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61
Games Discussion / Re: Barotrauma
« Last post by Asid on September 14, 2025, 12:06:53 AM »
Autumn Update coming next week
Fri, 12 September 2025



Hello everyone!

It's time for the next Barotrauma update. In keeping with our other releases this year, the Autumn Update is light on content, as we've all hands on deck working on the upcoming Home & Harbor DLC, but this update should improve your experience on Europa in many ways. Here are the highlights:


  - Added new "Blueprint" type of items, which are needed to unlock crafting recipes and make use of Alien materials. Blueprints can be found as loot or some can be bought from traders.

  - Railgun rebalance: Railguns now behave more as expected as they can hit multiple targets rather than disappearing on the first hit.

  - Grenade aiming improvements.

  - Broad spectrum antibiotics and antibiotic glue balance passes: BSA has a more universal effect, glue is more situational and has drawbacks. Infections are not as easily cured or prevented anymore.

  - Several fixes for the ongoing multiplayer exploits.

  - A lot of bugfixes.

As usual, the full list of changes will be released along with the update, next week. Stay tuned!


62
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on September 13, 2025, 11:08:05 PM »
Update 1.1.2 + Tutorials + QoL improvements
Fri, September 12, 2025



Dear Tankers and Mechanics!

Situation report
It has been two months since we released our last patch, 1.1.0, which added a mission and the Soviet campaign to the game. Since then, we have been working on the game and its performance, and have introduced a number of improvements.





News in Patch 1.1.2
The most important part of this patch is the addition of missing tutorials, reduced RAM usage. In addition, you will find a number of other changes in the game, whether cosmetic or fixes that improve the overall experience (quality of life improvements).




What next?
After releasing the patch, we want to return to topics related to the roadmap, where a few things are still waiting to be finished and implemented, such as the ability to invite friends directly in the game or adding basic modding to the game. We will also enable and implement Steam Workshop and publish the first versions of documentation and tools. Without this step, we will not be able to move forward with expanding modding support in the game. In addition, we will certainly continue to respond to your comments and suggestions.




Game discount
Today we are launching a discount on the game. The 15% discount will last for the next 7 days.


Changelog 1.1.2
Below is the list of changes being made:


Added:
  - New notification when squad that is immobile receives a movement based command - that they decline the command as they are immobile
  - [UI] Interactions - Multi Crew icon
  - [UI] Interactions - Total Control icon
  - [UI] Keyboard loading screen covering . (dot) multi crew / total control toggle
  - More info in UI about current aim mode and drive mode
  - [UI] Manage LoadingParent in HeadQuartersUIManager and SessionCreationUIManager
  - Rear MG's for KV-1 and KV-1S are now interactable
  - 20mm API PzGr.39 and HEFI SpGr.39
  - 37mm APCBC M51B1 and HE M63
  - New 3 tutorials, basic repairs, basic battle and multi crew
  - [UI] New icons for units
  - [UI] Wreck status label for Battle Map wreck list if it is repairable or it is a wreck.
  - [UI] Filters for selected wrecks and faction affiliation in Battle Map.

Modified:
  - Changes to crew positioning on vehicle slot during peeking
  - P_UI_OrdersMenu fixed hints are hidden
  - Ammo crate tool has no ammo models in it now (temporary, later we will add it)
  - Repairs, Basic battle and Mult crew tutorials loading screens / mission thumbs
  - It is now possible to change slot when peeking out of hatch
  - Repairs, Basic battle and Mult crew tutorials main menu buttons
  - Changed last waypoints for friendly tanks and conquer areas so AI will not be able to win objectives alone
  - Reduced amount of friendly tanks during first mission
  - Merged Use Vector Aiming and Use Keyboard to Rotate Turret into one option
  - Units icons now represents what specific unit holds, what weapon, rank and additional role in the squad. For example engineer or MG assistant
  - Battle Map, reworked unit and spawn selections. More units are visible on the selection panel.

Fixed:
  - Added and modified navmesh obstacles on c1m7 scenario
  - Getting inside AI vehicle spawned by other player Fixed
  - Maxim crew in air
  - When spawning destroyed tank under crane it's rotation is not stable
  - Mines should now spawn
  - StuG III G roof mg should now be more useful with bigger limits and better camera position
  - Shadow rendering for infantry units is now more consistent (distance)
  - Inventory items not disappearing other players after player character enters vehicle
  - fixed offsets in vehicle wheels and suspension after re-mounting vehicle parts
  - KillFeed should now correctly display all information (previously it trimmed/cut few weapon names or unit names)
  - Removed unnecessary highlights on repair section for crane/customization menu after interaction
  - Not being able to drive vehicle when peeked out from driver slot
  - Peeking out now correctly changes materials for our tank
  - Removed quick zoom from commander camera
  - Refreshing Single/Total Crew Mode in Spawning UI
  - Fixed HEAT ballistics
  - PTRD animations freezing infantry
  - Interior MG shooting working when peeking and clicking zoom button
  - Fixed highlighting slots for modules placing after re-entering crane
63
Games Discussion / Re: Strategic Command: American Civil War
« Last post by Asid on September 12, 2025, 12:05:22 AM »
Concert of Europe - Dev Diary #1
Thu, 11 September 2025



What?s in a name?

Something I?ve always liked about Strategic Command is the unique names given to each campaign.  The first SC game I ever played was Patton Drives East, and while at age 9 I didn?t have much idea on how to actually play the game, the name of the main campaign ? Storm of Steel ? was something I always thought was pretty cool.  Certainly it stuck with me, because I remembered it when countless other games I played around that time are now long forgotten.

In furthering this tradition, I spend a lot of time deciding on the names I will give each campaign.  Sometimes I take them from famous quotes: ?Make Georgia Howl? was taken from General Sherman for the 1864 start date in American Civil War, while ?Remember the Maine? was the most prominent war cry in the lead-up to the Spanish-American War.  Other times I have used the titles of books: ?August Storm? and ?Manassas to Appomattox? were key sources I used when researching the conflicts they represent, while ?The Conquest of Mexico? was a book actually carried into battle by American soldiers during the Mexican War (and a story I found so interesting that I integrated it into the campaign itself).  Not all the names I have used have been taken directly from history: while ?The Balkan League? was chosen as the name of the alliance that went to war with the Ottoman Empire in 1912, ?The Broken League? is derived from that name and the shattering of alliances that brought about the Second Balkan War ? history has never given us a collective name for those nations who fought Bulgaria in 1913.

So what about Concert of Europe?  The term itself was often used throughout the 19th century to describe the prevailing diplomatic system of the day, whereby the great powers sought to keep their disputes localised.  The five conflicts represented in this expansion are, along with the previously-released Franco-Prussian War campaign, among the largest European conflicts between the defeat of Napoleon I and the outbreak of the Balkan Wars, yet each was also defined by the efforts of the warring powers to keep neutral powers out of the fight.

This era was also the heyday of Romantic poetry, perhaps best exemplified by Alfred Tennyson?s ?Charge of the Light Brigade?.  With the conflicts covered by Concert of Europe including several wars of liberation and of unification, I thought it would be fitting to take the name for each campaign from a poem of the period.  These are the stories behind each:



1854 Before the Unfallen Fort
Crimea is a story that has been told by many poems.  Tennyson, as mentioned, would have been an obvious choice.  Another name I considered was ?Deeds of Might? from J.S.B. Monsell?s ?What Will They Say in England?, a song about the battle of the Alma.  I also shortlisted various lines from the collection ?Sonnets on the War? by Alexander Smith, and even considered quoting Shakespeare?s Henry V, as Balaklava, just like Agincourt, fell on St Crispin?s Day (a coincidence noticed by the happy few of the 93rd Highlanders).  But it was from the second stanza of John Henry Hopkins Jr?s ?Second Year of the Crimean War: The Crescent and the Cross? that I ultimately found this campaign?s name.  



Hopkins? poem is one that laments the war between Christian powers, reflecting on the strange irony that the conflict began as a holy war against Islam by the Tsar but by 1854 was being fought primarily against the British and French.  Hopkins also that predicts that the war will be the Ottomans? undoing as they become increasingly indebted to Britain and France, as indeed the Western powers attempted to wring concessions from the Sultan after the war.

Yet what struck me most about Hopkins? poem was the air of tragedy that pervades its earlier stanzas.  Even by the usual standards of war, Crimea is remembered as a particularly tragic conflict infamously mismanaged by the high commands of both sides.  The tragedies I think Hopkins most compellingly describes are those of three leaders:

?Three chiefs of war, yet none among them all
Fell by the sword, as soldiers love to fall
?



The first of these, the ?One on the sea?, was the French Marshal Saint-Arnaud, who died of stomach cancer nine days after the Battle of the Alma.  The second, Tsar Nicholas in March 1855, ?Reclined within his curtained palaces? before dying of pneumonia.  The third, and the one who died ?before the unfallen fort?, was Lord Raglan ? a figure who I find best represents the tragedies of Crimea within a single person: it was his failure to order an assault on Sevastopol immediately after the Alma (at which point the city?s defences were not yet prepared), and a litany of poor decisions thereafter, that allowed the siege to grow so costly and drag on for so long.  Yet Raglan has also been held responsible by history for failures that were not his own, whether they be the dreadful state of British supply services, the thousands of deaths caused by disease, or the hurricane that destroyed Allied supplies and ships at the beginning of the harsh Crimean winter.

That hurricane hit Crimea on the 14th of November, 1854, a day that marks the end of the playable campaign.  By that day, the Allies had triumphed on Alma?s heights, the thin red line had held Balaklava, and the great soldier?s battle had been won at Inkerman.  Yet the Allies stood freezing before the unfallen fort of Sevastopol, with victory looking more distant than ever.



1859 Listen Awhile Ye Nations
Before I had settled upon the idea of taking each campaign?s name from a poem, my original idea for this campaign was to call it ?An Eagle?s Heir?: the titular heir being Napoleon III, and the eagle his famous uncle.  The campaign of 1859 shares many parallels with that of 1796: not only were both fought in northern Italy by a member of the Bonaparte family against the Austrian Empire, with the victories being leveraged to form a new north Italian state, but the battle of Solferino would take place merely a few kilometres from the field of Castiglione.



The idea to take the names from poetry came after I read the excellent three-volume biography of Garibaldi by George Trevelyan, who opens each of his chapters with a poem or quotation.  The first one he chose is from ?Addressed to the Same? by John Keats.  Though it was written in 1817, it foretells an ?age to come? where ?great spirits? ? the common people ? ?will give the world another heart? and achieve a political awakening.  Trevelyan uses it to echo the great political awakening that Keats would never live to see, that of 1848.  But in Italy, it was not 1848 that represented ?the age to come? that Keats wrote of ? Radetzky?s crushing of the revolutions ensured that the peninsula then remained in the grip of the Habsburgs and Bourbons.  Instead it was 1859, when the French and Italians combined once again to drive the Austrians from Italy.



The poem?s full final line is ?listen awhile ye nations, and be dumb?, and it can be argued that no-one was left more dumbstruck by the events that followed 1859 than Napoleon III himself.  His own war aims were to secure Nice and Savoy for France by trading them from Italy for conquered Lombardy, giving him both the coveted territory and an ally strong enough to support him in a possible future war against Austria but weak enough to remain dominated by French influence.  Yet before the war was even over, popular uprisings had given Victor Emmanuel central as well as northern Italy, and thus the strength to look towards Great Britain and not France for support in the Risorgimento?s next chapter; within two years it would be Italian bayonets pointing at the French garrison in Rome.

64
Tacview / Tacview 1.9.5 beta 14 is available Now
« Last post by Asid on September 11, 2025, 12:01:48 AM »


Tacview 1.9.5 beta 14 is available Now

Download: HERE

    - Release Date: Wed, September 10, 2025
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1086.6 MB

Release notes


FEATURES & CHANGES

  - ADDED support for the Nuclear Option exporter written by Gabor Nemeth
  - ADDED 4 additional chart windows
  - ADDED Playback speed of x120
  - ADDED ?Data Capture Mode? option to the DCS World exporter to improve recording performance
  - ADDED Simulation pause recording to DCS World exporter for accurate media playback synchronization
  - ADDED Touchdown velocity addon for MSFS & X-Plane
  - ADDED Gibraltar database and terrain for BMS 4.37.6
  - ADDED DCS World: CH-47F advanced telemetry
  - ADDED DCS World: F4U-1D advanced telemetry
  - ADDED DCS World Cold War Germany Map and runways
  - ADDED DCS World Iraq Map and runways
  - ADDED DCS World Afghanistan Map terrain and runways
  - ADDED Event Log Extras add-on to edit events and kill-remove aircraft
  - ADDED ComboBoxes to Lua DialogBoxes API
  - ADDED Error messages for telemetry export failures when saving to a CSV file
  - ADDED Support for multiple XML files for custom elevation and texture maps
  - ADDED /ExportTelemetry command line option
  - ADDED Carrier Landing Pattern addon from Tickler
  - ADDED Lua Command Server add-on to remotely execute Lua instructions
  - ADDED Hundredths of seconds to the time displayed in the 3D view
  - IMPROVED you can now remove any type of event from the event-log
  - IMPROVED Improved fuel quantity export for most high-fidelity DCS World aircraft
  - IMPROVED Fuel Consumption add-on to calculate over distance or time
  - IMPROVED updated Earth magnetic field up to 2030 (IGRF-14)
  - IMPROVED media synchronization now supports sub-second accuracy via YYYYMMDDThhmmss.ssssZ
  - IMPROVED speed calculations especially at very high altitude

FIXES

  - FIXED crash when merging multiple files via the command line with the event log active
  - FIXED crash when opening shortcuts via the tacview: protocol
  - FIXED crash when reloading addons using the "Pick 3D Point" feature
  - FIXED magnetic heading was not always displayed in the 3D view and telemetry windows
  - FIXED custom elevation maps with negative altitudes were not working properly
  - FIXED events deletion from the event log was not always working
  - FIXED bookmarks not always showing in red on the timeline
  - FIXED -OpenMedia command line option not working for windows 5 to 8


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...



65
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on September 11, 2025, 12:01:44 AM »
Patch Update v5.1.3
Wed, 10 September 2025



5.1.3 - ad6d6396 - Release


Troopers!

A patch has been deployed to fix a number of issues following the release of the major campaign update.


We are aware this does not yet resolve all issues that have been reported so far but we are working on a bigger patch to address these as soon as possible.


Changelog

Base game missions:

  - [1] Pacification: Fixed incorrect ?reinforcements disabled? display.

  - [8] Tide Breaker: Increased supply at start of the second defensive line.

  - [12] Razor River: Increased starting supply.

Urban Onslaught missions:

  - [3] Traffic Stop: Fixed case where the mission could get stuck.

Texts & tooltips:

  - Fixed in-game description for achievement ?An army of angels?.

  - Fixed reinforcements & transportation button tooltips.

  - Note: English translation only, other languages following soon.

Units:

  - Decreased Bombardier Bugs blast damage against infantry squads.

  - Increased hitpoints of the Fortis E-Pulse Troopers? Field Barricade.

  - Decreased blast radius from Raged Royal Guard.

  - Marines are available again in Steam Workshop scenarios.

Misc fixes:

  - Fixed units with turrets not rotating to fire at their target.

  - Fixed target priority button crashing in some Workshop scenarios.

Some of the key issues that are still being worked on:

  - Further mission and unit balancing

  - Not unlockable achievements

  - Pathfinding issues

  - Long loading times

66
Games Discussion / Re: Videos
« Last post by Rinix on September 10, 2025, 12:33:58 AM »
67
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on September 10, 2025, 12:06:31 AM »
Headquarters: World War II ? Urban Warfare Free Update is out now
Tue, 9 September 2025



This free update adds 6 new urban maps and major AI improvements, making every battle more dynamic and challenging


Urban Warfare update is now live and delivers six new maps, each designed to push your tactical decision making to the limit:

  - Flankpoint: Fight through a small city center with flanking routes and elevated defensive positions.

  - Riverpoint: Two hills and a winding river split the battlefield into chokepoints and contested ground.

  - Greenline: Tight streets for ambushes meet a wide central park where infantry dominate.

  - Operation Deepline: Forests, waterways, and city streets combine for layered tactical approaches.

  - Ridgeline Conflict: A mix of verticality and dense urban zones creates long-range duels and close combat chaos.

  - Shattered City: Navigate ruins, alleys, and open intersections where positioning is everything.

Whether in Skirmish or Multiplayer, these maps bring fast-paced, high-stakes urban combat that will challenge even veteran commanders.

AI Improvement:

One of the most requested improvements from the community was to make the AI more challenging and lifelike. With this update, we?ve completely reworked how the Skirmish AI makes decisions:

  - Improved Overwatch Response: AI now balances risk and opportunity, no longer freezing under enemy overwatch fire.

  - Enhanced Pathfinding: Units will push closer to objectives, even when allies or obstacles are in the way.

  - Smarter Flag Captures: AI prioritizes units that can reach flags this turn and avoids blocking its own reinforcements.

  - Multi-Objective Strategy: Instead of focusing on a single flag, AI now manages multiple objectives with shifting priorities.

  - Flag Defense Logic: AI evaluates when to hold or abandon a flag, optimizing garrison unit composition.

  - Heroes in Skirmish/Multiplayer: AI can now assign and use Heroes, making non-campaign matches more engaging.

  - Transport Unit Logic: AI knows when to deploy infantry via trucks, bringing them faster to the frontlines.

These improvements make the AI more unpredictable and lifelike, ensuring every encounter feels fresh.
68
Games Discussion / Re: Shadow Empire : A military-oriented and sci-fi wargame
« Last post by Asid on September 09, 2025, 12:31:54 AM »
Moodboard & Designer Notes #7 - Autocracy
Mon, 8 September 2025



Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC.

In our last entry, we examined Aristocracy. This time, we turn our attention to Autocracy.

Before moving on, a quick reminder for those who might have missed our last announcement: if you?d like to dive deeper into what?s coming, save the date and join us at the Home of Wargamers event on September 25th.


The Supreme Leader is hailed and followed by all!

Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.


Moodboard: Autocracy

"Go! Go! Go!" shouted the Lieutenant, his voice cutting through the chaos as infantry stormed past him, their boots pounding against the broken streets toward the citadel.

The inspecting Commander beside him, a man of sharp features and a sharper mind, wore a broad grin. The city was theirs, and he reveled in the moment. "This was almost too easy, Igorovitz," he said, his tone laced with satisfaction. "It seems the Computer is suffering crashes and the Syndics are losing their will to fight."

The Lieutenant, his focus split between the Commander and the comms traffic buzzing in his earpiece, nodded. "Yes, sir," he replied after a moment, his voice tinged with disbelief at their rapid success, "We caught them completely off guard. The city center, the water mines, the domes?all secure. Only the Citadel and the Governor remain."

The Commander?s grin widened, a dangerous gleam in his eyes. "He should have joined us when he had the chance."

"Sir," the lieutenant interrupted, "I?ve just received a request for a Vidcom call from Governor Morklord."

The commander chuckled, a rather humorless sound. He activated his Vidcom handheld, his finger hovering over the screen and he said, "Patch him through, Igorovitz."

The Vidcom crackled to life, and the governor?s voice, strained and crackling, filled the air. "Is that you, Commander Sehlix?"

"Sure is," Commander Sehlix replied, his voice bright with a twisted sort of cheer. "What can I do for you, Governor?"

"You must?" the governor?s voice wavered through the static, "you must immediately stop this? this rebellion!"

Sehlix exchanged a knowing glance with his Lieutenant, a silent acknowledgment of the futility of the governor?s plea. "No rebellion here, Governor," Sehlix replied, his tone almost conversational. "We?re simply restoring power to our president. Your democratic computer-collaborator factions have jeopardized the nation and its army for long enough. We?re offering a chance for survival, nothing more."

The vidcom?s screen flickered, and for a moment, the governor?s face seemed frozen, a statue carved in fear. But it was not, the Governor?s weary eyes still blinked. "This? this betrayal? it?s a complete shock to me!" the governor stammered, desperation leaking into his voice. "Hold your attack! I need time to think, to contact the Computer?"

Sehlix cut him off, his voice cold and final. "You?ve got ten seconds, Governor. Surrender, or I?ll order the artillery to open fire."

The governor?s response was a garbled mess of panicky words and seemingly random shouting, but Sehlix didn?t bother to listen. He began a slow, deliberate countdown, his gaze never leaving the screen.

"Ten? Nine? Eight?" His voice was a death knell, each number a step closer to the inevitable. Commander Sehlix was no longer listening to what the Governor was trying to tell him.

As Sehlix?s countdown reached zero he turned off the Vidcom with a flick of his wrist, his expression one of detached amusement. "Thought so," he muttered. "Completely out of touch with reality. No one will miss him."

He turned to the lieutenant, who was already waiting, anticipation gleaming in his eyes. "Igorovitz, would you do the honors? Call in fire from the 3rd Heavy Artillery Regiment."

"Yes, sir," the lieutenant replied, a grin of his own forming as he added, "with pleasure."


Artillery crews are awaiting orders to open fire on the Citadel


Designer Notes: Autocracy, from Stability to Tyranny

In the above story we follow the events during a Military Coup against a Syndic Democracy. The problem with many radical political systems as Syndic Democracy is that once the system (the computer in this case) gets entrenched it becomes very hard to change the system.

Except that is by a revolution of some kind. In the case of an entrenched Syndic Democracy the only way out is by a Palace Revolution or a Military Coup. The former might prove difficult once the Computer has removed all disloyal elements stationed in the Cities. The only Leaders the Computer cannot really eliminate well are the military Commanders that are often physically outside of its reach. Finally an advantage to a wasteland, right?

The military however is loyal to the political leadership by nature and will only be tempted to commit a coup if the situation is truly dire and the pressure from outside is clearly leading to a disaster for the nation.

Once the coup in the story will have been completed the coup Commanders will take charge of the most important Councils, unplug the Computer and declare Autocracy. Virtus will rise due to the relief of being saved from a path to disaster and new hope for a brighter future.

The Autocracy political system itself is probably the simplest to play. Basically you have wide ranging discretionary powers. If there are any Laws proposed by your politburo they can be vetoed at a minimal PP cost. On top of that it is a system that has lower Virtus decay than all others.

Perfect right? Well? it will take some time but at some point your Commanders will start to emulate the system on a lower scale and they?ll think themselves supreme Leaders in their own little domains. Depending on their personality they?ll become little Tyrants. Which will lead to all sorts of excesses that will terrorize their subjects (soldiers, workers or population). And beware Tyrants might devolve further into Sadists.

At some point your system will risk to devolve into a Tyranny, no matter how noble the intentions of the Supreme Leader.

Though it might be possible to avoid this. Probably the best way to try this is keeping everybody on their toes against an external enemy. One of the options to restore Virtus will be to declare a Crusade, reinvigorating Virtus, as the final victory will seem to be in reach!
69
Games Discussion / Re: Broken Arrow
« Last post by Asid on September 08, 2025, 11:00:03 PM »
Dev Notes: Project Status
Mon, 8 September 2025



We want to take some time to openly discuss the challenges the project is facing and how we are approaching them. Our goal is to give you a clearer picture of what's happening behind the scenes, both the problems we've identified and the steps we're taking to address them.

This collection of notes focuses on three critical areas for the health of multiplayer gameplay: the leavers problem, the ongoing fight against cheating, and the matchmaking system. Each of these issues has a direct impact on how you play, and each requires a slightly different strategy to resolve.


Part I: The Leavers Problem

Broken Arrow is a team-based game, and when a team is missing players, it is at a serious disadvantage. Player absence generally comes down to two categories:

1. Technical factors

Sometimes players fail to establish a connection to the server at the very start of the match, which means they are not registered by the server and cannot join. There are many possible reasons for this, and we are continuously working on identifying and fixing them. In other cases, a player may lose connection during the match and the reconnect button may not appear ? this issue will be addressed in patch 1.0.10. Until then, restarting the game can be used as a temporary workaround to force a refresh.


2. Players leaving voluntarily

Lack of tenacity

For players that leave voluntarily and abandon their team, we hope the leavers penalty will help combat the bad habits of those players. While the surrender option allows the team as a whole to decide if they would like to leave the battle, in a team game, the situation can always change, if things are tough on one side of the map, your allies may have the upper hand elsewhere. The game is designed so that early mistakes don't decide everything, and each phase offers opportunities to come back.


Avalanche effect

On top of that, one player leaving often triggers an "avalanche effect" when others follow. But a disconnect doesn't always mean someone is gone for good, it could just be a temporary issue, and they may return. There's a 5-minute window to reconnect, and in the meantime, playing 4v5 is still viable since the smaller team receives extra income as compensation.

Unbalanced teams

Totally one sided battles are not really fun to fight and there is not much to learn when the skill difference is too big.
-> We have recently tweaked the matchmaker to make the acceptable Elo difference between teams progress slower over time and we capped the maximum discrepancy. The result is an increased probability to find a more balanced match at the cost of more wait time if teams in your Elo bracket are rare.
Note: we are aware that as a result, top teams of the leaderboard were having difficulties to find matches even when waiting for a very long time so we have recently tweaked this value again.

Development plan

Vote for surrender & leavers penalty
These features will be introduced with patch 1.0.10. We are approaching penalties with caution, we don't want to punish players in cases where leaving is not their fault. But we need to address a problem that is currently hurting the quality of the game for our players.

So after patch 1.0.10 a new button "Surrender" and a new icon next to your name in the player list menu will be added.



Clicking this button will pop up a window for you and your teammates and if the vote is accepted the match will end in a defeat for your team and you will be able to see the scores and history of kills like at the end of any match.

Players who leave their match without using the surrender function and don?t reconnect will be considered as deserters.
Deserters will be prevented from joining a new match during a period of time increasing every time they desert but reducing over time if they don't desert.
These durations can be modified easily so we will observe how players react to the penalty and tweak them over time.

Developing diagnostic tools
At launch, we lacked some auxiliary tools needed to fully measure the problems players encounter. Since then, we have been steadily working on building these tools and strengthening our technical foundation.
-> This is not something that players immediately perceive so while we're working on that people have the impression that we're doing nothing. But in the long run this will help us to react faster and better to all the issues we might face.


Part II: Fighting Cheating

A fair environment is essential for any online game. Cheating undermines trust, so we are tackling it on multiple fronts.

Shifting authority from client to server
A fundamental part of our approach is to gradually move more and more of the game's logic from the client side to the server side. This process is not simple, but it is essential: the more authority the server has, the fewer things remain on the client side that can be modified or exploited. With every step in this direction, we reduce the opportunities for cheats to exist, and over time, low-level manipulations will become practically impossible.

Such a solution is difficult to imagine in fast-paced FPS games, where instant input recognition and hit registration are critical. However, in the RTS genre, this approach is much more realistic, and we intend to fully take advantage of this opportunity.

Combining internal and external solutions
In addition to developing our own server-based protections, we are also working on integrating a third-party anti-cheat system. This combination allows us to cover a wider range of potential exploits. External tools will complement our internal solutions, strengthening the overall system and ensuring that cheating becomes increasingly difficult and risky.

Continuous monitoring and log analysis
Another pillar of our anti-cheat strategy is the systematic collection and analysis of logs from every multiplayer match. Even if a cheater is not detected and banned instantly, the information gathered during the match helps us identify suspicious activity and take action afterward. This creates a long-term safety net that reduces the chance of persistent abuse going unnoticed.

Anti-cheat as an ongoing process
It is important to acknowledge that anti-cheat is not something that can ever be considered "finished." It is a continuous, evolving process where we adapt to new challenges and methods of cheating as they emerge. Despite this, we are already seeing results: more than 8,000 cheaters have been banned to date, and each improvement makes the game environment more balanced and fair.

Fixing bugs that can look like cheats
Multiple bugs of synchronization can look like cheats either when they happen or when they are resynchronized by the server. For instance if a unit is located in two different places for two opponents they might both think that the other is cheating. When the server detects such desynchronization it corrects the position of the unit which is rapidly moved across the map.
Fixing most of these bugs in patch 1.0.10 will help to reduce the impression of some players that every match contains a cheater.


Part III: Matchmaking

Matchmaking is at the core of multiplayer. The goal is to find opponents quickly, of similar skill, and with stable connections.

The algorithm behind matchmaking

Our matchmaking system is based on the ELO algorithm.
It's a simple yet well-established method of measuring players skill. And like any other rating system its objective is to pair opponents of similar skill levels to make the match more entertaining than if the teams were matched randomly.

However, the system has certain limitations that we are working to address.


Challenges with ELO rating

The first issue is the inflation : ELO points are exchanged like a currency between players depending if they win or lose.
But since every player starts with points, each new player entering the system is the equivalent of generating more currency which results in inflation like for real money.

This effect is partly balanced out by players who leave the game for good, with their rating points gradually fading from the system.
This can generate periods of inflation or deflation depending on the number of players joining or leaving the game.

Another limitation is the absence of ELO degradation. This means that players who take a long break retain the same rating, even though their performance after a long pause may differ.

Also, the rating only tracks the history of victory and defeats of the players but not their individual performance during the matches, which means that the score of a player is actually the average of his score and the scores of the other players they tend to play with.

These two issues can lead to less accurate matchmaking results. But the problems would disappear if players simply kept playing without taking rating into consideration as the discrepancies would be corrected after several matches.

Which leads to our final and trickiest problem because it's not technical but psychological :

Players hate to see their rating reduced and treat it as if it were a mountain of gold coins that must be hoarded and slept on like a dragon.

So they try many methods to avoid losing their precious points, dodge difficult matches, refuse to play with even slightly weaker players, even sometimes stop playing at all rather than risking a defeat that would reduce their rating, which totally defeats the initial goal of the rating system which is to play interesting matches.
This is Goodhart law : the measurement tool becomes the objective and players prefer to have virtual points than to have real fun.

Beyond skill: latency and party balancing
Skill is only one part of matchmaking. To ensure a fair and smooth experience, our system also factors in additional parameters:

- Average party ELO: when players join as a group, the system considers their combined rating rather than treating each player separately.

- Average party latency: matchmaking also measures the connection quality of both parties and tries to place them on the most suitable server. This is especially important for maintaining stable gameplay across regions.

Balancing these elements ensures that players are not only evenly matched in skill but also have the best possible technical conditions for their games.

A balance between speed and fairness

Every matchmaking system is ultimately a compromise between speed and accuracy. Our priority is to keep players in the action while still maintaining fairness in matches. We are proud to share that 90% of the audience currently finds a match in less than one minute, which is an unprecedented result for the wargames genre.


Game server selection and connectivity

Our long-term solution is to implement a game server selection feature, allowing players to choose servers that provide the best possible connection (estimated development time: over 3 months). In the meantime, we are continuing to improve our server-picking algorithm so that matches are hosted on servers that minimize latency for all players involved.


Looking ahead

We will continue to refine and improve matchmaking to address the challenges mentioned above. Our goal is to make every match not only fast to find but also as fair and competitive as possible.


Post-release Retrospective

After the release, our team went into what we often call "firefighter mode" tackling the most urgent problems as quickly as possible to stabilize the game. This phase left little room for deep analysis, but it was essential to make sure that everyone could keep playing.

Once the immediate fires were under control, we shifted our focus to longer-term improvements and deeper investigations. This work may appear slower from the outside, but it is vital for stability and for building a strong foundation that the game can grow on.

At launch, our team was very small. Thanks to the support of our community, we have since expanded and brought in new expertise. Onboarding new members takes time, sometimes up to two months before their work reaches the live game, but this investment ensures that we can deliver stronger, more sustainable improvements in the long run.


Closing

We hope this extended note gives you a better understanding of how we're tackling three of the biggest challenges in Broken Arrow: leavers, cheating, and matchmaking. None of these problems have quick or final fixes, but with each step we are making steady progress.

We'll continue sharing updates like this to keep you informed, not just about our victories but also about the difficulties we're working through. We will also be sharing a roadmap that outlines our vision for the project's growth and development in the year ahead.

Knowing that so many of you care deeply about the game makes all the difference, and we can't thank you enough for being part of this journey with us.

70
Games Discussion / Re: Urban Strife : Post-apoc survival
« Last post by Asid on September 06, 2025, 12:05:07 AM »
[PUBLIC BRANCH] - Freedom Train Murder Mystery & CtH Come to Public!
Fri, 5 September 2025



Both Public and Beta Branch players will be receiving a cumulative update

It?s Time! After simmering on the Beta Branch for a while, a new content patch and a massive list of fixes are now live on the public build. Remember ? you can always jump into the beta (if you own the game on Steam), but if you prefer sticking with the main branch, this update brings together everything we?ve added over the last month.
CtH Cursor Comes to Public



The biggest (and most positive) change is without a doubt the Chance-to-Hit (CtH) system, now integrated directly into the aiming cursor. This is a true CtH, calculated through a smart Monte Carlo integration formula built on dynamic ballistic simulation ? thousands of line traces factoring in shooter skill, target idle animations, weapon behavior, and more. The old heuristic indicator that shows shot quality will remain as well, giving you both systems side by side.

Weapon classes have also been reworked to emphasize their specializations:

  - Pistols, shotguns, SMGs: dominate at close range.

  - Bolt-actions, crossbows, ARs: effective at close to medium range.

  - Sniper rifles: deadly accurate at long range, but unwieldy up close.


Murder on the Freedom Express



For those eager to continue the campaign, we?ve added Father Pio?s arch-enemies, the Strongarm biker gang, who run the local train depot.

This is where the Freedom Train is being built ? the same train Lucio is selling tickets on to desperate grave robbers. In this new scenario, you?ll need to use your detective skills to uncover who murdered the train?s engineer and why, then bring the culprits to justice.

Expect to face:

  - Ghouls ? feral humans who feed on corpses, rot alive, yet resist the virus.

  - The Sicilian mafia ? the slick but treacherous Di?Angello clan.




New Tier 2 Weapons & Bullets

On the gear side, an old JA2 fan favorite makes its entry (remember the phrase "Help, I've FAL-len, and I can't get up"?), alongside the fearsome Saiga automatic shotgun.

The ammo press has also been upgraded, now supporting custom ammo recipes for every weapon in the game. So dust off that SVD ? it?s time to put it back to work.


Bug Fixes

Thanks to feedback from our players, we?ve also squashed a number of nasty bugs. Here?s what?s included in the public build (along with fixes already in beta):


Fixes Shortlist

  - Fixed a crash caused by melee attacks from height.

  - Fixed an issue preventing fire from spreading on certain maps ? firebombs now work correctly.

  - Fixed a crash when aiming at Lucio on the Hideout map (beta only).

  - Broken weapons now preserve attachments, which can be removed.

  - Refugees gained during the campaign now have proper waypoints and integrate with the crowd.

  - Miscellaneous vests and helmets now have a recycle value and can be scrapped for materials.

  - Close-range weapons had their bullet drop balanced properly.

  - Adjusted weight for several shotguns and their variants.

Fixes Ported from Beta

  - Shotgun projectiles now deal reduced damage over distance (close-range power preserved).

  - Tactical/polymer weapon upgrades now properly reduce weight.

  - Pending shelter industry orders (not yet in production) can now be cancelled.

  - Fixed a bug where characters could get stuck after ending a turn in an invalid stance.

  - Fixed an AI Overwatch/fire bug that could trap the player.

  - Fixed a bug that could make the Roster menu unusable after recruiting all NPCs.

  - Fixed keybinds (1?5 and 0) not saving correctly after reassignment.

  - Fixed an issue in Miguel Cordoba?s quest that left a floating objective marker.

  - Fixed bullets colliding with window frames when crouch-shooting.

  - Corrected sniper rifle images to display proper attachments.

Thank You!

As always, a huge thank you to everyone playing, testing, and sharing feedback with us. Your reports and ideas help us squash bugs, refine systems, and keep pushing the game forward.

If you haven?t yet, join the discussion on our Steam forums or Discord ? we?d love to hear your thoughts on the new CtH system and the Freedom Train episode. And if you enjoy the game, don?t forget to leave us a review on Steam ? it really helps us reach more players and keep development rolling.

See you in the field!
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