Recent posts

#51
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
#52
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
#53
Mods/Scenarios / Re: Schwerpunkt WW2E Scenario ...
Last post by 5th Horseman - January 30, 2026, 08:33:46 PM
A test worked for me.

Download zip file.
Navigate to zip file and extract to a convenient place or directly to ww11e folder.
Open ww11e and open file by name and choose scen146.wwe.



#54
Mods/Scenarios / Schwerpunkt Games WW2E Scenari...
Last post by 5th Horseman - January 30, 2026, 08:10:59 PM
The situation of Army Group Center on August 8, 1941. 
The German motorized divisions are behind the lines resting and the panzer generals want to go for Moscow.

The Red Army is desperately shoving reservists and draftees in front of Moscow. 
In June the Red Army was already in the process of adding 42 divisions.  With the invasion reservists were quickly formed into divisions as fast as they could be equipped.  22 more divisions in July, 50 in august and then tapering to 33, 20 and 15 per month until December when 52 divisions of the new age classes were finished training.

The German army in the first weeks of August 1941 has a window in weather and Red Army mobilization that won't come again.
#55
Games Discussion / Re: Flashing Lights - Police F...
Last post by Asid - January 30, 2026, 12:39:01 AM
Bug Fix Update Now Live + Update Roadmap Revealed!
Thu, 29 January 2026



Jump back in with the new update and learn what's next!


Hello all,

We've just launched a bug fix update for Flashing Lights.

You can read the full patch notes below, but first, let's take a look at the new update roadmap!




March 2026

Bug fix update: This update will further polish and improve the game experience.


Spring 2026

AI fixes and improvements: We'll be focusing on fixing issues with AI backup, making for more reliable support.

Idle NPCs: Making the world feel that bit more alive and realistic, we'll be adding idle NPCs such as store clerks and drunk pedestrians.

New world props: We'll be adding new props and models to the open world, such as signs outside bars, adding an additional layer of detail to the world.


Summer 2026

Vehicle customisation: We know how important vehicle customisation is to the community, so we're excited to add options such as wheel types, antennas, pushbars and more!

Light stages: This is one that we've seen a lot of you asking for! Light stages will add further nuance to the emergency light customisation options.




Full Patch Notes

New

- Texture mod support for bomb squad vehicles

- Player vehicle horn now makes pedestrians run out the way

- Using free fly camera in multiplayer, the orb has now changed to a simple drone model

- Reintroduced northern lights in 'cloudy2' and 'snow' weather types




Fixes

- AI dog now searches for and finds explosives

- When performing a traffic stop on foot, you couldn't switch weapons

- Real owner name for stolen cars didn't show up in MDT database searches

- With suspects that had a gun drawn after a car chase, said gun didn't show up when frisking

- Spotlight rotation multiplayer sync

- Other player's K9 appearing above the ground in multiplayer

- Suspects continued shooting after multiplayer client player's K9 caused them to surrender

- K9 suspect chasing improved

- Missing health packs added at gas stations

- ID card and drivers license design updated

- Upon joining a game, weather and background sound effects now start playing after selecting a character

- Player respawn fixed after contact with water

- Hospital interior lights brightness adjusted

- Traffic cars eventually would spawn motionless (needs more testing, this would happen in longer game sessions)

- Armed robbery and shoplifting missions could spawn at incorrect locations

- Mission editor mission's custom name didn't save

- Graphics settings had 2x 'High' option for clouds

- Blurry mod textures when viewed at certain angles

- Terrain fix at Beach Town (64-5)

- Upon despawn player vehicle data (model, materials, textures) didn't unload from memory

- Using Settings > Controls more than once caused issues loading the menu again

- Vegetation fixes in interior at Port (17-56) and highway between Beach Town and Cod Town

- Some parked cars spawned duplicates in Suburbs

- BUCK Rescue DLC vehicle scenelights control panel fixed

- Player vehicle lights flickered when at City PD or Bank

- FD portable scenelight brightness adjusted

- Added missing highway lights at City Route 600 North and South

- All car license plates have been updated to support night time

- Adjusted streetlights at night time

- Grass render distance is now farther when set on high

- Gas stations lights adjusted

- Removed dust effect when driving on dirt roads

- When getting in a car while the engine was turned on, the driver-side door sound effect didn't play
#56
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - January 30, 2026, 12:38:57 AM
PLAYTEST #2 IS ENDING - MAJOR UPGRADE RELEASE DATE
Thu, 29 January 2026



Greetings, Operators,

We're currently reaching the end of the Playtest #2 and we wanted to take the time to thank and celebrate our playtesters: thanks to your valuable and constructive feedback, we were able to identify areas of improvement and fix issues. Black One Blood Brothers will be greater then ever thanks to you!


While Helios is till hard at work to polish the latest details, we are thrilled to announce that we have a release date for the Major Upgrade to Unreal Engine 5.7:

Save the date: Tuesday, February 3, 2026, 200PM CEST. We will update you with the entire patch notes!

Happy gaming!
#57
Games Discussion / Re: SAELIG
Last post by Asid - January 29, 2026, 12:57:01 AM
Update 59 - New map and new buildings
Wed, January 28, 2026



Happy days!

So for those following my recent story arc - my son was born on the 8th of January. He has yet to start work on SAELIG, but I like him regardless.


Some more recent developments - There is a new soundtrack being produced, and I have been trialing some artists to help with some of the 2D elements of the game.

But now for the update!

Fixes

  - Land will no longer show when selecting destinations for Trade Routes.

  - Fixed it so houses and huts no longer make the incorrect number of bows.

  - Fixed some situations when an elder vote didn?t happen if you were an elder.

  - When firing people there are now different relationship hits depending on the person, and their spouse also reduces relationship.

  - If you have a person who shares the same name as an item, they will no longer show a wiki article about the item.

  - Fixed a bug where asking someone about their job could provide a bad result.

  - Training field pricing has been tweaked.

  - Fixed an issue where you could see the job hiring window when you were a watchman.

  - Fixed taking items from rental not applying penalty when sending to pack.

  - Fixed some bad floating character issues.

  - Fixed Herbalist Hut automation.

  - Fixed issue with carriages looping and doing strange things in some situations.

  - Fixed an issue where people could hire themselves into a damaged building.

  - Best friend question during conversations no longer returns family members.

  - Peeking into storefront business has been fixed.

  - You can no longer interrupt patrolling watchmen or people who have recently been attacked.

  - Fixed it so if you take items from a house during a burglary, you no longer get a relationship penalty when you?re not caught.

  - Fixed some automation delivery logic when sending to sheds and trading posts.

  - Fixed a bug where transferring a hunter would not stop their hunting task.

  - Hyrmenn are now much better at going into combat with you when a raid happens.

  - Fixed the flour mill sometimes not allowing you to change productions.

  - Fixed automation bug if you had less than 0 silver.

  - Fixed home productions not working when you have a job.

  - Fixed a crash.

Tweaks

  - Tweaked the Thegn property notification so it is more clear.

  - Tweaked the Geneat > Thegn property notification. Again, for clarity.

  - Item notification now fires when items move from stockpile to market, instead of when added to the stockpile.

  - Escape will now close selectors, selections, windows and wiki windows before i pauses the game.

  - Tweaked the AI to be less likely to want to talk when unwell.

  - Tweaked the AI to be more likely to go to church when unwell.

  - Travelling monk will now attract people are a larger range.

  - Buildings now cost slightly less silver to construct, while still having the same value.

  - You can now remove the firewood from a camp fire at your own camp.

  - Added warning for destroyed goods in chest when taking down your camp.

  - King's Standings events - items now go into your house if you have no inventory space.

  - You can now feed pets from your pack.

  - You can now hide the map filter.

  - AI will now avoid building hunting shacks near civic buildings and houses.

  - Better combat retargeting to prevent people running past each other.

  - Better AI production logic.

  - You can now view market deep storage with trading skill 55 - deep storage is a layer lower than stockpile. Deep storage > Stockpile > Market.

New

  - Added in wooden pegs, which can be used in place of nails and made at home. however it takes double the wooden pegs vs nails to do the same thing.

  - Added Trading Post Interior (visual, not functional).

  - ?Tell me about your friends? added as a conversation option that will introduce you to their friends.

  - Workers lodgings added. A new building that can be built on a large plot. It has 9 beds and if you build some, your workers will automatically move into the one closest to their job if it has space, and if they don?t have a better house. They don?t pay rent. You can provide them food, medicine, etc with the lodgings. Lodgings also count as housing for immigrants, if the person who owns the lodging also has jobs available.

  - New setting in gameplay settings that when turned off will mean the player won?t move without being selected.

  - You will now drop items on ground when inventory is full during harvesting. Items can also now be foraged directly into a nearby cart - dropped items can be picked up by ai characters.

  - Added Warden?s Yard which can help put out fires. It is a civic building that can hire one employee. That employee is tasked with making sure the water cart is loaded and ready to go. When a fire breaks out the brave Ox will cart the water to the fire and spill it onto it. It will then return home where the employee will refill it. Refills only happen during work hours. If there is no employee there are no refills. You can build multiple of these buildings, but you cannot own them.

  - A new map - Scrobbesbyrig - This is not the final new map I have been talking about. This was a bonus map based on a dream I had. Basically it is a map with one large walled city, situated in the bend of a river. The river as Trading Dock access. This city is by far the biggest city in the game.

  - Added a new type of raider, that are visually different and come with bows. These Welsh raiders will invade the new map, and the other map that is still under construction. No vikings on these two maps.

  - Trading Post - you can now adjust the margin of products you sell.

  - Trading Posts now generate their own prices, instead of using the closest market, and now function more like a true market. You can buy from AI Trading Posts, if they are manned, but cannot sell to them.

As always, it is an absolute joy to be able to continue producing updates. Please feel free to get in touch with me via Steam, Discord, or email, if you wanna chat.

Much love,

Atorcoppe.
#58
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - January 28, 2026, 12:05:41 AM
Map Campaign improvements and other updates
Tue, 27 January 2026



Map-based Campaign

  - significantly altered recruitment to reflect ranked choices much more
  - updates to faction and turn info display and various other UI decorations
  - made 1xD10 roll more readable
  - fixed positioning of tooltip
  - fix to bug with siege accept button on capital sieges
  - increased base starting number of owned settlements
  - adjusted allied armies units added


Reenactments

  - fixes to some broken reenactment AI affecting a few of those battles, especially Issos with AI as Macedonians


Other

  - various typo fixes
  - various German translation fixes
  - more fixes for ultrawide monitors
  - slightly adjusted advanced tutorial difficulty

#59
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - January 27, 2026, 11:59:16 PM



Released
#60
Games Discussion / Re: Swordhaven: Iron Conspirac...
Last post by Asid - January 27, 2026, 12:02:37 AM
1.0.5
Mon, 26 January 2026



Greetings, friends!

We have another patch for you. Plenty of bugs have been fixed, new content has been added, and work on some of your wonderful suggestions is continuing. Here is the list of major improvements:


  - Added more belt slots based on user suggestions and hotkeys to use them quicker;
  - Font size can now be changed in the options;
  - Added experience bonuses for stealing, based on item price and weight;
  - Added new characters and quests: Drunken Snapper Inn, Ķirzaka Castle inn, Swordhaven brothel and sewers;
  - Added new item icons;
  - Fixed infinite glitch with the Feather-Beast trainer in the Mines Level 1;
  - Five Finger Discount quest issue fixed;
  - Updated localizations with spelling and grammar fixes requested by players;
  - Fixed skill point distribution issues in the creation menu;
  - Fixed Sewer exit bug;
  - Fixed issue with Offensive Filaments;
  - Lowered the rate at which snakes and flies assault you when checking out stumps;
  - Fixed navigational issues in Grainhold and Clamreach (smithy area);
  - Rebalanced the SP use for some of the end-game weapons, namely 2-handed swords, axes and 1-handed swords;
  - Fixed Sulanys's dialogue bug;
  - Fixed Vikynt's dialogue bug;
  - Fixed Misrav's dialogue bug;
  - Added icons for three end-game weapons;
  - Sebodrain companion dialogue bug fixed;
  - Fixed texture glitch on new backpack;
  - Fixed issue with temporary beast allies becoming constant beast allies;
  - Added portraits for more characters;
  - And many more minor bug fixes and improvements!





Also, friends, we have passed the Steam Deck Compatibility Verification, which means you can play Swordhaven on that device: starting a new game or transferring your save files from an existing one!



Thank you so much for helping us out with your suggestions and for locating the issues we've resolved in this version. More updates to come soon!

Yours,
Atom Team