severity calculations above the highest threshold: these emergencies now remain OVERWHELMING.
- Sunk enemy ships now retain a dimmed map marker labelled (SUNK) at their last known position.
- When a division's lead ship is sunk, the remaining ships inherit its remaining route and no longer turn back towards waypoints already passed.
- Fixed an error when spawning floating objects during a ship's sinking.
- Fixed triggers in missions #2, #4 and #5.
#58
Games Discussion / Re: Broken Arrow
Last post by Asid - October 20, 2026, 10:56:41 PM
Major Update on October 20 — 1.2.1
Tue, October 20, 2026



Please note that today, October 20, at 13:00 CEST, the servers will be temporarily unavailable during the build deployment. Based on our current estimates, the maintenance should take up to 3 hours.
⠀

  •     The game engine has been updated to the latest version of Unity 6.
  •     Added support for DLSS 4.5 and FSR 3.0 Stable.
  •     Multiple performance and network stability improvements across the board.
  •     Improved unit synchronization when their original owner reconnects.
  •     Improved synchronization for fast-moving objects.
  •     Improved in-game chat history, which can now also be viewed on the post-match results screen.
  •     Added spectator support in Scenario Mode.
  •     Added a separate channel for spectators in the in-game chat.
  •     The spectator limit in lobbies has been increased from 4 to 10.
  •     Added 4 new Russian Guard-themed soundtracks to the hangar.
  •     Improved the adaptive music engine and expanded the music library for multiplayer and the Scenario Editor.
  •     Added new nodes: "GetDeck", "GetDeckUnit", "CombineSpawnData", and "CombineMultiSpawnData".
  •     Added database snapshots for the campaign and custom missions (updated whenever resaved in a new build).
→⠀ In other words, scenarios can automatically load balance data and unit configurations from the game version they were created in.
⠀
GAME CORE

  •     All objective zones in multiplayer matches now use the new contest system.
→⠀ Points now start shifting toward neutral when at least one unit from each team is present.
⠀
INFANTRY SQUADS

  •     Spetsnaz Vympel  (Stand–Off), incorrect optics range fixed — [2 → 1,75 km]
  •     Combat Engineers, M141 SMAW–D renamed to M141 SMAW–D HIT, penetration remained unchanged — [45 mm]
  •     Mech. Dragon, squad size reduced — [7 → 6]
  •     Mech. Riflemen, reworked to offer two custom options (both with 6 softarmor):
  •     6 men  [50 pts] — M4A1 ×4  ·  M320  ·  M249E3 ×2  ·  AT4CS RS ×5
  •     7 men  [60 pts] — M4A1 ×5  ·  M320 ×2  ·  M249E3 ×2  ·  M3 MAAWS  (M551C RS ×6, 450 mm)
  •     Mech. Riflemen AA, reworked to offer two custom options (both with 6 softarmor):
  •     6 men  [60 pts] — M4A1 ×4  ·  M320 ×2  ·  M249E3  ·  FIM–92F Stinger  (Ammo ×5)
  •     7 men  [70 pts] — M4A1 ×5  ·  M320 ×2  ·  M249E3  ·  AT4CS RS ×3  ·  FIM–92F Stinger  (Ammo ×3)
  •     Mech. Engineers, reworked to offer two custom options (both with 10 softarmor):
  •     6 men  [50 pts] — M4A1 ×4  ·  M590A1 ×2  ·  M141 SMAW–D ×5  (new ID, 200 mm)
  •     7 men  [60 pts] — M4A1 ×4  ·  M590A1 ×3  ·  M72A10 LAW HE ×6
  •     Added the "Smoke" ability for the following units:
  •     Snaipery VDV  ·  Snaipery
  •     Scout Snipers  ·  Army Snipers  ·  Rangers Snipers  ·  Green Berets Snipers
  •     Eesti Snaiprid  ·  Snaiperu Komanda

⠀
GROUND VEHICLES

  •     M2 Bradley  (Family)..
  •     Max speed increased — [55 → 60 km/h]
  •     ATGM ammo count reduced — [7 → 4, for IFV (M2)]  ·  [12 → 8, for CFV (M3)]
  •     Max supply capacity increased — [250 → 400 kg, for A2 variants]
  •     T–62M, HP bonus from Up–Armored upgrade reduced — [+1 → +0, obr. 85]  ·  [+2 → +1, obr. 22]
  •     Uran–9, base delay between RPO–M shots increased — [0,9–1,1 → 1,5 sec]
  •     Max dispersion values for AP and HE autocannon rounds have been standardized.
  •     KPVT, firing range increased
  • — [800 → 900 m]
  •     Added the "Air–Drop" ability for the following units (without Up–Armored upgrade):
  •     M1083 SLAMRAAM  ·  M1083 MML  ·  M1078 LMTV

⠀
FIRE SUPPORT

  •     Max dispersion adjusted — [450 × 300 m] → [490 × 330 m] — for the following units:
  •     9K58 Smerch  ·  9K58–4 Kama  ·  9K512 Uragan–1M  (both variants)  ·  M270A1 MLRS
  •     Resupply time (per ×1) has been adjusted for:
  •     9K515–4 Sarma — [40 → 35 sec]  =  3,5 min for ×6.
  •     9K512 Uragan–1M  (300 mm variant) — [40 → 35 sec]  =  7 min for ×12.
  •     TOS–1 Buratino — [12 → 16 sec]  =  8 min for ×30.
  •     TOS–1A Solntsepek — [20 → 18 sec]  =  7,2 min for ×24.
  •     TOS–2 Tosochka — [26 → 18 sec]  =  5,4 min for ×18.
  •     M270A1 MLRS — [40 → 30 sec]  =  6 min for ×12.
  •     M270A2 GMLRS — [40 → 30 sec]  =  6 min for ×12.
  •     M142 HIMARS — [40 → 30 sec]  =  3 min for ×6.
⠀
HELICOPTER UNITS

  •     AH–64E Guardian, AGM–179 JAGM replaced with AGM–179 JAGM–MR  (new ID, 2 km range) — [+120 pts]
  •     AGM–179 JAGM, firing range reduced — [2 → 1,8 km]
  •     AGM–114K Hellfire replaced with AGM–179 JAGM for the following units:
  •     AH–1Z Viper  ·  MH–60 DAP — [+60, ×4]  ·  [+100, ×8]
  •     Kh–39 LMUR, max speed reduced — [330 → 200 m/s]
  •     Base delay between Kh–39 LMUR launches standardized — [12–16 sec] — for the following units:
  •     Mi–28NM Mikhalych  ·  Mi–8AMTSh–VN Sapsan
→⠀ With two LMUR-equipped pylons, the Mi–8AMTSh–VN now has the same RoF as the Mi–28NM with two pylons, i.e. ~7 seconds between missiles.
⠀
  •     Base delay between launches increased — [3–4 → 6–8 sec] — for the following weapons (helicopters only):
  •     R–73  (~1,75 sec per ×4)  ·  AIM–9M Sidewinder  (~3,5 sec per ×2)
  •     9M127 Vikhr, base delay between launches reduced — [1 → 0,5 sec]
  •     M230E–1  (AH–64 Apache family  ·  MH–60 DAP), delay between salvos reduced.
  •     Firing patterns adjusted and base DMG per tick increased for the following weapons:
  •     GShG–7,62  (Ka–29  ·  LSTS–1943 Sarmat 2  ·  Chaborz M–6) — [0,9 → 1,1]  =  3,65/sec.
  •     YakB–12,7  (Mi–24V  ·  Mi–24K) — [1 → 1,5]  =  4,65/sec.
  •     GSh–23L  ·  UPK–23–250 — [1,75 → 2,6]  =  5/sec.
  •     GSh–30K — [2,25 → 2,7]  =  8,6/sec.
  •     GAU-17/A  ·  M134 Minigun  (M1123 HMMWV GMV  ·  M1025 HMMWV RWS) — [0,9 → 1,1]  =  3,65/sec.
  •     GAU–19B  (AH–6 Killer Egg  ·  M1288 Flyer GMV) — [1 → 1,2]  =  2,4/sec.
  •     M197  (AH–1W Super Cobra  ·  AH–1Z Viper) — [1,5 → 1,75]  =  3,3/sec.
  •     NC 621  (AS–365 Dauphin) — [1,5 → 1,75]  =  3,45/sec.
  •     XM301  (RAH–66 Comanche) — [1,5 → 2,1]  =  4,15/sec.

⠀
AIR FORCES

  •     Rearm timers have been increased by ~30% after selling aircraft with expended SEAD missiles.
  •     F–15EX Eagle 2, added an empty loadout option for the fuselage pylons.
  •     A–10C Thunderbolt 2, empty loadout option for the fuselage pylons removed, and an MK48 ×4 loadout added — [+100 pts]
  •     MPD–01 Termit, availability limit reduced — [4 → 2]  /  A stealth penalty added for mounted weapons — [–0,5]
  •     B–52H Stratofortress, availability limit increased — [1 → 2]
  •     Maneuverability has been increased for the following weapons:
  •     R–60  ·  R–73  ·  AIM–9M Sidewinder
  •     Kh–29TD, base delay between launches increased — [2 → 4 sec]
  •     Aim–time removed — [1 → 0 sec] — for the following weapons (aircraft only):
  •     9M127 Vikhr  ·  Kh–25M  ·  Kh–29TD  ·  Kh–38ML  ·  AGM–65D Maverick
  •     Base damage increased — [8,5 → 10] — for the following weapons:
  •     Kh–59MK Ovod–M  ·  Kh–59MK2 Ovod–M
  •     Max dispersion reduced — [40 × 40 m] → [30 × 30 m] — for the following weapons:
  •     S–24B Buran  ·  S–25


ECONOMY TWEAKS

  •     Infantry prices have been adjusted for:
  •     Pogranichniki — [30 → 40, Base]  ·  [+20 → +0, Stand–Off]
  •     Mech. Dragon — [70 → 65]
  •     Vehicle prices have been adjusted for:
  •     Ural–4320 AA — [+30 → +25, S–60]
  •     PT–76B — [+55 → +25, AU–220M]
  •     Uran–9 — [45 → 50]  ·  [+5 → +10, Shmel–M ×6]  ·  [+10 → +15, Shmel–M ×12]  ·  [+15 → +20, Ataka–T]
  •     Artillery prices have been adjusted for:
  •     9K58 Smerch — [275 → 250]  ·  9K515 Tornado–S — [300 → 350]
  •     9K58–4 Kama — [200 → 175]  ·  9K515–4 Sarma — [225 → 290]
  •     9K512 Uragan–1M — [325 → 290, 220 mm]  ·  [275 → 265, 300 mm]
  •     TOS–1 Buratino — [200 → 220]  ·  [+50 → +30, Solntsepek]
  •     TOS–2 Tosochka — [300 → 280]
  •     9K720 Iskander–M — [250 → 225]
  •     9K720 Iskander–K — [250 → 225, ×2]  ·  [325 → 275, ×4]
  •     M270A1 MLRS — [275 → 240, 227 mm]  ·  [250 → 200, ATACMS]
  •     M270A2 GMLRS — [300 → 340, 227 mm]  ·  [325 → 275, PrSM]
  •     M142 HIMARS —[225 → 265, 227 mm]  ·  [200 → 175, ATACMS]  ·  [250 → 225, PrSM]
  •     Helicopter prices have been adjusted for:

  •     Mi–8AMTSh–VN Sapsan — [115]  /  [+50 → +60, LMUR]
  •     AH–64D Apache — [90]  /  [+60 → +50, Hellfire ×4]  ·  [+100 → +90, Hellfire ×8]

    Aircraft prices have been adjusted for:

  •     MiG–29K — [150]  /  [+130 → +90, Kh–35U]
  •     MiG–31BM — [180 → 220]
  •     MPD–01 Termit — [50 → 65]
  •     F/A–18D Hornet — [165]  /  [+130 → +90, SLAM–ER]
  •     F–35A Lightning 2 — [240]  /  [+80 → +50, JSM]
  •     RQ–170 Sentinel — [200 → 180]

    Payload prices have been adjusted for:

  •     R–60 — [+30 → +20, ×2]  ·  [+55 → +30, ×4]
  •     Kh–38M — [+60 → +50]
  •     Kh–29TD — [+80 → +50]
  •     AGM–65D Maverick — [+60 → +50, ×2]  ·  [+90 → +75, ×4]  ·  [+120 → +100, ×6]
  •     GBU–53/B Storm Breaker — [+25 → +15, ×3]  ·  [+30 → +20, ×4]  ·  [+50 → +30, ×8]

⠀
GENERAL BUG FIXES

  •     Fixed an exploit allowing players to mix specializations from different factions.
  •     Fixed an issue that allowed players to create a deck with two identical specs.
  •     Fixed a bug allowing units without the Air–Droppable tag to be loaded into transport planes.
  •     Fixed several issues causing airdropped units to remain invisible until landing.
  •     Fixed desync when interacting with supply crates through the order queue.
  •     Fixed an issue with summoned unit silhouettes appearing at the origin point.
  •     Fixed infantry position desync when loading into a transport.
  •     Fixed the behavior of vertically launched surface–to–air missiles.
→⠀ They will no longer fly straight up at a 90° angle when the target loses LoS at the exact moment of launch.
⠀

  •     Fixed an issue with new UI elements remaining visible when the UI is disabled via a hotkey or scripts.
  •     Fixed default avatars appearing transparent during matches.
  •     Fixed an issue causing the connection issue warning to appear incorrectly.
  •     Fixed a reappearing bug with units carrying "0 kg" of supplies.
  •     Fixed incorrect display of the Supply ability status on transport icons for other players.
  •     Fixed a bug preventing lobbies with available slots from appearing in the lobby list.
  •     Fixed an issue that prevented players from zooming out in top-down view.
  •     Fixed insufficient visibility caused by fog.

⠀
KNOWN ISSUES

  •     Stryker Cavalry Regiment, unit slots in the helicopter category have not been removed.
  •     Kh–32, minimum range not standardized with other air-launched cruise missiles.
#59
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - October 19, 2026, 06:36:05 PM
Steam Next Fest: Play the Demo Now
Mon, October 19, 2026



Commanders, the day has come. Veterans: Napoleonic Wars is now live at Steam Next Fest (October 19 – October 26), and the free demo is ready for you to download.

The demo now features four battles: Montenotte, Rivoli and Arcole in Italy, and Alexandria in Egypt, plus a tutorial battle to help you get your bearings. In recent months we have reworked the visual effects and the UI, and tuned the balance and the pace of combat based on your feedback, so this is the best time to see how the game has changed.

To play, open the Steam page and press "Download Demo". The demo is available until October 26 at 10:00 AM PDT. Once you have led your army into battle, tell us how it went on the Steam Community hub or in our Discord. Bug reports, balance thoughts and impressions of how the battlefield feels are all welcome.



And don't forget: Veterans: Napoleonic Wars enters Early Access on October 28, and we will share more news very soon. Add the game to your wishlist and follow it on Steam so you do not miss anything.

See you on the battlefield!
The Tactical Boar Team

#60
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - October 18, 2026, 07:25:23 PM
Map Campaign fixes
Sun, October 18, 2026



Map Campaigns:
  • minor edits to army generation
  • fix to issues with move again on to enemy who garrisons/to move away from garrisoned enemy
  • fix bugs with AI reroll diplomacy and march rolls
  • fixes to code for withdrawing armies to friendly territory on season end
  • fix to fleet landed status on picking up army for fleet move and putting back down
  • fix to erroneous road connection on 2nd Macedonian war map

Random:
  • fix to Adamclisi auxiliary unit types
  • kushan cataphract use more horse armor texture variety