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#71
Games Discussion / Re: Expeditions: Samurai
Last post by Asid - October 14, 2026, 07:44:15 PM
Dev Diary #4 - Camping and Your Village
Wed, October 14, 2026



In our 4th developer diary, let's talk about some of the camping and village content you can expect in the full game.

Now that Update 1 has been out for a few weeks, it's time to look to the future. While the team is finalizing the content for Update 2, with a handful of people addressing a few things that have come up since Update 1 was released, the design team has already moved onto the Act 3 content for our full release, which is bigger than both Acts 1 and 2 combined.

One of the main things we're holding onto for the full release is the content and features related to your rulership of your own village. This part of the game is the reason Acts 1 and 2 are comparatively short: We wanted to get you through to the more open part of the game fairly quickly, so you can start to feel like you have real agency and can make bigger decisions that affect more than just yourself.
If you choose to read on, please beware of some spoilers ahead.



Read on...
#72
Games Discussion / Re: Gunner, HEAT, PC - vertica...
Last post by Asid - October 14, 2026, 07:32:35 PM
GHPC Update 20261014
Wed, October 14, 2026



Regular Update: Leopard 2

GHPC Early Access has been updated to version 20261014. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.


LEOPARD 2



For this cycle, we finally had an opportunity to focus our efforts on the final remaining tank for the game: the West German Leopard 2. This beast of a vehicle was the most modern and advanced tank in the Bundeswehr in 1985 and is a strong contender for best tank design of the Cold War.

The tank debuts with the instantly recognizable 120mm main gun, which was still so new in 1985 that it hadn't yet been deployed on the Abrams tank. But that novelty doesn't mean it's underdeveloped - the DM23 APFSDS round instantly catapults the Leopard 2 to the top tier of firepower in the theater.


Variants

In keeping with our usual practice of only introducing vehicle variants that meaningfully existed in mid-1985, we're debuting four versions of the tank: the Leopard 2 (sometimes called 2A0), Leopard 2A1, Leopard 2A2, and Leopard 2A3.

This may come as a surprise to some, considering how much weight the Leopard 2A4 has in the collective minds of the tank enthusiast community due to its long service life and wide proliferation. But as real Leopard nerds know, the 2A1 through 2A3 versions were identical to the early 2A4 in every way that counts in a video game (even the famous C-tech armor package was nowhere in sight in '85), so there is no downside here!

You can read in more detail about the different versions in the official Leopard 2 gunnery guide, which we highly recommend perusing in order to get a grasp on its unique features, especially point stabilization and manual lead control.



Nevertheless, it seems useful to give an overview of the standout gunnery features here as well.


Point Stabilization

Most tanks have what could be called "direction" or "vector" stabilization: you point the gun in a direction, and the system does its best to hold that exact direction until you say otherwise. This is generally a very useful thing, but it does mean that if you drive your tank any direction except perfectly toward a target, you'll have to make some manual adjustments to keep aiming at the target while you move. If you drive left, the target will begin to drift to the right of your scope until you correct, and so on. For most tanks, this is considered a simple fact of life and left to the gunner to handle. The West German designers decided to correct it mechanically instead.

The Leopard 2 features a stabilization scheme we refer to as "point stabilization": the automatic maintenance of aim on a fixed point in space. As the vehicle moves, the stabilization system generates its own turret and gun adjustments to keep the aim point on the spot it was last directed to by the gunner. If you drive left, the turret will turn right on its own, with the amount determined by the current range in the fire control system.




Counter Momentum

Normally if you're driving laterally and shoot at a stationary target, your shot will inherit your tank's velocity and "fling" to that same side as it travels - and in most tanks, if you don't account for this manually or engage a lead system, you will easily miss.

The Leopard 2 solves this problem by constantly adjusting the turret and gun aim so that any shot taken while moving will counteract the vehicle's momentum. This happens even without engaging the dynamic lead system. And since the gunsight is 2-axis stabilized, all this fine tuning is invisible to you as the gunner; you can focus on putting the reticle on target and firing.




There are still limits!

The FCS is creating an imperfect solution from the wheel speed, turret angle, and other sensor data, not magically tracking a location. What this means practically is that the system, while very good, should not be relied on as perfect.

  • You'll still need to occasionally update your laser range and make small adjustments of the aim point
  • You will need to do smooth driving at reasonable speeds (cruise control is recommended)

The utility of the stabilization is to reduce your workload as the gunner, so you can focus on placing the reticle on things and shooting them.


Manually Activated Dynamic Lead

The largest departure in controlling the Leopard 2's FCS is the fact that the dynamic lead feature - the compensation for moving targets - is only active when the gunner holds a button dedicated to it. It does not activate with the laser rangefinder like in the Abrams, nor is it always active like in the T-64B and T-80B. You must physically hold either the lead key (default: Caps Lock) or the rangefinder key (default: E) when tracking a moving target. Letting go of the key will reset the dynamic lead and remove this added compensation.

For your part, you'll need to keep the reticle centered on the enemy and not drifting for about 1 second to give the system enough information to achieve the correct lead solution. This is the same principle as effective gunnery in the other tanks in GHPC with automatic lead systems.

This manually activated lead feature was debuted in the Leopard 1A4, so if you're skilled in the use of that tank's systems already, you've got the muscle memory you'll need for the Leopard 2 ready to go!

Of special note is the fact that all other forms of automatic compensation in the Leopard 2 are active without dynamic lead being engaged, so if you're shooting at a stationary target with a Leopard 2, you should avoid using dynamic lead to prevent user-induced errors.

There's much more to talk about with the Leopard 2, but we'll leave it for the gunnery guide now and move on to the rest of this update's content.


NEW INSTANT ACTION MISSION SERIES



The Leopard 2 makes its debut in a "mini-campaign" of new Instant Action missions called "On The Anvil", beginning in the North Fields list. The missions involve a good deal of tactical flexibility and will provide plenty of opportunity to put the new tank through its paces.



You'll also see the new Bo 105 helicopter make its debut here. Armed with racks of HOT missiles, this light recon/attack aircraft can punish enemy armor from extended range while presenting a small and nimble target. (As with all ground vehicles and helicopters, you can also swap it into any mission featuring the same vehicle class - win the mission at least once and then use the Customize button to make changes before starting.)


NEW MUSIC FROM MAJORIS

As part of the new content, we have two new music tracks: dynamic mission track "Zero Hour" and main menu background track "Axis of Advance". These are discoverable in the game immediately. They will also be added to the GHPC OST package here on Steam in the near future, which will make them available automatically to anyone who purchased the soundtrack already.

The soundtrack includes MP3 and high-quality (FLAC) files, and the majority of soundtrack revenue goes directly to supporting the artist who composed it.




CHANGE LOG



NEW CONTENT
  • Added Leopard 2 tank with four variants
  • Added 120mm DM23 and 120mm DM13 to customizer options
  • Added Bo 105 helicopter
  • Added new Instant Action mini-campaign featuring Leopard 2 (starting with On The Anvil in North Fields)
  • Added new unlockable menu scene featuring Leopard 2
  • Added new music

FEATURES AND ADJUSTMENTS
  • Optics are now more durable when subjected to explosive blasts
  • T-72, T-64A, and T-64R can no longer lose their gunner's sight
  • Luchs suspension is now more stable
  • Luchs steering is now less sensitive
  • Luchs now slides less when stopped on slopes
  • Non-usable MG3 has been added to Luchs turret to reduce confusion about lack of MG3
  • Improved number decal rendering
  • Free cam movement controls can now be remapped
  • Updated audio engine to new version with better features (this will pay off in the future)
  • Improved various aspects of audio tuning and optimization
  • Added scorching to many decorative objects on vehicles

FIXES
  • Fixed an issue where a corrupted config file could cause the game to start in a graphically unusable state
  • Fixed antennas and other jiggle bone objects "collapsing" if the camera was moved around while the game was paused
  • Fixed entrenched vehicles and very low targets sometimes being undetectable by AI crews
  • Fixed engine smoke generators not blocking AI vision properly
  • Fixed a bug that prevented discarding sabot petals from appearing much of the time
  • Fixed a visual glitch that could cause glowing orbs to be cast from gun muzzles upon firing
  • Fixed an issue that prevented unlocking the Soviet-themed forest menu scene when completing Pushing Tin 1
  • Fixed some sources of error spam in log files
  • Fixed an armor issue with the T-64B commander's hatch

Thanks for playing!

#73
News / Announcements: SB Pro / CodeMeter Runtime 9.10a releas...
Last post by Rinix - October 14, 2026, 12:47:56 AM
CodeMeter 9.10a
Release Date: 2026-Oct-06
Operating Systems Windows, Linux, Mac OS X
Download Windows (176.37MB): Click Here

Bug Fixes
CmRt-103812: CodeMeter License Server: If the Firm Access Counter is implicitly set to 0 by a lock sequence, for example, because of a trap, the CodeMeter License Server logs additional diagnostic information to LicenseLock.log after a delay. This information includes available client details, information about the user who opened the handle, and details about the Product Item in use. Logging also takes place when the lock is triggered locally, both on a license server and on a system that is not configured as a server.

CmRt-103799: CodeMeter License Server: Linux: RPM-Paket: Renaming the package from CodeMeter to codemeter prevented a direct upgrade to version 9.0. The package metadata now includes 'Obsoletes: CodeMeter \< 9.0' and 'Provides: CodeMeter', allowing package managers to automatically replace the previous package during an upgrade. The existing Server.ini is also preserved during updates. Note: Deprecated options in Server.ini are still tolerated but are no longer actively maintained.

CmRt-103809: CodeMeter License Server: CmActLicense: In some cases, WSL2 was not detected as a virtual environment. Detection has been adjusted, and WSL2 is now correctly recognized as a virtual environment.

CmRt-103784: CodeMeter License Server: CmActLicense: IIn generic container environments such as OpenShift, loading a CmActLicense with a RuntimeExtension was aborted immediately after import. The missing check for RuntimeExtensions has been added, so the license can now also be loaded in these environments.

CmRt-103929: WibuCmNET.dll: When successfully reading a UVD data entry with a length of 0, CmReadUvd() now returns true and an empty array.

CmRt-103715: WibuCmJava: The Java Core API (JNI) has been extended with advanced functions for creating and validating signatures, retrieving public keys, and performing ECIES encryption. The following functions are now also available: cmCalculateSignature2(), cmGetPublicKey2(), cmValidateSignature2(), and cmCryptEcies2().

CmRt-103652: CodeMeter Control Center: macOS: Some buttons overlapped. Their layout has been corrected.

CmRt-103574: CodeMeter WebAdmin: In License Monitor, Module Items were shown as valid even when their Parent Item had expired. The validity status of Module Items is now displayed correctly based on the inherited license property.

CmRt-103836: cmu: When creating a CmDust log on Linux ARM systems, cmu could crash. This has been fixed.

CmRt-103634: CmDust: On Windows ARM64 systems, the CPSRT DLLs were not previously listed in the CmDust log. They are now listed correctly.
#74
Games Discussion / Re: Modern Naval Warfare
Last post by Asid - October 13, 2026, 03:36:34 PM
Beyond the Sonar Ep. 1
Tue, October 13, 2026



Submariners, welcome to the first episode of our Midterm Briefing—a monthly status report designed to keep you informed on ongoing system polish, upcoming Quality of Life improvements, and community highlights between our major patch releases.

1. Ongoing Systems & Physics Refinements (Under the Hood)

Following the deployment of Patch 0.127.3, our engineering team has been focused on analyzing performance data and refining core simulation mechanics:

  • Engine & Maneuvering Refactoring: The recent back-end overhaul of propulsion logic has successfully eliminated micro-stutters during high-speed maneuvers and depth changes.
  • Time Acceleration Stability: By removing legacy propeller caching, we've ensured smoother frame rate consistency under heavy simulation loads (up to 12x/6x acceleration) even during multi-vessel engagements.
  • Foundation for Operational AI: This deep-level code polish is critical groundwork, ensuring the simulation layer remains rock-solid as we approach our upcoming AI tactical implementation.


2. Quality of Life & Usability Updates

Your direct feedback continues to shape our development priorities. Here's what's currently in active polish or being tracked:

  • Direct QUADS Numerical Input: Slider and node controls now allow exact keyboard inputs, allowing captains to set precise target depth and parameters instantly.
  • Onboarding & Station Manuals: Station overlays now feature direct UI shortcuts to documentation, streamlining access to technical readouts during live operations.
  • Tracked Issues in Progress: We are actively resolving edge-case save state behaviors (Issue #3765) and fine-tuning sensor detection parameters for upcoming minor hotfixes.

3. Community & Tactical Spotlight

As we expand our Submarine School, onboarding remains a key focus to help new captains master the command console:

  • Submarine School Integration: The first three training scenarios (M101, M102, M151) are now live, offering guided walkthroughs of basic vessel control and station management.


  • Audio-Visual Learning: To complement written guides, video walkthroughs mirroring the training missions are currently entering production to assist players who prefer visual learning.
  • Community Gallery: We want to end this first briefing with a stunning view from the open ocean captured by community member Lusik DS.


Screen by Lusik from the Official Discord Server

In our next episode, we'll be taking a closer look at fan-made tactical scenarios and custom community operations. Keep sharing your best operational moments and screenshots in our Discord channels for a chance to be featured.

What's Next?
We are continuing our steady push toward the next update that will pave the way for our major November release. Keep your sonar active on that.
Good hunting, Captains!
#75
Games Discussion / Re: Armored Brigade II
Last post by Asid - October 12, 2026, 08:31:49 PM
Rhine Shield DLC - Announcement
Wed, September 30, 2026



Armored Brigade II: Rhine Shield



Introducing Rhine Shield, a new DLC for Armored Brigade II, bringing France, Belgium and the Netherlands to the battlefield, with 400+ new units, a new map and three campaigns spanning three decades of the Cold War.

Had the Cold War turned hot, NATO's defence of Central Europe would never have rested on its largest armies alone. Command three Western European nations, each bringing its own doctrine, equipment and strengths to the fight.

Hold a forward position on the North German Plain, fight a delaying action through West German farmland, or launch a counterattack in the wooded hills of the Ardennes. Adapt your tactics to each army and make the most of what it brings to the battlefield.

Visit the store page to discover more about Rhine Shield.

Home of Wargamers 2026
As part of our annual Home of Wargamers event, we had the pleasure of interviewing Nikola Sandic, database specialist for Armored Brigade.
In case you missed the interview, you can watch it here:


#76
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 12, 2026, 06:18:06 PM
Battleplan is Out Now
Mon, October 12, 2026



The wait is over. Battleplan is out!

Draw your battle plans directly on the map, shape multi-stage offensives, coordinate your forces, and issue orders that flow down through the chain of command.

Step into the shoes of a true commander and experience World War II warfare at the operational level.



If you missed it, rewatch our launch livestream for gameplay footage, a look back at the game's journey so far, and a sneak peek at what's in store for the future:



 
#77
Games Discussion / Re: Battleship Command: Scharn...
Last post by Asid - October 12, 2026, 06:08:00 PM
October Devlog
Mon, October 12, 2026



Hi everyone!

I hope your turbines are running smooth and your gunners are hitting their targets!
The work on Battleship Command is progressing very fast and the next update will bring plenty of new stuff.


I am working hard on the upcoming Patrol mode, with all the new mechanics involved in it. One of the important features is for example a high level AI that manages air and naval assets to hunt you on the ocean. It will react to reports from merchants or air reconnaissance that spots you, and send available surface units from nearby ports to hunt you down.
Another feature is German uboats patrolling the ocean. As I implemented the logics for the uboats I figured out an improved way to handle the AI units in the open world. My old AI code for the ships is not really, optimal, to put it nicely. So I have started to refactor the current airplane and ship logics to use the same improved method. This unfortunately takes some time, but it will be well worth it in the long run. It will allow for a more clever AI fleet and also might solve some bugs/glitches in the AI behaviours.

The amazing modellers at MicroProse are working on beautiful new parts for the ship and new crew models.

The ship roster is also getting a big addition as Rizki from the TFA team has built a set of new ship models for Battleship Command.
Unfortunately, I still can't give an estimate for the release of this juicy update.
But I can say that I am pretty excited about it!
Cheers!

P.S. Here's a set of "work in progress" screenshots:










#78
Games Discussion / Re: War History: Napoleon in S...
Last post by Asid - October 11, 2026, 06:55:43 PM









#79
Games Discussion / War History: Napoleon in Spain
Last post by Asid - October 11, 2026, 06:53:25 PM


War History: Napoleon in Spain


Command your armies in Napoleonic Spain. Plan your movements on the campaign map and fight real-time tactical battles. Coordinate infantry, cavalry and artillery, use the terrain to your advantage and commit your reserves to turn the tide of battle.

Steam




Manual: ?
Editor: ?
Theatre: Iberian Peninsula
Time span:1808
Turns: Real time
Genre: Tactical
AI: Yes
Single Player: Yes
Multiplayer: Online PvP



Official Trailer


Click image above to play



About

War History: Napoleon in Spain transports you to the heart of the Iberian Peninsula in 1808, when the Spanish armies rose up against the Napoleonic invasion. Choose your side, French or Spanish, and wage a real-time, non-turn-based campaign where every battle can break out at any moment and in any corner of the map.



CAMPAIGN MODE:

In turn-free campaign mode, every decision counts. You'll need to conquer territories, organize your supply lines, ambush enemy convoys, and face off against their armies anywhere on the map. Everything happens in real time: there are no pauses or turns, just pure strategy. Here, you don't fight isolated battles, but rather full-scale campaigns where long-term planning is the key to victory.



DYNAMIC BATTLES:

Face dynamic battles where the AI deploys adaptive strategies based on your movements. Each soldier acts independently: they have their own ammunition, physics, and behavior, creating a lively and chaotic battlefield. These aren't mere regiments, but men who fight, reload, and fall amid the smoke of muskets, the clash of swords, and the edge of bayonets.



REALISTIC PHYSICS:

Soldiers who fall and pile up on top of one another, buildings that react to artillery strikes, and visual effects designed to make the player feel the chaos of a real battlefield—not just a simple 3D grid. The enemy has barricaded itself inside a house: destroy it with your cannons and send your grenadiers to capture the neighborhoods of villages, towns, and cities. Every shot, every explosion, and every decision shapes the fate of the campaign.



Relive history from the inside and prove your leadership skills in a war where every decision, every shot, and every man counts. The Peninsula awaits you... Will you be a conqueror or a liberator?




#80
Games Discussion / Re: Distant Worlds 2
Last post by Asid - October 11, 2026, 06:43:05 PM
Distant Worlds 2: Shadows Rising is out now
Wed, October 7, 2026



Shadows Rising is available today.

Shadows Rising is available today on Steam, and it puts you on the other side of the law. Go it alone in Lone Pirate Mode, with one ship and no one to answer to. Build a Pirate Empire from nothing. Establish hidden bases, and make the Anarchopolis your own. Raid, smuggle, or rule, you choose how you make your name in the galaxy.



Launch update
We're also releasing an update today. Here's what's in it:





The Galaxy lives on.