Recent posts

#71
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - April 03, 2026, 12:02:19 AM
Game Update 1.2.3
Thu, 2 April 2026



Dear Tankers and Mechanics!

News in Patch 1.2.3



We have obtained classified documents published on a gaming forum. These documents reveal that a German super-heavy tank took part in combat on the Eastern Front in 1943. Weighing 188 tonnes, this colossus was hastily built and assembled. Its unique camouflage was painted by a famous watercolor artist. Consequently, we decided that we had to add this tank to make the game more realistic.









Force Pool Creator



In March, we worked on adding a force pool creator. From now on, you can edit the force pool for campaigns as well as for individual missions, including skirmishes. Procedural missions will also be added in the future. You can add units, create new squads or companies for your own forces or for the enemy's forces. You can also filter vehicles by year, allowing you to build presets for specific time periods or add vehicles that are completely out of place – whichever you prefer. We plan to expand it and allow to have presets as a mods too.


Flash sale
Today we are launching a flash sale on the game. The 25% discount will last for the next 5 days. Sale will start 1 april 7 pm CEST and will last till end of April 5 also 7 pm CEST.

-25%  £15.99  £11.99




Changelog 1.2.3
Below is the full list of changes being made:

Added:

  •     Maus tank
  •     ForcePoolCreator system
  •     Navmesh A* implementation
  •     New navmesh for C3 campaign missions
  •     Proper size for new navmesh on C1M1
  •     Soviet AT mine TM 41
  •     UI Roadmap 2026 in main menu
  •     Static weapon prefab variants with sandbags
  •     ZIS static gun prefab with sandbags and C1M1 objective integration
  •     Weather and Time Settings in Session Creation Menu

Modified:

  •     KV-1 1942 prestige price change
  •     FactionA and FactionB labels in ForcePoolCreatorPresetItem
  •     Health modifier tagging system for spawned units crew repair prevention
  •     Vehicle armor extended to 500m
  •     Vehicle control WSAD and orders relation
  •     Main menu UI animations procedural skirmish campaign matchmaking
  •     Procedural spawner randomness and squad variety
  •     Game version update 1.2.2 to 1.2.3
  •     Vehicle follow distance 8m to 12m
  •     Explosion force increase for physical objects
  •     Formation spacing 8m to 12m
  •     Removed blocking collision objects in German repair scene
  •     AI behaviour caching changes
  •     AI system refactor GenericAI removed merged into GenericUnit

Fixed:

  •     Vehicle destination and rotation issues
  •     Fire spread smoke VFX collision and layer issues
  •     Vehicle infinite rotation at stop point
  •     Infantry rotation at zero velocity
  •     Main menu tutorial and bug reporter stall
  •     Vehicle stop to shoot timing
  •     Player tank brake input issues
  •     Terrain deformer max depth
  •     Save folder access fallback system
  •     Inventory null references
  •     AI walking on destroyed vehicles
  •     Procedural missions and Force Pool Creator stability
  •     Navmesh issues
  •     Missing behaviours in artillery base prefab
  •     Static gun AI initialization missing
  •     Missing AI scripts in infantry removed
  •     Static gun squad null references
  •     Wheel rotation fixes Pz IIIM StuG III G
  •     Combat squad performance optimization
  •     Pathfinding cache cleanup
  •     Player vehicle leader assignment fix
  •     Navmesh agent enable disable refresh fixes
  •     BallisticsXRayPlayer null reference fix
  •     Vehicle destruction stop logic
  •     Evacuation infantry movement fixes
  •     Vehicle brake state fixes
  •     Destroyed vehicle obstacle activation fix
  •     Crew repair and return to slot fixes
  •     Navmesh final scan fixes
  •     Cover retreat logic fix
  •     Spawner and skirmish environment fixes
  •     Squad spawn scaling fix
  •     Campaign end crash block fix
  •     Repair section NPC animation and collision issues
  •     C1R1 tent collider issue
  •     Lantern physics errors in trenches
  •     HE projectiles now correctly apply damage upon destruction to buildings

Thank you for your support, we are working. See you next time!
DeGenerals
#72
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - April 02, 2026, 11:39:37 PM
#73
Games Discussion / Re: Command: Modern Operations
Last post by Asid - April 02, 2026, 12:12:08 AM
Companion to Tides of War: The Command v1.09 Update
Wed, 1 April 2026



Tides of War, the new DLC pack for Command, was released yesterday. Make sure you don't miss its unique new features, such as persistent campaign progression. As is often the case, the DLC release was accompanied by a major CMO engine update and in the fine tradition of past releases, this one too packs a wallop.

Let's take a quick look through the major additions & tweaks:


Explicit GNSS jamming and jammer units

This is effectively the follow-on to the abstract GNSS jamming made possible through the "Side Enablers" feature introduced in v1.08. In addition to defining "access/no access" to specific GNSS networks (GPS, GLONASS, BeiDou, etc.) at the side- and area-level, you can now deploy distinct platforms with the ability to jam these critical systems.

Just like radar and communication jammers, these platforms tend to be expensive and scarce, so careful positioning is required to maximize coverage and prioritize the assets you wish to protect (or the area you want to deny). As with other jammer types, their emissions can be detected, localized, and targeted.

In addition, the way GNSS disruption affects terminal weapon accuracy has been improved. Instead of measuring the "time without a PNT fix" and using that to calculate INS drift, the simulation now tracks the last 50 PNT-fix attempts (successful and unsuccessful) and uses a simulated Kalman filter to derive the final internal drift. This provides a more realistic model of disruption—since, for example, a single PNT fix is not enough to fully "reset" navigation accuracy to nominal status.


Salvo simultaneous weapon arrival

"I wish my cruise missiles arrived at the target area in a nice, strung-out line so that the defences could swat them down one by one" — said no strike planner, ever.

The navigation logic on weapons supporting TOT has been tweaked so that, within a salvo, all weapons will closely bunch up in order to arrive at the target simultaneously, overwhelming the defences. (Inter-salvo coordination remains the responsibility of the player, either manually or through the MDSP.)


Launch speed-dependent burnout for air-launched boost-coast AAW missiles

In other words: it is now actually important how fast an aircraft is flying when launching a boost-coast missile.

(This option is enabled by default in new scenarios and quick battles, and disabled by default in existing scenarios.)

When enabled, the burnout speed (per altitude) of boost-coast AAW missiles now varies according to the launch speed (in addition to the already-critical launch altitude). The weapon's nominal range assumes a Mach 1.5 launch at 36,000 ft.

If the launch speed is lower, the effective burnout speed and kinematic range will be lower. If the launch speed is higher, both burnout speed and reach can increase significantly beyond nominal.

A faster burnout speed provides three key advantages in the BVR "missile joust", all else being equal:

  •     Your missile flies further, expanding your WEZ and reducing exposure to counter-fire.
  •     Your missile flies faster on average, shortening your commit–engage–disengage cycle.
  •     Your missile reaches impact with higher terminal speed, improving hit probability against an evading target.

If you've ever wondered why fighters aggressively go to afterburner before launching missiles, this should make it clear.


Incremental / timestamped saves

A long-requested feature: an easy way to undo or roll back scenario changes.

Instead of overwriting the existing save, the game now creates timestamped copies of the played scenario. This does take more disk space, but makes it much easier to revert to previous versions.


Vast A2AR improvements

A major effort has gone into improving air-to-air refueling:

  •     Improved reliability at high sim speed
  •     Reworked tanker prioritization and fuel reservation logic
  •     Fixed several issues with tanker selection and refuel cancellation
  •     Units now correctly follow refueling orders, even without explicit assignment
  •     Prevents refueling conflicts and incorrect behaviors in complex scenarios

The Flight Plan Editor also received multiple fixes and quality-of-life improvements, particularly around refueling waypoints and doctrine settings.


Improved manual salvo control

A new "Execute" button has been added to the Manual Weapon Allocation window (Shift+F1).

Salvos are now created and scheduled far into the future by default. Only when the player clicks "Execute" (or closes the window) are they re-scheduled to fire as soon as feasible.

This allows full control over planning, editing, and adjusting salvos without units immediately reacting or moving prematurely.


Improved "one-third rule" on patrol/support missions

The patrol logic has been improved to better handle mixed formations.

Aircraft with different loadouts, subtypes, or even varying configurations can now be treated more flexibly under the 1/3 rule, making patrol rotation management significantly easier.


Area & Reference-point Manager improvements

This system has received numerous fixes, usability improvements, and functional enhancements, making it both more powerful and easier to use.


Limpet mines revisited

The mechanics of limpet mines have been reworked:
  •     Can be placed on stationary ships or submarines
  •     Remain attached until detonation
  •     Use impact-style damage rather than underwater shock effects

This makes them a highly effective "sneak attack" naval weapon.


Improved map settings UI

Map settings are now duplicated in a dedicated window, making it faster and easier to adjust multiple options in sequence.


Other bits & pieces:

  •     New doctrine option: Threat Max Distance (default: 50nm)
  •     Aggressive Tile Management option for smoother map performance
  •     Ships can now use dipping sonar
  •     Expanded Lua scripting API
  •     Menu search functionality added
  •     Improved realism for nuclear submarines (Advanced Propulsor)
  •     Drag-and-drop loading of save files
  •     Ability to convert airbases into single-unit airfields
  •     Improved quick battle interface and templates
  •     Expanded UI tooltips
  •     Increased durability threshold for sinking ships
  •     Set orientation now available in normal play for non-fixed facilities
  •     Expanded weapon jettison options
  •     Improved image loading and UI responsiveness
  •     SEAD units now engage both radars and jammers
  •     Units react to illumination as if under attack

And as always, the new update benefits from updated official scenarios and the latest DB3000 and CWDB database releases.

With the decks now clear, the dev team is already hard at work on several new features set to further evolve the Command experience throughout 2026. Stay tuned.

Full release notes here

#74
Games Discussion / Re: Armored Brigade II
Last post by Asid - April 02, 2026, 12:12:03 AM
Limited time game mode + New Open Beta update
Wed, 1 April 2026



As a fun addition for April 1st, for about 1 week you'll be able to access a new temporary game mode featuring drones by joining a beta branch. But that's not all, this beta also includes several changes and improvements that need your help to be tested.



Take direct control of experimental FPV kamikaze drones and strike enemy vehicles from a first-person perspective. Use the crosshair to guide your attack, adjust throttle with the mouse wheel, and switch to thermal imaging to acquire targets—then crash into them with a HEAT warhead for maximum effect.



Here are the standard steps to join a beta branch on Steam:

  •     Open Steam and go to your Library.
  •     Find Armored Brigade II and right-click it.
  •     Select Properties from the context menu.
  •     In the Properties window, open the Game Versions & Betas tab.
  •     Under "Selected Game Version", you will see a list of available versions.
  •     Select the Beta branch.
  •     Close the Properties window.

If you own the game on Matrix Store, you can download the beta version from here.

Below you can find the full changelog. Please share your feedback with us.


v1.605

  •     Fix: Bloom did not work on AMD systems.
  •     Fix: Gaussian blur and shockwave effects allocated some RAM every frame and it was never released.
  •     Fix: Vehicle movement animation would not stop if a vehicle was abandoned while moving.
  •     Fix: Exit objectives were not saved outside the 3D view in the Mission Editor.
  •     [campaigns] 'Polar Thunder': Fixed minor bugs (incorrect names of localities and the time format in briefings). Modified the second mission (removed one Home Guard platoon, changed the trajectory of the Soviet tanks), now no one should be able to win it for sure. A warning about the impossibility of winning has been added to the first and second scenarios.

  •     [database] Adjusted smoke-on-impact for British 77mm and 84mm rounds.
  •     [database] Reviewed APFSDS vs air interaction (e.g. Finnish M1000 round).
  •     [database] Reduced 40mm Bofors HE penetration to 10 mm.
  •     [database] Standardised and adjusted large caliber AAA values (base accuracy, range accuracy, penetration etc.).
  •     [database] Added one rifle to unit 483 and replaced unit 789 CG ammo with older type.
  •     [database] Set 122mm rocket pod tracer value to 1.
  •     [database] Converted APHEI to explosive ammunition type.
  •     [database] Changed Soviet airborne assault rifle ammo to AK sound profile.
  •     [database] Removed premature M72 LAW from 95 S 58 section (1965–76).
  •     [database] Corrected British LMG team to use MMG ammo.
  •     [database] Reduced 76 mm M496 HEAT-T impact sound from large to medium and changed sound to 76mm.wav.
  •     [database] Increased British 120mm HESH values and lowered other HEP values.
  •     [database] Reviewed aircraft 146 cluster/napalm loadout and reduced aircraft 106 height to 3,400mm.
  •     [database] Added radios to motorised USA MANPADS (formation 667).
  •     [database] Added night vision to Strv 103C.
  •     [database] Tunguska 30mm and Oerlikon 35mm (Gepard and Marksman) now used twin_autocannon tracer.
  •     [database] Added Polish PT-76 light tank company and expanded PT-76 sections to platoons.
  •     [database] Added the early turretless TOPAS.
  •     [engine] Implement the depth of field post-processing effect.
  •     [engine] Apply Gaussian blur on all particles.
  •     [engine] Improve SSAO.
  •     [engine] Improve bloom and apply bloom on building windows.
  •     [engine] Distant vehicles have a shadow.
  •     [engine] Gradually fade out the shadow map edges on the ground and buildings.
  •     [engine] Improve the turret flying animation.
  •     [engine] Halve the visual size of off-map artillery projectiles.
  •     [engine] Use the water particle for water ricochets.
  •     [engine] Add a drone movement sound.
  •     [graphics] Checked muzzle_bb (backblast) on weapon models.
  •     [graphics] Fixed M56 Scorpion model and added exhaust to UK Land Rover.
  •     [graphics] Corrected Leopard 1 coax positions, and fixed Leopard 2 smooth shading.
  •     [graphics] New Polish PT-76 and TOPAS-2AP models.
  •     [ui] The Shift key connects to the previous line when drawing lines.
#75
Tacview / Inside Tacview 2 | First Look ...
Last post by Asid - April 02, 2026, 12:11:52 AM
Inside Tacview 2 | First Look and Developer Interview
Feb 11, 2025



Get an inside look at Tacview, the universal flight analysis tool trusted by pilots, instructors, and simulation enthusiasts worldwide.

In this video, @AIRWARFARECHANNEL presents Tacview 1 and its core features before interviewing Tacview's creator about the upcoming Tacview 2, a complete rebuild designed for faster performance, richer visuals, and deeper insight into every flight.

Discover how Tacview helps you understand what really happened in the air, refine your tactics, and take your flying skills to the next level.

Learn more: https://www.tacview.net
#76
Tacview / Tacview 1.9.6 beta 3 is avail...
Last post by Asid - April 02, 2026, 12:11:49 AM


Tacview 1.9.6 beta 3 is available Now



Download: HERE

    - Release Date: March 26, 2026
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1.2 GB

Release notes

New Features

  •     ADDED Helicopter mixed units (e.g. US imperial units with distances in kilometers).
  •     ADDED Aircraft Carrier as a separate object type in the Add/Edit Object dialog box.
  •     ADDED Ctrl+Alt+F1 to Ctrl+Alt+F8 to toggle mute for media windows.
  •     ADDED Support for ADS-B reception with the RTL-SDR Blog V4 (R828D).
  •     ADDED Add-on to calculate the distance between two geographic points.

Improvements

  •     IMPROVED Pilot names are now displayed only after pilots have boarded their aircraft.
  •     IMPROVED Support of Microsoft Flight Simulator 2024.
  •     IMPROVED ADS-B database to version 2025-08.

Fixes

  •     FIXED an issue where quotes and commas were not properly escaped when exporting telemetry to CSV.
  •     FIXED Joysticks no longer working with remote controls.
  •     FIXED BMS 4.38 DTC INI files not displayed.


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...




#77
Games Discussion / Re: Command: Modern Operations
Last post by Asid - April 01, 2026, 12:11:13 AM
Command: Modern Operations – Tides of War launches today
Tue, 31 March 2026



Today we are pleased to announce the release of Command: Modern Operations – Tides of War, a new campaign DLC available now.

Set in the tense waters of the South China Sea, Tides of War places players in command of ASEAN forces as a regional crisis escalates toward open conflict. What begins as a multinational military exercise quickly deteriorates when Chinese maritime militia and coast guard vessels interfere with operations, creating the conditions for a broader confrontation across the theater.

The campaign includes six tightly focused scenarios, each representing up to 24 hours of operations. Players will navigate a structured escalation ladder, moving from gray-zone incidents and non-kinetic encounters to submarine interdiction, precision strikes, and ultimately large-scale air and naval engagements.

A key feature of Tides of War is its Continuous Loss System, where losses and damage persist between scenarios. Decisions made early in the campaign can have significant consequences later, making force preservation and operational planning critical.

Rather than focusing on individual platforms, the campaign emphasizes escalation management, joint operations, and long-term force preservation, offering Command players an operational perspective on crisis escalation in one of the world's most sensitive maritime regions.

Tides of War is available now and requires the base game Command: Modern Operations to play.


#78
Games Discussion / Re: Urban Strife : Post-apoc s...
Last post by Asid - April 01, 2026, 12:11:09 AM
[PUBLIC & BETA] INTERIM UPDATE: Hud Improvements, Armor Plates decay, Bugfixes
Tue, 31 March 2026



Hello everyone! We've been hard at work polishing the experience and squashing some reported bugs. This update focuses on improved inventory clarity, expanded world information, and critical stability fixes.


New Industry Recipe & Crafting Fixes

  •     Gunsmith Workbench Update: You can now craft Silencers at the Gunsmith Workbench (Industry).
  •     Inventory Clarity: Recipes now feature improved right-click names in your inventory that explicitly include the required tool.
  •     Recycling Unclutter: Broken items have now been moved under "Recycle" tab (under the BREAK category),
  •     Extended Outputs: A couple of missing items were added to recycle recipes with a small bonus for those who recycle them just before breaking.
  •     Recipe Fix: Fixed a bug where the 12G Nails recipe would complete without consuming the necessary items.



Extended World & Faction Info

  •     Expanded Sector Info: The sector pop-up now provides more context! You can now see if a location was previously visited and the difficulty level of the main local faction.
  •     Baron/Faction System: All world locations now have their proper Baron and faction assignments finalized.
  •     Relations Menu Overhaul:

  •         The "Friendly" status is now correctly displayed in the Relations menu and on location cards.
  •         Alliance Logic: After forming an alliance, only the boss of that faction will change to "Allied" status—all other members will maintain their original status.



Combat & Mechanics Improved

  •     Armor Decay: Fixed an issue where armor plates and limb armor would not decay correctly upon taking damage.
  •     Action Point Costs: Attaching or detaching items now consumes AP.
  •     Interaction Indicators: Hovering over a closed door while you have no melee weapon equipped will now correctly display a "LOCKED" status.

Bug Fixes & Optimization

  •     Crash Prevention: Implemented safeguards to stop the recurring crash reported during zombie interrupt turns.
  •     Character Positioning: Resolved a bug that caused characters to get stuck in an "orphaned" position under specific conditions.
  •     Reduced Download Size: We've cleaned up the game files by removing several obsolete, test, and temporary maps.
  •     Lily's New Bed: Fixed Lily's location in Old Port. She can finally sleep on her intended mattress.

#79
Games Discussion / Re: Broken Arrow
Last post by Asid - March 31, 2026, 12:08:18 AM
Baltic Battalion free DLC is out now
Mon, 30 March 2026





The new DLC Baltic Battalion is out now and available for free.

You can download it today and immediately access all the new content included in this release, expanding your experience with everything listed below:

    New army specialization : Baltic Battalion, including more than 30 new units and many more customization options.
    • New map: Kadaga Military base
    • New solo+coop scenario "Welcome to Kadaga" that can be re-played in 6 different ways
    • New Baltic Battalion AI preset for skirmish
    • New profile customization
    • 12 new music compositions have been added to the Original Sound Track (also available on streaming platforms)
    To celebrate the launch, the Spring Sale discount will remain active until April 6th. Broken Arrow will be available at a 15% discount until then.

    You can also enjoy the original soundtrack here and immerse yourself even further in the game's atmosphere.

    This dlc arrives alongside a range of highly anticipated and requested updates, including new features, improvements, gameplay changes, balance adjustments and bug fixes. Highlights include the addition of a Streamer Mode, a reduction in overall game size, performance optimizations, the new emergency airdrop feature and more enhancements designed to improve your overall experience.

    New Features:

      Players are now able to report or commend other players in the end match panel;
    • Players from CIS region will receive a popup message on game start with info regarding connection issues in the region and how to solve them via in-game proxy;
    • Added "Display messages from other players" and "Display drawings from teammates" options in settings (aka "Streamer safe mode");
    • Deck Creation UI has been refreshed.


    Improvements:

      Major overhaul of internal project structure that will allow us to provide more frequent updates;
    • Significant reduction of game's size (from 100GB to 60GB of disk space now);
    • Significant reduction of updates' size;
    • Upgraded Unity version (minor update) which should decrease RAM and VRAM consumption;
    • Scenario lobbies are no longer protected by anti-cheat (both EAC and internal) to let modders experiment things;
    • Players can now resupply AI teammates in Skirmish;
    • Helicopters better predict obstacles when flying low, they will lose less speed and stop being stuck in some cases;
    • Added new voice lines when shooting cruise missiles and nuclear weapons from strategic bombers;
    • New loading illustrations added;
    • Increased deck selection countdown increased from 15 to 20 seconds;
    • Team A and B positions inverted on some maps to avoid disorientation during the planning phase
    • In custom scenarios skipping a cutscene as host will lead to cutscene being skipped for everyone else;
    • Improved security of BA's web invites links;
    • Improved FX display distance of howitzers and mortars firing;
    • Various improvements of VFXs & SFXs;
    • Updated minimap images to unify the style and fix some incorrect formats;
    • Updated forest & grass visuals.
    Mission Editor:

      Node "Spawn multiple units" now properly synced via network;
    • Node "Change unit owner" now properly synced via network;
    • Node "Add unit to deck" now properly synced via network;
    • LuaNode update:
      • Fixed "ConvertDeadUnitsToLua" not working properly
      • Added LuaObjective
      • Added functions to get data from mission variables or storage
      • Added function for interaction with unit groups
      • Added functions for embarking and unloading to lua-units
      • Methods to get tags and objectives on the map
      • Updated lua in-game help page

    Gameplay & Balance:
      Customization of units can now change their label icon to better identify which version is used;
    • Map "The Dam" has been reworked to reduce the amount of forest. The altitude of the side with lower elevation has been increased to give better line of sight to SAMs;
    • Emergency airdrop feature added: clicking the airdrop button twice initiates the airdrop immediately. It is also possible to drop one unit at a time by clicking their icon in the cargo panel of the plane;
    • Infantry damage now takes into account the number of soldiers in the squad. Bigger squads will take slightly more damage and smaller squads slightly less. The size of the squad is measured dynamically and takes into account the losses sustained.
    • Anti-overkill against planes tweaked to always let a second missile be fired immediately. Previously dropping flares was required to trigger the launch of a second missile if the first missiles had very high damage (S-300)
    • Helicopter movement inertia slightly reduced to make them more reactive
    • Artillery smoke duration increased from 60 to 90 seconds
    • Howitzers with caliber 152mm and above aim time increased from 12-15 sec to 16-20 sec
    • MLRS aim time increased from 20-24 sec to 25-30 sec
    • Infantry heavy machine guns (Browning/Kord) now work on the same model as vehicle HMG resulting in an approximately 50% higher DPS. Their ammo stock has also been doubled to compensate for the higher ammo consumption.
    • Infantry MMGs and medium caliber marksmen rifles damage increased (from 1.2/1.5/1.8 to 1.5/1.8/2)
    • Tank guns dispersion reduced resulting in less misses at long range
    • Precision-guided munitions aim time won't start before the plane is on high altitude any more;
    • Fixed: SRAW can now be fired at the ground with force fire command;
    Bug fixes:
      Fixed an exploit where spamming ESC button during deployment increased starting points;
    • Fixed an exploit where spamming ESC button during deployment phase led to units spawning without a delay;
    • Fixed an exploit allowing player to spawn unavailable units again after reconnecting;
    • Fixed an exploit allowing planes to be invisible (out of fuel exploit);
    • Fixed an exploit allowing infantry to survive a helicopter crash if a transport containing infantry was loaded in the helicopter;
    • Fixed an issue making units' labels invisible due to boarding animation;
    • Fixed an issue with stealth bonus from buildings being applied with a delay leading to units being detected when they shouldn't;
    • Fixed an issue with infantry labels in buildings not being displayed in some cases;
    • Fixed an issue with infantry labels not displaying stress level correctly in some cases;
    • Fixed an issue with stress recovery speed being FPS dependent;
    • Fixed an issue with vehicles or infantry resetting their aim time when rotating;
    • Fixed multiple issues with battlegroup list menu not refreshing correctly;
    • Fixed an issue where units' ghosts couldn't be cancelled during deployment phase;
    • Fixed an issue where ally units tend to block each other when driving on a narrow roads;
    • Fixed an issue with laser not reactivating automatically if a building or a point on the ground was designated;
    • Fixed a freeze due to scenario data loading (especially affects HDD users);
    • Fixed an issue where damage from a collapsing building or a destroyed transport would only apply partial damage if the infantry inside is stressed;
    • Fixed an issue with slow responsiveness of weapons UI;
    • Fixed an issue with Return Fire mode remaining active even when the unit was engaged;
    • Fixed an issue where aiming with MLRS at maximum range wouldn't work in some cases;
    • Afterburner VFX cannot be seen any more if the plane is not detected;
    • Fixed an issue where Steam won't start the game if an invitation was accepted prior to launching the game;
    • Fixed an issue where placing a communication marker on a ghost selected the ghost at the same time;
    • Fixed an issue where ghosts could be accidentally moved when making a square selection;
    • Fixed an issue where players were still able to switch slots after clicking the "ready up" button in some cases;
    • Fixed an issue where "Launch" UI element in the lobby could be stuck in some cases;
    • Fixed a objective zones color on minimap not coming back to white when neutralized after being captured once;
    • Fixed an issue where saving a scenario via "Save As" button didn't generate a unique GUID, leading to problems if two scenarios had the same GUID;
    • Fixed S-300's missiles' smoke trail appearing on the S-300's launcher after the missile hits the target;
    • Fixed XM301 gunfire sound (RAH-66 Comanche) overloading the audio system and CPU, causing sound artifacts;
    • Fixed US armored specialization icon being different in profile progression.
    We hope you enjoy this free DLC and look forward to hearing your feedback. Let us know what you think and stay tuned, shortly we'll be sharing more details about the upcoming Public Test Environment, where you'll be able to join, test upcoming changes and provide feedback on major gameplay updates, balancing and new game mode.
    #80
    Games Discussion / Re: Stellar Tactics
    Last post by Asid - March 30, 2026, 11:37:14 PM
    v1.0 Released
    March 30th 2026



    Today is the day. Nearly 10 years have been dedicated to this project, and I hope you enjoy the game. v1.0 is now live on Steam!

    Stellar Tactics has a large universe with many interconnected systems. In general, it does not hold your hand much or force any particular style of play. Starting on the Dauntless provides background for the game story, some nice equipment and tutorials that will help familiarize you with the basic game systems. From there, you will work toward getting your first ship and then an FTL drive.

    After that, it's up to you. Follow the main story to expand your arsenal of options with Psionics and Azimuth, build your trading empire, become a pirate and board ships for loot and profit, or explore and take missions from various factions, building your crew into a formidable force.

    If I can offer one piece of advice, take the time to read the tips that pop up on the screen. They are important because there are so many different systems in the game that it can be overwhelming at times. And certainly, rushing into space combat without understanding how it works will get your crew killed. The in-game guide covers all topics in detail and is available at any time in the game by pressing [H].

    If you find the game too difficult, or too easy, open the Options->Gameplay panel and adjust the the many options to your own preference.

    I'm providing links below to various resources that have been compiled to make your journey a pleasant experience.

    SUPPORT GUIDE – This guide contains everything I know about various support issues. If you experience any technical issues with the game, a solution will be found in the guide:

    https://steamcommunity.com/app/465490/discussions/4/3827541651929507123/

    FAQ – I've compiled an extensive FAQ to cover all commonly asked questions about the game. If you have a question, it is likely answered here. Of course, you can also post on the forums, and people will usually help.

    https://steamcommunity.com/app/465490/discussions/0/690873811210399401/

    WIKI – The Stellar Tactics wiki is a great resource for information on the game. Check it out:

    https://stellartactics.fandom.com/wiki/Stellar_Tactics_Wiki

    Good luck, and enjoy your journey into the Void!