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71
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on October 21, 2025, 12:03:24 AM »
Panzer Corps 2: Elite - 1st Guards | Announcement
Fri, October 17, 2025



Achtung, Panzer Generals!

Special announcement today! The Panzer Corps 2 Elite DLC continues with its second installment: a Soviet campaign titled 1st Guards!




As with the Ghost Division before, the focus once again falls on following the battles of the very best a nation involved in the Second World War had to offer, and for the Motherland, this means the Soviet Guards!



The continued Promise
With the glowing reception and success of Elite ? Ghost Division, and while larger mega campaigns continue their production, we?re eager to fulfill the ideal of the Elite series to bring each major nation its own Panzer Corps 2 campaign. And who better to represent the soldiers of the USSR in their debut campaign than the 1st Guards?

As before, the Elite series is also resolved to its commitment to fight against rising inflation, and will once again release at the 4.99 USD price point. We were extremely pleased with the player rececption from Ghost Division, and see no good reason to arbitrarily raise this series?s price point.

Because in the end, that is what really matters, that we?re making great content that our players are excited to enjoy at fair exchange.



To uphold those values, we?ve got a great campaign lined up, filled with awesome battles of epic size.  Elite ? 1st Guards is stuffed full of key battles ranging from 1937 all the way to 1945, and you?ll be deploying almost twice as many CORE units to battle over the previous Ghost Division campaign.

The 1st Guards
When Operation Barbarossa was launched in June of 1941, there was no such thing as a ?Guards? unit.  By the time World War II ended in 1945, over 200 formations carried the venerated title of ?Guards?; from Guards Rifle Divisions to Guards Tank or Guards Mechanized Divisions to even Aviation Regiments and entire Guards Armies.

We?ll reveal a more information about this new campaign in an upcoming Developer Diary, but for now you can check out the store page for some more details and screenshots.

Upcoming Holiday 2025 Update


As we approach the Holiday Season and 2025 draws to a close, we have one more tradition we?d like to uphold.  Alongside the Soviet Elite campaign, we?re aiming to deploy additional Solo Scenario content that will be patched to the base game of Panzer Corps 2 that will be free for all owners of the game to enjoy, without any DLC requirements.

This tradition of free content during the holidays has been a theme for the last few years, and one we think is worth continuing as a way to continue to show our ongoing appreciation for the amazing community that continues to support Panzer Corps 2.  Thanks to you, our community, once again for keeping the Panzer Corps series going after all this time, we?ll have more information about the free solo scenario content soon!

72
Games Discussion / Re: SAELIG
« Last post by Asid on October 20, 2025, 12:20:36 AM »
Update 57 - In honour of my cat
Sun, October 19, 2025



Hey all!

A few things have happened since we last spoke, which have delayed things a little, so I'm very sorry for the longer time between updates - I had surgery which knocked me a back a bit, and then my cat of 12 years died :(


Oh and my wife is super pregnant with a human child at the moment, so there's a lot going on there, too.

Without further ado here are the patch notes.


FIXED

  - Fixed some nav issues on certain plots.

  - Fixed some typos.

  - Fixed plague lasting too long in some situations.

  - Fixed an issue where a character could get stuck off map in some cases.

  - Fixed some productions not showing skill level.

  - Fixed an old automation bug with farms that could happen in some instances.

  - Fixed an automation bug where items on your do not transport list, would be transported.

  - Fixed a bug where some monks and orphans could sleep in abbots house.

  - Fixed a ?guard building? loop for Hyrmenn.

  - Small trap profile pic has been fixed.

  - Fixed starting and stopping when moving to a hunting target from far away.

  - When trading with your spouse, you will no longer see their money - since that's already your money.

  - Selling cart when hauling it causes issues no longer.

  - You can no longer manually offer longhouse for rent.

  - Fixed some UI issues.

  - Fixed a super easy relationship exploit.

CHANGED/TWEAKED

  - Added a notification that tells you if a guard has been dispatched when you?re caught being naughty.

  - With foraging is off, coops will no longer be built as misc buildings.

  - Peeking can now tell you what upgrades are applied to a building. It is also now faster to do.

  - When in conversation, relationship is now displayed.,

  - In the relationship window it will now show you the count of people found in a search.

  - Removed slander notification for people spreading slander about you to strangers, there will still be a relationship penalty between you and the person they slander you to. If they slander you to one of your friends, your friend will alert you. Also, tweaked the frequency that slander can happen.

  - The game now displays numbers on the filters in map mode.

  - You can now right click on people in relationship window.

  - Automation window - now shows recipe for item you?re adding to priority items.

  - Nearby trade inventories of buildings now show the building?s custom name.

  - Fields will now display the season requirements on each crop type when selecting a crop to plant.

  - The production progress indicator will now show when the game is paused.

  - Assigned productions now show the recipes when you hover over them.

  - Rooms/sheds upgrades now relocate any nearby carts so they don?t get trapped.

  - When the shift is over, production indicators will now continue to show.

  - When transferring a worker, their summed skill for that job type is now shown.

  - You can now educate workers when they are working. They will stop work briefly to learn the thing you have to teach, and then continue work.

  - Refined wording in the employment screen to be more clear about why someone cannot be employed.

  - Hovering over productions will no show a countdown as well as the % complete.

  - Added more information for each recipe in building info.

  - Clicking an ingredient in the recipe window will open the market compare to that item.

  - Right clicking an inventory item will open market compare and filter to that item.

  - Sick workers try to continue their last task when going back to work.

  - Begging balance has been tweaked a lot to bring it into align with other similar systems.

  - Tweaked weapon tooltips to better describe what they do.

  - Disabled forage command on spouse when foraging is off.

  - You will no longer consume drinks automatically when hungry.

  - Added rarity to production event notifications.

  - Less damage from Seax.

  - When going to bed, your character will now default to run.

  - Hire window now remains open when hiring people.

  - Vikings will now leave if they run out of places to loot.

  - Tweaked the horse follow mode to try and keep it out of your way.

  - Crops will now show 'growing' when you hover over them in the UI, when they are growing.

NEW

  - New advanced gameplay setting - no player aging.

  - New advanced gameplay setting - max number of common production events per day.

  - Automation - you can now set the number of productions to wait for when transporting with the periodically option.

  - Exquisite Bows have been added. They can be made by chance when you have skilled workers making normal bows. Exquisite bows have a higher range than normal bows.

  - Pet hens can now surprise you with eggs when you are sleeping at home.

  - Weapons can now inflict ?bleeding? which causes damage over time. Can be healed with Balm. Some weapons cause bleeding better than others.

  - A new start added for Defenascir - Escaped Prisoner - which makes things a little harder.

  - You can now drop items from your pockets or pack. Dropping items will create a little sack on the ground which the AI can pickup.

  - Added a new 'Management' system which allows you to purchase the 'Management' upgrade for a businesses and then assign a manager - this works with both automation and manual control. Managers do not work, but rather they provide a continuous supervision buff to increase the production rate of all items being made at that builder. The higher their supervise skill, the higher the buff they provide.

I have also created a translation system that I have started adding into the back end of the game, you won't see any changes yet - but there is magic happening behind the scenes. I've also got a new knowledge base system that I am building that will embed directly into the game, rather than relying on the Wiki. I'm also now ready to dedicate more time to the new map and the Danegeld system.

I hope this update has one or two things that you can enjoy! Again, sorry for the delay.

Much love,

Atorcoppe.
73
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on October 19, 2025, 12:02:43 AM »
Something big is coming
Fri, 17 October 2025



Attention, Operators.

You might have seen this, if you're around on the Discord or social media. If you haven't...

Standby for what is going to be the biggest update from Black One Blood Brothers EVER.


Maybe you can have a guess.

Intel is classified. For now.

Stay tuned.

Kane, out.






74
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on October 18, 2025, 02:32:56 AM »
Game Update 1.1.4
Fri, October 17, 2025



Dear Tankers and Mechanics!

Sitrep
We are back with another patch. This time, we were forced to release it early. Initially, we had planned to release a major update on 11 November. However, issues with the tutorials (the AI gunner was not shooting, thus blocking multi crew) and Unity informing us of critical security issues meant that we had to prepare an earlier patch.




To read more about our latest development progresses make sure to checkout last DEVELOPMENT STATUS #81 https://store.steampowered.com/news/app/1498130/view/506216199297696167?snr=1_2108_9__2107




What's in Patch 1.1.4

  - Graphics overhaul, blurry graphics fix, better sky, shadows and terrain quality
  - Lot?s of fixes for AI pathfinding, both for vehicles and infantry
  - Issues with ballistics ricochet, the game should be more stable here




Changelog 1.1.4
Below is the full list of changes being made:

Added:

  - Keybinding for multi crew toggle and mg reload options
  - New voiceovers for Using smoke grenades / extinguishers, no more smoke grenades/extinghuishers, no more ammo or ammo incorrect (played when player hits enemy tank with HE shell without effect)
  - Reloading mg with R key (by default)
  - Disabling roof mg visibility when player is in commander cupola camera mode (not peeking out)
  - Loading progress % of Waiting for all units to be spawned


Fixed:

  - KV-1S now correctly applies camouflage and other customizations on turret that has been replaced
  - Entering customizer menu disables outline/highlight that was caused by hook of crane
  - Entering customizer menu enables vehicle hull visibility (it could be disabled by hook previously)
  - AI infantry now uses correctly their weapon as their aiming point origin instead of center of mass
  - The game won't block TPP camera on tutorial scenes (it caused error with task that expected player to change camera to TPP)
  - Allied tanks when get on fire will say correct voice over
  - Mounting and dismounting the turret and then despawning the tank will no longer desync client save state on repair section
  - Game will no longer play automatic weapon loop if player playing as character lost control (due to battle ending)
  - T-34 tracks should now no longer clip into wheels
  - Added quicker reaction to ricochets for voice over and hitcam, the game won't wait 10-15 seconds untill the bullet gets destroyed after flying into the void to say about shot effect
  - PTRD now can ricochet
  - Added Ricochet voice over as ballistic shot result
  - T70 vehicle interior collider was misplaced, sometimes reaching outside the exterior armor
  - Added colliders for vehicles for first trench on C1M9 (near first spawn)
  - Infantry keep attacking after finishing 3rd objective on C1M9
  - Filters now work in Vehicle spawners next to graveyard npc
  - Vehicles spawning on repair station should now no longer spawn in air
  - A crash of the game that occured on soviet repair section
  - Veterans of the War achievement should now work - it wasnt even connected at all
  - Error when our AI Gunner in Multicrew mode did not shoot at selected target
  - Error when AI infantry sometimes threw grenades or molotovs at significant distances
  - PTRD now work


Modified:

  - Game version changed from 1.1.3 to 1.1.4
  - Graphics overhaul, better shadows, sky and terrain
  - Increased price of conversion of all tanks by 3x
  - Decreased size of AI vision blocker colliders on few vegetation objects
  - Overmatch ballistics mechanic has been disabled as we see it only caused issues. Ricochets should now be better calculated
  - Giving orders to our own vehicle will result in specifing which crew role needs to do what
  - Added darker background for Info Menu
  - Added compressor effect for all VO to be leveled equally
  - Added detaching of mudguards/non essentials based on HP and added modifier for penetration of incoming projectile to armor thickness in decision if that armor detaches
  - Increased chance to hit crouched/proned units for infantry
  - When target moves the shooter will loose his zero-in




What next?
The next patch will bring in gunner direct control when the player is peeked out, battle save system, radial menu for easier control over our units and tank.

Thank you for your support, we are working. See you next time!
DeGenerals
75
Games Discussion / Re: Battleplan historical, WW2 RTS game of unparalleled realism
« Last post by Asid on October 17, 2025, 12:34:26 AM »
Battleplan | Dev Diary #3  Air Support
Thu, October 16, 2025

The Allies on the western front enjoyed extensive air support

Lets go over the basics so you too can enjoy all the perks aircraft have to offer!




AIRCRAFT

Aircraft are special units  they obviously cannot take territory, and don?t fight like regular

ground units. You?ll recruit different types of aircraft to perform different tasks.




CLOSE-AIR SUPPORT



Fighterbombers armed with rockets, cannons & machine-guns swoop down and strafe enemy units, inflicting minor damage but HUGE morale damage & stat penalties. Strafing runs won?t destroy  enemy units on their own, but they apply huge stat penalties, making your own ground units have a decisive edge.



You can set your doctrine to have fighter-bombers automatically patrol and aid friendlies in need, or you can give explicit orders to attack enemies within a specified area for a set amount of time.

Closeair support isn?t very effective against enemies in fortifications ? they?re most effective against enemies in the open. Use them to ravage exposed & unfortified enemy units pushing into your territory.


AERIAL RECON

Reconnaissance planes fly overhead, providing many benefits.

    - Enemy units are revealed, becoming visible to you on the map. Enemy supply depots can even be spotted from the air, allowing you to plan on capturing them in future offensives.

    - Enemy units & positions are ?tagged?, giving them stat penalties due to friendlies knowing their positions ahead of time.

   - You also gain ?intel? on the enemy division, learning more information on them such as troop number, types, commanding officer and even their future plans!




CARPET BOMBING

In certain missions, medium bombers are available to make perform a singular ?carpet bombing run?. Bombers fly overhead, dropping a deluge of bombs to plaster enemy positions. Fortifications are damaged or destroyed, enemy units are moderately damaged, and most importantly the majority of enemies break & panic. Use this brief window before their morale recovers to break through their lines and cut them off!




FLAK

Just because the Luftwaffe is mostly a non-threat at this point in the war doesn?t mean your aircraft can get reckless. Enemy flak units (such as the dreaded 88mm flak gun) will fire at your aircraft flying overhead. Flak deals minor damage, heavy morale damage and inflicts a devastating stat penalty. Don?t expect aircraft to perform close-air support or bombing runs very effectively whilst under flak fire! Flak is often positioned near enemy headquarters, so if your recon identifies their HQ you should be able to avoid flak.




FUEL & SUPPLIES

Aircraft take lots of fuel & supplies when performing tasks. After they run out of fuel, they?ll return to their headquarters/airfield (where they also hang out when idle). It?s important to position your headquarters/airfield near a supply depot so aircraft receive supplies quickly enough to refuel. You?ll want your headquarters close to the frontlines so the aircraft don?t have to fly as far, but not too close that they?ll captured or bombarded by enemy ground units.


WHISHLIST NOW:
https://store.steampowered.com/app/3743140/Battleplan/
 
76
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on October 16, 2025, 12:07:36 AM »
Field of Glory: Kingdoms - Burghers and Bombards |Announcement + Beta
Tue Oct 14, 2025



Field of Glory: Kingdoms expands with Burghers and Bombards, a new DLC introducing two grand campaigns and powerful new mechanics that mark the dawn of the Renaissance.

Lead the Mongols in the 1223 campaign or shape centuries of history in the Mega Campaign (1054?1470). Master the Advanced Economy, rise with the Guilds, and command the battlefield in the Age of Gunpowder, where bombards, handgunners, and cannon-armed galleys change warfare forever.

Join the Closed Beta now: https://www6.slitherine.com/beta/field-of-glory-kingdoms-burghers-and-bombards 

https://www6.slitherine.com/game/field-of-glory-kingdoms-burghers-and-bombards

77
Games Discussion / Re: Strategic Command: American Civil War
« Last post by Asid on October 15, 2025, 12:24:34 AM »
Concert of Europe - Dev Diary #2
Tue, 14 October 2025



1860 One Lustrous Aim
In the last dev diary, I referenced the trilogy of biographies on Garibaldi written by George Trevelyan as having inspired me to name the 1859 campaign as I did. Perhaps it?s fitting ? Garibaldi in that war played a small but important role as the commander of the Cacciatori delle Alpi, a campaign that rates a brief mention by Trevelyan but little more. In 1860, by contrast, Garibaldi is the defining figure in the story of Italy?s unification, a story Trevelyan spends most of two books recounting. In so doing (and in doing so well) he inspired not only a name but the creation of this campaign.



In studying military campaigns I generally tend against the idea that the personality of a commander will be a dominant factor in determining said campaign?s outcome ? the so-called Great Man Theory of history. Particularly when researching potential games, it is factors such as terrain, available infrastructure, the size, strength and available supplies of each army, which I look most closely at.

Yet if there was ever an argument for the Great Man Theory, it exists in the person of Giuseppe Garibaldi. The Thousand could not have sailed without him, nor could it have succeeded had it lost him. This was a campaign that defied every military maxim ever written, from the fact that Garibaldi?s Thousand defeated a hundred times their number, to his success in a land of fortresses while commanding so little artillery, to his crossing of the Straits of Messina without possessing a navy, and in face of the formidable Bourbon fleet at that.

Before reading Trevelyan, I had never considered Garibaldi?s Expedition a possible setting for a campaign, but his telling of the story was so compelling that I soon added it to the shortlist of campaign options for this expansion. I began creating the map the very next day.



Trevelyan remained my main source while researching the campaign ? very unusually so given it is a biography rather than a history of the war ? but this too seems fitting. The expedition is Garibaldi?s story, and I wanted the campaign to reflect that. In naming this campaign, I turned again to Trevelyan, who quotes ?The Centenary of Garibaldi? by George Meredith twice in his work ? once at the beginning of the second book, to introduce Garibaldi as an exile following the fall of Rome in 1849 but already a man perceived as the future unifier of Italy; and again to open his chapter on the Battle of the Volturno, the epic climax of the Expedition (and a battle which gives rise to a unique victory condition offered in this campaign).

?We who have seen Italia in the throes,
Half risen but to be hurled to ground, and now
Like a ripe field of wheat where once drove plough
All bounteous as she is fair, we think of those
Who blew the breath of life into her frame:
Cavour, Mazzini, Garibaldi: Three:
Her Brain, her Soul, her Sword; and set her free
From ruinous discords, with one lustrous aim.?




The ?one lustrous aim?, to which Garibaldi devoted his life, is the unification of Italy and thus the subject of the campaign itself. I can think of no better epitaph.

1866 Whirlwind of Flame
Another biographer who I need to give a shout-out to is the late Jonathan Steinberg, whose work I first encountered when a lecture he gave about Bismarck appeared in my Youtube feed about the time I began planning out the campaign for the Austro-Prussian War.

Steinberg began that lecture with a quote from Bismarck, to an astonished Benjamin Disraeli, in 1862, in which he outlines his plans to reorganise the Prussian army, provoke a war with Austria and use this to subdue the north German states. Steinberg then labels the unification of Germany the ?greatest diplomatic and political achievement, by any leader in the last two centuries, for Bismarck accomplished all this without commanding a single soldier, without dominating a vast parliamentary majority, without the support of a mass movement, without any previous experience of government, without the charisma of a great orator and in the face of national revulsion at his name and his reputation?. He finishes his introduction by asking a single question: ?how did he do it??



Steinberg spends the remainder of the lecture attempting to answer that question by exploring aspects of Bismarck?s personality, but one possible answer I think he overlooks is just how effectively the Austro-Prussian War was conducted. From its conception through every action of the war on the Prussian side, this was a masterpiece of strategic planning carried out with a ruthless efficiency, illustrated best by another name given to the conflict: The Seven Weeks War. Seven weeks is already a remarkably short length of time for a war to be fought and won, but what?s even more remarkable is that the war?s decisive battle at Koniggratz was fought just half way through week three.



In choosing a name for this campaign, I wanted something that would reflect both the speed and the decisiveness with which the Austro-Prussian War was fought and won. The poem I chose is titled ?Cavalry Charge ? Koniggratz? by John Douglas Sutherland Campbell, with the campaign?s namesake taken from a line in the poem?s seventh stanza. In three words it reflects on both the political revolution Bismarck initiated ? thirty-nine German states at the beginning of the war were reduced to around half a dozen, the experience of the soldiers that participated, and the shock that the rest of Europe must have experienced watching these events from the sidelines.

As I designed the map, I listened to every one of Steinberg?s Bismarck lectures that I could find, while his book ?Bismarck: A Life? arrived shortly before I finished making the campaign. Though it lacks the sort of short, evocative phrasing that makes for good campaign titles, it is not the poem?s seventh stanza but the sixth that offers an answer to Steinberg?s question:

?Their order was perfect and splendid,
And his voice, that at first held them in,
Had rung down their ranks for the onset,
As though it were fate they should win.?




1877 Feel Not the Red Rains Fall
Concert of Europe aims to tell a single tale. The five campaigns, while each self-contained and intriguing in their own right, have all been chosen for their parts in this story. Each chapter was brought on by the events of its predecessor, and laid the unlikely path to its successor.

The story is that of Europe?s reaction, three decades long, to the revolutions of 1848. First it was one of those revolutions, and the Tsar?s efforts to crush it, that gave Russia the confidence to embark on a war, known to us as Crimea but begun in the Balkans. It was Sardinia?s contribution to the Crimean War that won them the support of Napoleon III and allowed them to embark on war with Austria. It was Magenta and Solferino that sparked a wave of nationalism in Italy, creating the conditions that would enable Garibaldi?s expedition to succeed. It was a Prussian alliance with the now-unified Italy that split Austria?s forces, enabling Bismarck to shatter them at Koniggratz. So how does this story end? It ends where it began, in the Balkans. This is the seat of Europe?s last 19th-century war, and where Bismarck asserted Germany?s new place in the diplomatic world at the Congress of Berlin.



The poem in this case is ?A Watch in the Night?, its author Algernon Charles Swinburne. This poem is my favourite of the five I have quoted, partly because there are many ways to read it. The line I have chosen for the campaign title alone can be read to refer to the rains that troubled the armies during this war ? a campaign in which the weather steadily worsened, beginning in early summer and ending in March. The ?red rains? can evoke images of blood, whether from the atrocities denounced by Gladstone in 1876 which caused the war, or the tens of thousands who perished during the conflict. ?Feel not? can echo Gladstone?s frustrations about Britain?s neutrality at the beginning of the war, or it can welcome Bismarck?s efforts to restore Europe?s peace at its end.



I have chosen this poem not just for its reflection on a war that, at the time of writing (1868) had not yet been fought, but for how it represents this period of history as a whole. The fourth stanza describes men ?mowed us as sheaves for the grave? ? an increasingly common image as weaponry improved ? but also notes that ?freely to freedom we gave?, which encapsulates the aspirations of those who took part in the Springtime of Nations.

The poem also reflects on the fate of nations by 1878: England (?warm, no season to weep?), entering its period of global hegemony and splendid isolation; France (?crowned, there is no more France?) shattered by the defeat of 1870; Italy (?a light too strong for a star?) and Germany (?long has it lulled me with dreams?) emerging as united nations for the first time. The final stanza reads as follows:

?Liberty, what of the night?
I feel not the red rains fall,
Hear not the tempest at all,
Nor thunder in heaven any more.
All the distance is white
With the soundless feet of the sun.
Night, with the woes that it wore,
Night is over and done.?


With this the story closes. I hope it is one you enjoy playing as much as I enjoyed creating.
78
Games Discussion / Re: Strategos : Classical antiquity RTS wargame
« Last post by Asid on October 14, 2025, 12:07:57 AM »
Progress Update 8
Mon, October 13, 2025



UI Overhaul, AI improvements, Hannibal campaign, and many more changes

We've been very busy since the last update, especially on the UI, AI and getting the demo ready for the Next Fest (which is now live!).




UI

The largest update these past 6 weeks or so has been a complete overhaul of the menu UI, especially for unit selection in the battle simulator (including all new functionality for selecting options from portrait popups and the unit panel), although there have also been minor edits to the in-battle UI. The main menu, settings, and key rebinds pages have also been updated. The manual text is also updated and better formatted, including new POA tables. We've also started adding faction icons, and new unit portraits.



We've also added fixes for different resolutions, including 16:10 and ultra-wide, and improved waypoint visuals and top down banners. All fonts and tooltips are updated, the tutorial gif UI is improved, and the improved combat log is searchable by unit number. We also updated the tutorial texts, significantly decreasing their length and improving clarity


Localization

We are continuing to improve localization, and we have also added a new and improved Cyrillic font. Strategos will also now include Simplified Chinese in the initial release!


Maps

Made some fixes to the tutorial map visuals, and various minor edits and fixes to other map visuals and terrain colliders.


Optimization

Massively optimized load times, especially for game startup, as well as some minor optimizations to basic soldier movement and velocity calculations.


Armies

Added a Kappadokian (Early) list, and did overhauls to the Pyrrhic, Kappadokian, Carthaginian, Antigonid, and Pergamenid lists.




AI

There has been an overhaul to many aspects of AI formation moving, making them especially better at dealing with doing minor fights and then realigning before further advancing. Cavalry evasion calculations vs certain enemies have been updated, and they are better at defending obstacles like river banks now. Light horse units are more intelligent and aggressive about when to charge light foot and when to take opportunistic flanks. The AI and deployment of bowmen armies have improved, and the AI's treatment of player bowmen armies has correspondingly gotten better. General evasion and skirmishing AI has improved, and so has the reenactment AI for Bibracte and Raphia. The AI has better control over far flank units when the player deploys at extreme angles, and there are improvements to the aggression and intelligence of AI flanking cavalry, and finally the AI has improved its use and formation movement of reserves.


Combats

fixes to many aspects of combat code, improving rotation speed on overlap charge visuals,

fix to issues with recoil re-charge

fix to goadable charges

fixed warband vs elephants POA and some other POA calculations

improved overlap charges

improved visuals of flank attacks

improved intelligence of automatic and manually given flank charges at certain angles to take better unblocked flanks


Campaigns

Added Hannibal text-based campaign

updated Early Rome campaign texts

further progress on map-based campaign

updates to many text-based campaign writings and battle balance




Balance

more balancing around different unit type run speeds

adjustments to pursuit times


Visuals

overhaul of animation controller for speed matching animations


SFX

fixes to looping march audio

added more on-click buttons sounds


Miscellaneous

improved splash screen and startup background

fixed some edge cases bugs with percent force points calculations

fixes to setting visibility for routed units

made aiming arc orange if unit selected

79
Games Discussion / Re: Napoleon's Eagles | Previously War and Peace by Avalon Digital
« Last post by Asid on October 13, 2025, 12:09:50 AM »
La Marseillaise & Chinese version
Sun, 12 October 2025



Game update

In this new update, you will be able to play the Beta version of La Marseillaise scenario (French Revolution, 1792).

Beware, at this stage, the scenario is only playable in hot-seat or online, the AI version will be activated later.

Also, the game is now playable in Chinese (simplified).
80
Games Discussion / Re: Urban Strife : Post-apoc survival
« Last post by Asid on October 12, 2025, 12:35:22 AM »
[Beta Branch] October Update Patch Notes
Fri, 10 October 2025



This month?s beta build rolls out the foundation for the living, breathing endgame we?ve been promising ? factions will soon be on the move, hordes will be converging on human camps, and new blood-soaked missions will be waiting to test your resolve. For now you are invited to test and give feedback on the mechanics that will make all this possible.


New Features

Vectorial Travel System Added
Your team and enemy factions (soon) will be able move between unlocked locations via vectorial routes. This is the first major step toward the dynamic endgame campaign we envisioned, allowing full simulation of faction wars ? human groups attacking each other and zombie hordes ravaging settlements regardless of allegiance. The travel times are now accurately scaled and that will allow us to estimate a campaign duration and rebalance the resources accordingly.



Fire Station vs Pyromaniacs
A new campaign episode has been added, featuring an off-the-rails group of pyromaniac bikers planning to turn the entire city into ashes using fire engines as improvised flamethrowers. Their leader is the maddest of them all ? yet deeply connected to some powerful players. A gory tale of human sacrifice that only you can put to an end.



Booby Traps Implemented
The Pyros have rigged their base with deadly traps. Watch your step unless you want to end up roasted. The trigger mechanism is easy to spot and destroy if you?re observant. Expect even nastier surprises in the next iterations ? this isn?t the Urban you remember.



Firefighter Suits Added
Introducing the new Firefighter faction armor ? a full-body suit providing strong protection against fire and panic, as well as decent general defense. The iconic helmet offers matching bonuses. As a full-suit gear type, it covers chest and limbs in one piece.



Auto Inventory Expansion
To prevent players from losing items during trades when inventories were full, a new auto-expansion system adds extra rows automatically once capacity is reached. Weight limits still apply ? exceeding them will show a special icon and deny the transfer.

Auto-Sort Function
All inventories and containers now include an auto-sort feature to remove gaps and keep the visible area fully packed. It doesn?t merge stacks automatically ? use the manual Sort button when you want to group items, keeping your trade and stash layouts intact.

Select One / Multiple Stacks
A new toggle next to the Sort button allows quick switching between single-item and whole-stack transfers (via the small arrow widget). Mouse drag-and-drop behavior remains unchanged.

Ability to Exit Clue Dialogues
By popular request, you can now postpone or exit a hidden clue dialogue and return later when better prepared. Older clues may need retroactive adjustments, but all new episodes now support this feature.

Quest Items Now Marked
Quest items are now visually highlighted with a star icon, making them easier to spot in loot. Many have been updated to auto-consume upon quest completion, reducing inventory clutter.

Hover Info
Inventory icons now feature hover boxes that display detailed descriptions and usage tips, a long-awaited quality-of-life upgrade.

More Proofread Episodes
Our guest-star editor, Scott Hamm, has sent over new proofread and edited campaign episodes, bringing us closer to a release quality story script. (You can check out Scott?s work here: MobyGames profile)


Balance & Fixes

-    Mossberg shotgun rebalanced (-1 AP).

-    Two new Tier 2 sniper rifles added to late-game loot and trader pools.

-    Added a proper camp setup for the two rescued girls in the Old Port storyline.

Known Issues
When a game event (such as a shelter crisis) triggers during travel, movement will pause automatically. However, no popup notification appears yet ? you can resume travel manually using the PLAY button on the timeline widget.
How to Join the Beta Branch

1.    Go to your Steam Library

2.    Right-click the game > Properties

3.    Navigate to the Betas tab

4.    Choose ?beta_branch? from the dropdown

5.    Wait for the update to download

And remember?back up your saves before switching!

Let us know what you think, and keep the feedback coming. We?re shaping this game together, and the experimental Beta Branch is your backstage pass to the future.

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