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#81
Games Discussion / Tom Clancy’s Rainbow Six Tacti...
Last post by Asid - August 26, 2026, 05:51:51 PM


Tom Clancy's Rainbow Six Tactics is a turn-based tactical game set in the R6 universe. Command operator squads in tense battles, execute synchronized breaches, exploit destruction, and unravel a conspiracy.


Steam
Single-player



Rainbow Six Tactics: Reveal Trailer



About

A new global conspiracy forces Rainbow Six back into action, and as the newly appointed commander, you must uncover and dismantle the shadow organization driving armed groups worldwide.



As the new commander of the Rainbow unit, assemble squads of four from a roster of iconic Rainbow Six Siege operators, each with unique abilities, gear, and tactical possibilities, from explosive breaching tools to advanced recon gadgets. Lead them across dozens of unique missions worldwide, ranging from city centers to airports, remote warehouses, or offshore oil platforms.




Engage in tense, turn‑based tactical battles to rescue hostages, defuse bombs, or eliminate high‑value targets. Recon the battlefield with drones and leverage a fully destructible environment to create new paths, open unexpected lines of sight, or destroy enemy cover and expose threats.




Set up complex, squad‑level sequences and launch synchronized strikes using the Breach feature, watching your strategy unfold in explosive Rainbow Six fashion. Coordinate operator abilities with a fully destructible environment to engineer the perfect breach: outflanking, surprising, and eliminating threats with precision, and turning tight encounters to your advantage.




Improve your performance on the field by developing your HQ departments. Train your operators to upgrade their skillset, manage their health, and customize their loadout. Gather intel to push your investigation forward and make tough strategic decisions to stay one step ahead of the escalating global threat.




















#82
Games Discussion / Deck & Conn : Cold War-flavore...
Last post by Asid - August 26, 2026, 05:37:40 PM


Take command of a nuclear-powered space corvette in a Cold War-flavored sci-fi campaign. Balance tactics, crew, and limited resources in a dynamic forever-war. Retro pixel art meets deep strategy fifteen minutes into the future of 1989.


Steam
Single Player



Deck & Conn



About

Deck and Conn is a retro-inspired, single-player turn-based tactics game where you command a Cold War-style nuclear corvette — in space. Set fifteen minutes into the future of 1989, the game blends pixel-art aesthetics with tactical depth, drawing from classics like early MicroProse titles and the original Super Star Trek mainframe game.

Lead your crew through an endless war in deep space. Respond to distress calls, upgrade your systems, capture enemy ships, and rise through the ranks. Each decision you make — from combat strategy to crew management — shapes your ship's legacy.

Whether you're navigating a full dynamic campaign or facing tightly designed standalone missions, Deck and Conn challenges you to survive, adapt, and command with precision.


Features

🛰 Command a nuclear-powered space corvette in a Cold War-inspired sci-fi universe

📉 Turn-based tactical combat with limited resources and system management

🎖 Dynamic campaign with war patrols, ship upgrades, and crew promotions

🧠 Individual combat scenarios to hone your tactical skills

🚀 Capture or destroy enemy ships to gain rewards and shape your legacy

🖥 Pixel art visuals inspired by early '90s MicroProse classics

📡 Respond to HQ orders and make tough choices in the forever-war

🎮 Inspired by the 1971 Super Star Trek mainframe game















#83
Nouvelles et annonces en Francais / Petite nouvelle du front. 24 A...
Last post by Asid - August 26, 2026, 04:08:54 PM
Petite nouvelle du front. 24 August 2026



Je travaille actuellement sur le prochain article du blog qui donne quelques informations complémentaires sur le tutoriel du jeu.

Le tuto est théoriquement opérationnel depuis novembre 2025... sauf que j'ai beaucoup travaillé sur le jeu, et les ajustements ont un peu touché des fonctions génériques utilisées par le tutorial...
Conséquence : le tuto a perdu un peu de sa structure et je m'en suis aperçu en écrivant l'article.
Bref... c'est presque remis dans l'ordre et fera l'objet du prochain patch, probablement avant la fin de la semaine.

Vraiment désolé.

Cordialement
JMM
#84
News & Announcements / A quick update from the front....
Last post by Asid - August 26, 2026, 04:06:58 PM
A quick update from the front. 24 August 2026




I am currently working on the next blog post, which provides some additional information about the game's tutorial.

The tutorial has technically been functional since November 2025... except that I've been doing a lot of work on the game, and the adjustments ended up affecting some of the generic functions used by the tutorial...As a result, the tutorial lost a bit of its structure—something I only realized while writing the article.

Anyway... things are almost back in order, and the fix will be included in the next patch, likely before the end of the week.

I am truly sorry.

Best regards,
JMM
#85
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - August 25, 2026, 12:06:38 AM
v0.2.0 - Vehicle Transport
Mon, August 24, 2026



This is the first update since launch a month ago that brings larger gameplay changes rather than mainly fixes and improvements.

Vehicle transport had been in my plans for a while, but player feedback pushed it to the top of my gameplay priorities. Bugs and the worst pathfinding problems still came first, but this became the main new system I wanted to get into the game.



Vehicle Transport

Infantry squads can now mount friendly vehicles and use them for transport.

With an infantry squad selected, target a friendly vehicle to give a mount command. The squad will move toward it and mount once close enough. If the vehicle moves while they are approaching, the squad will continue following it.

Once mounted, the squad travels with the vehicle until ordered to dismount or until the vehicle is destroyed.

This should make infantry considerably easier to reposition, especially on larger maps. Instead of slowly walking between objectives, squads can now travel with APCs, IFVs, or other friendly vehicles and dismount where they are needed.

This does not solve every problem infantry currently has. Their combat effectiveness and survivability still need more work, but vehicle transport removes one of their bigger limitations.

Squad Commands

The vehicle transport system also required new squad commands. I ended up adding four: mount, dismount, capture objective, and destroy objective.

The objective commands are more than just different labels for move orders. Capture commands keep squad members inside the capture zone until the objective is completed. Destroy commands make squads look for a position with line of sight to the target and prioritize attacking it.

This also makes command queueing more useful. A queued capture or destroy command now remains active until that objective is completed, instead of ending as soon as the squad reaches its destination.

Commands are selected contextually based on where you aim. Aim at a destroy objective to give a destroy command, inside a capture zone to give a capture command, or at a friendly vehicle to mount it. If the selected squad is already mounted, targeting the ground gives a dismount command.

Command HUD

With more contextual commands, it also became more important to show what a click is actually going to do.

The center command icon now changes depending on what you are aiming at and which squad is selected. It can show movement, mounting, dismounting, capture and destroy commands, along with a blocked state when the selected squad cannot move to the targeted area.

What's Next

There is still quite a lot I want to improve on the ground-combat side of Drone Sector.

Vehicle transport helps with getting infantry around the battlefield, but infantry effectiveness still needs work. I want to improve the visibility and accuracy systems, especially situations where vehicles spot troops through trees too quickly and land accurate shots almost immediately.

I also want infantry to make better use of cover, making stationary or well-positioned squads harder to spot and hit while improving their effectiveness in return.

- Ingmar

Full Patch Notes

Added

  •     Vehicle mounting. Infantry squads can now mount friendly vehicles for transport. Target a vehicle with an infantry squad selected to issue a mount command. The squad will move to the vehicle and update its destination if the vehicle moves. Mounted squads remain inside until ordered to dismount or the vehicle is destroyed.
  •     Dismount command. Mounted infantry squads can be ordered to dismount by targeting the ground. The squad exits the vehicle and spreads out nearby.
  •     Capture commands. Targeting a capture zone now issues a dedicated capture command. Infantry squads will remain inside the zone until the objective is captured. Capture commands can also be queued.
  •     Destroy commands. Targeting a destroy objective now issues a dedicated destroy command. Squads will move into a position with line of sight and engage the objective until it is destroyed. Destroy commands can also be queued.
  •     Command HUD hints. The center HUD icon now shows which command will be issued at the current aim point, including when movement or another action is unavailable.
  •     Rain effects on Quarry and Airfield. Rain can be disabled in the setting
s.

Changed

  •     Landmines now only damage friendly troops when air-to-ground friendly fire is enabled.

Fixed

  •     Improved navigation data generation, reducing cases where squads take unnecessarily long or oddly shaped paths.
  •     The language selection screen should no longer appear again after a language has already been selected.

Known Issues

  •     Vehicle avoidance can still cause vehicles to swerve off bridges.
  •     Vehicles can sometimes get stuck moving back and forth near trees.
  •     Queueing many squad orders can cause a performance drop.
#86
Histwar : Napoleonics by JMM / Reconnaissance in the Napoleon...
Last post by Asid - August 24, 2026, 06:51:13 PM
Reconnaissance in the Napoleonic Era




Light cavalry, the primary tool
During the Napoleonic era, reconnaissance primarily relied on light cavalry: hussars, chasseurs à cheval, and then lancers from 1811. These fast and manoeuvrable units were tasked with scouting ahead of columns, locating the enemy, and reporting intelligence on their positions, strength, and movements.


In-depth organization
The reconnaissance system was structured on several levels:

  • Vedettes: Isolated horsemen posted as observers, ahead of the lines, forming a first alert screen.
  • Outposts: Small detachments responsible for the immediate security of an army corps, controlling passage routes.
  • Reconnaissance parties (or "scouting parties"): Larger groups, sometimes an entire squadron, sent on specific missions to probe a precise area, a ford, a defile, or the presumed enemy position.
  • Grand reconnaissance: A larger operation, sometimes conducted by several squadrons or even an entire brigade, intended to force the enemy to reveal themselves (then referred to as "reconnaissance in force" or "offensive reconnaissance").

The role of staff officers
Napoleon attached considerable importance to organized intelligence. Staff officers, often from the corps of engineer-geographers, were sent on reconnaissance to sketch terrain, assess enemy positions, and verify the reliability of available maps—which were often inaccurate or outdated.

Complementary intelligence
Beyond cavalry, several sources fed the situation picture:

  • Interrogation of prisoners and deserters, systematically after each contact
  • Local intelligence obtained from inhabitants, sometimes by coercion
  • Spies and secret agents, particularly in enemy territories, attached to the Emperor's cabinet
  • The topographical bureau, a sort of embryonic general staff, which centralized maps, reports, and information to establish the strategic situation

A method, not improvisation
Napoleon insisted that his cavalry generals not be content with skirmishes: he wanted precise, dated, localized reports on the strength and composition of enemy units. This demand for rigor partly explains the effectiveness of the Grand Army in its campaigns of rapid movement, where knowledge of the terrain and the enemy dictated manoeuvres.


And in HistWar...
There is a specific order to perform reconnaissance.

Austerlitz Map

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However, depending on the options chosen, the entire enemy army may be visible, so reconnaissance missions can be ignored.

Activating the reconnaissance order for the 4th Hussar Regiment.

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Designating the sector to be reconnoitred

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Conversely, the Conditional with or without delay options allow units not visible to the Commander-in-Chief to be hidden. Thus, it is necessary to send troops to scout the terrain and receive messages specifying the type and positioning of enemy troops.

These dispatches, sent by reconnaissance troops, are accessible immediately or not depending on the Conditional with or without delay option.

The reconnaissance unit advances towards the designated sector. In case of contact with the enemy, the unit reacts in 3 ways:


Cavalry unit progression

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  • Stop progression and await a possible engagement if the enemy wishes to fight
  • Continue progression to push back the enemy
  • Retreat because the enemy is judged too strong.
  • In all cases, a message is sent to headquarters.

A reconnaissance unit therefore has 2 missions:
  • Scout the area in front of the Army
  • Prevent the enemy from reconnoitring their army.


Halting progression and identifying adversaries

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Additional identification and dispatching a message to GHQ

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In conclusion, just like in that era, reconnaissance is a critical mission that should not be forgotten at the beginning of a battle.

Perrine Mathe
#87
Screenshots/Videos / Histwar Napoleon: Austerlitz B...
Last post by Asid - August 24, 2026, 04:15:30 PM
Histwar Napoleon: Austerlitz Battle Between Lannes' and Bagration's Corps
Aug 20, 2026



This video simulates the historic encounter that took place on December 2, 1805, at Austerlitz between Marshal Lannes and Prince Pyotr Bagration.

In this scenario, the player commands both sides. Lannes has numerical superiority in terms of the number of fighting units, total troop strength (14,700 soldiers versus 11,800), and the number of cannons (excluding regimental guns). However, Bagration's cavalry, with 4,000 horsemen, is far better equipped. The outcome is consistent with historical records.
#88
Flight Simulation / Re: Tiny Combat Arena, a simul...
Last post by Asid - August 24, 2026, 04:00:00 PM
0.18.1.1 Tester's Branch Changelog
Mon, August 24, 2026



There is still work to do before this makes it to the main branch, but it's close.



New Features:
- Added functional SA-2 air defense site (radar and launcher)
- SAM sites are now functional as a vehicle group
  + Vehicle turrets can have a limited number of supported missiles in the air
  + Vehicle turrets can have their targeting overridden by the group lead's first turret
  + A group leader will check any members with the type names listed with "External Turrets" and take control of that vehicle's first turret
  + Vehicle radars more directly command missiles when using the GuidanceTypes: SemiActiveRadar, Visual, Laser, or Command
  + When a radar loses its target, it will self destruct any missiles in the air
  + If a radar switches target while a missile is in the air, it will try to redirect already active missiles
  + Self destruct commands obey missile arming time to prevent missiels from exploding on top of launchers
  + If a missile is considered missed, it will self destruct after a second
  + When radar is destroyed, guided SAMs lose guidance
- Missile launcher can now be "on target" while ignoring elevation
- New "ExplosionAirHuge" effect used by SA-2
- Added "Huge" missile motor effects (used by SA-2 boosters)
- Introduced a random error for missiles (used only on SA-2 for now) which makes it wiggle and imprecise
- Strike missions can have a dynamic number of Air Wings, Air Defense, and Ground formations (up to 3 for each)
- Added strike missions for every strategic target on the new island

Improvements:
- Database now shows the first sensor for aircraft and vehicles
- SA-2 Launcher can now rotate and correctly spawn a missile on it
- IsStatic on vehicles (previously unused) skips all execution of vehicle movement related code
- Negative depression value causes turret to be elevated a minimum amount when aiming
- Added optional subtitle for database entries
- Updated air defense and SAM descriptions with subtitles
- Removed the hardcoded hack that prevented instant action strikes from being played on other missions
- Whether or not a map can be played on strike depends on if it has any strikes defined
- Tiny bit of cleanup so unsupported maps load a bit nicer and are slightly more functional
- Dogfight missions default to 2 single ships of MiG-21, and 1 single ship of F-5
- Strike missions now default to a single MiG-21, no allied fighters
- Major rework to how spawning of ground formations works in Instant Action Strike
  + Strike mision ground spawns are hand placed instead of placed in hardcoded offsets relative to the target
- Tighter formations when a strike formation is spawned

Bugfixes:
- FuelEfficiencyAB works correctly now
- Fixed issue where water and hard collision impact effects weren't allocated correctly
- On spawn, vehicles must wait their targeting reaction time before targeting something
- Fixed the pop when missiles ignite being wider than it was tall
- Fixes edge case where alt tabbing caused a NRE if a joystick was plugged in but no gamepads
  + If the photo mode UI has no bindings, it will display [NONE] instead of crashing
- Implemented workaround for unexpected NREs caused by trails on aircraft destruction
  + No consistent repro steps on this, source of these is unknown and very inconsistent
- Fixed Flyables.json logging incorrectly as "Instant Action" when loading mods

JSON:
- "Turret.Munition" removed (replaced by "Turret.Launcher.Missile")
- "VehicleTurretType" removed (never used)
- New vehicle turret property: "IsControlledExternally"
- New vehicle turret targeting property: "MaxSupportedMissiles"
- New vehicle property: "ExternalTurrets"
- Added property "IgnoreElevation" to Vehicle Turret Firing data
- Added "Error" and "ErrorRate" properties to Stores.Guidance
- Added property "Subtitle" for the database descriptions
- Added "AttackSlots", "AttackAirSlots", "DefenseSlots", "DefenseAirSlots", and "DefenseSAMSlots" for the strike mission defitions (these must reflect the mission scene)
- Added "AirDefenseFormations" to Faction data
- Added AirDefenseFormations.json to define air defense sites

Balance Changes:
- FuelEfficiencyAB raised for all jets 3 -> 6, no effective change, matches old behavior
- Increased all tank shell gravity so they shoot over hills easier 5 -> 15

KNOWN ISSUES:
- Only the Soviet Army Air Base Instant Action mission has working ground units
- Strike missions aside from the Soviet Army Air Base on the island map are still WIP
- SA-2 dirt paths change color when radar is destroyed and can sometimes be scaled weirdly
- Chaff has no effect

#89
Games Discussion / Re: Expeditions: Samurai
Last post by Asid - August 24, 2026, 03:53:08 PM
Preview of Upcoming Improvements
Mon, August 24, 2026



Wonder what we have in store for EA Update 1? Here's a list of highlights of what we're working on.
Hello everyone!


If you've been hanging out on the Discord, you've probably picked up a lot about what we've been working on since the Early Access release. We also dropped a few notes about our plans at the end of the last patch notes, but just in case you missed all of that, we'd like to summarise what you can expect soon.

There will also be some new information in here for those of you who do keep up with our Discord.

Rebindable Mouse Inputs
On mouse and keyboard, you will soon be able to rebind Select, Move, and Interact inputs separately, and you are allowed to bind any of them to the same button so you can set up the controls exactly as you please.

Party Size
One of the main pieces of feedback we've received is that people miss the 6-person party from the previous games. After trying it out, we do agree that the 6-character party is a more comfortable size - it means you can cover all your main combat roles and still have space to bring another couple of companions just because you like their vibes.

Not every level will allow a 6-person party: generally, you can expect to still bring 4 people to smaller levels such as castles or manors, but most levels will allow 6 characters.

Stealth Tweaks
Stealth gameplay is still not quite where we want it to be. Your feedback has helped us hone in on what changes we need to make. Some highlights:

  • Enemies will enter combat more readily when they see you attack their allies.
  • Characters will stay in sneak mode when executing a stealth takedown.
  • Ranged sneak attacks will get a cooldown.
  • Sneak attacks against aware or alert enemies will not deal bonus damage.

Overall Game Balance
You have pointed out that the game is very easy in general right now. We want to make sure that Story mode remains easy while increasing difficulty on all other settings. These changes are being made at the same time as enemy numbers are being increased to account for the larger party size in most levels.

Trade Screen Updates
The trade screen will show the actual value of each side of the proposed trade, to make it easier to reach a satisfactory deal.

Worldmap UX Improvements
Some improvements will be made to the user interface of the world map; most importantly, all discovered paths between locations will be displayed, making it easier to understand where you can go and how much of the map you've discovered.

Using Companion Skills in Dialogue
Where it makes sense narratively, we will let you select companions to interject in dialogue on your behalf if they have applicable skills. This is already possible in some world map events, though the implementation in regular dialogue will be slightly different.

More Character Creation Options
We have several new face and hair options incoming for player characters. We also have new head and hair models coming in for NPCs, creating more variation in their appearances.

Other Bits and Bobs

  • Update 1 will add multiple new outfits, including a new Ronin outfit for Kage.
  • Kage and Piet have both received face and beard updates to make them look better and match the detail level of other characters.
  • Some weapon models have been scaled down, notably daggers and pistols.
  • We have some VFX changes coming in, including better gun smoke effects for pistols, arquebuses/tanegashima, and the guns of De Albatros.
  • In a similar vein, some of you have noticed that the visual effect that plays when you regain an action point in combat was the level-up VFX from Rome. That was a placeholder! We'll be re-implementing that VFX as a level-up effect and adding a new, subtler effect for regaining an AP.
  • A few dialogue choices in the beginning of the game that previously only offered a quippy option or a rude option will receive a new option for players going for "polite but serious".
  • Performance slightly improved across the board.

And of course, many little fixes and usability improvements will also be included in every update moving forward. Thank you again to those of you who have reported issues in Discord or through our Redmine!

We are planning another small patch soon, which will contain the rebindable mouse inputs in addition to other fixes. The rest of these changes are slated for Update 1 near the end of September.

In case you want a quick refresher on our roadmap for Early Access, here it is for your convenience:


#90
Games Discussion / Re: Modern Naval Warfare
Last post by Asid - August 24, 2026, 03:34:40 PM
Dev Diary #2
Mon, August 24, 2026



Commanders, Admiral Kraken here with another tactical briefing on the latest updates heading to your sub-surface fleet.

Our engineering team has been hard at work polishing station interfaces, refining electronic navigation tools, and bringing authentic audio feedback to your bridge. The next build delivers key Quality-of-Life enhancements directly to your command consoles.


Auto Crew Voiceovers
An attack submarine runs on clear communication. The Auto Crew system now features full voiceover integration, giving you distinct audible feedback as your crew executes station commands across the boat. You can easily toggle these voiceovers ON or OFF in the settings menu to match your operational preference.

ECDIS Charting Tools
Navigation and tactical spatial planning just received a major upgrade. We are introducing a new suite of charting design tools for the ECDIS (Electronic Chart Display and Information System), allowing commanders to plot precise vectors, manage environmental layers, and chart maneuvers with enhanced clarity.

Minimalistic QUAD Interface Option
For veteran captains who prefer a cleaner command view with minimal visual clutter, we've added a new Minimalistic QUAD style for station displays. This dynamic hover design can be enabled directly through the updated UI settings, giving you complete control over how much telemetry stays on your screen.

Backend Optimizations & Sea Trials
Alongside these primary station upgrades, this update bundles dozens of under-the-hood stability fixes, memory optimizations, and backend refactorings to ensure smooth performance across long engagements.


Intelligence reports confirm that advanced training simulations are currently undergoing final sea trials. A series of dedicated scenario operations is being prepared to test commanders on complex vessel procedures and high-stress tactical maneuvers. Further operational briefings on these missions will be unsealed soon.

More operational updates are currently silent and running deep, but expect further intel to break radio silence shortly. Keep your thermal layers in mind, check your passive arrays, and prepare for deployment.

Admiral Kraken, out.