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#81
Tornado / Re: SVGA Tornado - finally her...
Last post by Rinix - October 11, 2026, 02:56:04 AM
Solid work in increasing the resolution of an old game. :thumbsup
#82
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - October 10, 2026, 05:18:06 PM
Development Status #97
Fri, October 9, 2026



Ferdinand is finally in game! UI/UX improvements

Dear Tankers!
Welcome to our 97th Development Status.

Status report
This week, we have another update on our work on the game, Ferdinand, and the Ponyri. We also had our fair share of struggles with the Unity engine. We'd like to remind you that our game is currently on sale. We're participating in Steam's Fall Sale with a 35% discount. Below is what we've prepared for you - enjoy the read :)

Last week was spent wrestling with the project and the editor so we could even create a build. We're also adding the game to the GOG platform, and that required some work to get a handle on everything related to the game's functionality.

By Wednesday of this week, we had almost finished work on Ferdinand. The model is now ready for implementation, it's been split into parts and pre-painted which we already showed you a week ago with the 1.3.9 patch - more in the link below



Ponyri DLC



We're continuing the development of the Ponyri DLC, focus now is overall testing but also balancing the game. We've decided to remove Panthers and Tigers from the historical campaign and just leave the Ferdinands as the main punch force for Germans in their campaign on Ponyri.



The ballistics values of Pak43 that the Ferdinand is equipped with also allows us to finally find a few last issues with our ballistics simulation, as it should have no problem at all penetrating any tank in the campaign at any distance.

The same can be said about SU-152 HE shells and our explosion ballistics, but that's a topic for future statuses.



Read on...

#83
Tornado / Re: SVGA Tornado - finally her...
Last post by Asid - October 10, 2026, 05:11:38 PM
Awesome  :thumbsup
#84
Tornado / SVGA Tornado - finally here
Last post by Frankie - October 10, 2026, 03:54:06 PM
SVGA Tornado: Digital Integration Tornado & Desert Storm in High-Resolution 800x600 VESA



33 year wait is over. External views and 3D modelling is now in crisp SVGA mode.





Noice!

See https://github.com/amalahama/SVGA-Tornado-Release

A big SHOUTOUT and THANKS to amalamaha! A discussion on this amazing development can be found in the Tornado Discord, #Lounge channel.
To join the Tornado Discord click  here.
#85
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - October 09, 2026, 05:34:16 PM
Historical Overview of Army Lists
Fri, October 9, 2026



and some bug fixes

This update involved a comprehensive review of the historical accuracy of army lists with many minor, and some major, updates to existing lists, along with corresponding updates to allied lists, updating lists with new or different units and options. Highlights include significant overhauls of the Galatian, Ptolemaic, Pyrrhic, Lysimachid, Syracusan, Bosporan, Illyrian, Carthaginian, and Greco-Bactrian lists. More detailed list changes are posted in discord.

Changes also included making Illyrian non-light cavalry average quality and able to shoot, adding bowmen, armored elephant and thorakitai general units, and adding a Greek massed archer unit, and a fix to the anarchy rating of eastern javelinmen. Bosporan armies also now count as steppe armies.
This update also fixes a bug with the new anchor tooltip settings functioning incorrectly outside of battle scenes.
#86
Games Discussion / Re: Steam & Iron. Battle of Po...
Last post by Asid - October 09, 2026, 05:30:56 PM
Minor update v0.12.09102026
Fri, October 9, 2026



Changelog v0.12.09102026.

- Fixed incorrect UI display on widescreen monitors in the Quick Battle screen.
- At mission start, the map centers on the first ship of the player's first division.
- Added drag-and-drop editing of the active division's waypoints with a route preview. Moving a waypoint can be canceled by pressing Escape or dropping it outside the map.
- Fixed jitter in targeting and follow lines when panning or zooming the minimap.
- Detached ships now inherit the lead ship's current route and no longer return to outdated waypoints.
- Fixed SEVERITY in Ship State: it now returns to NONE when both FIRE and FLOOD reach zero.

#87
Games Discussion / Re: Steam & Iron. Battle of Po...
Last post by Asid - October 09, 2026, 05:29:46 PM
Steam & Iron: Battle of Port Arthur launches October 7
Thu, October 1, 2026



After a long period of development, testing and polishing, I can finally announce the Early Access release date.

Steam & Iron: Battle of Port Arthur launches on October 7.

At launch, the game will include:

  • Quick Battle
  • Mission Editor
  • 7 handcrafted missions
  • 35 unique ship models
  • Russian and Japanese forces
  • dynamic weather, different sea states and changing visibility
  • day and night combat
  • artillery and torpedo combat
  • a full tutorial covering the main game systems

This is only the starting point.
After the EA release, I plan to continue expanding the game with new missions, additional content and new mechanics.

Right now, though, the priority is simple: make sure the game is stable and ready for October 7.
Thanks to everyone who has followed the development, commented on videos, tested builds, shared feedback or simply kept the game on their wishlist.

Six days to go.
See you at sea.
#88
Games Discussion / Re: Exanima : 3D isometric RPG...
Last post by Asid - October 08, 2026, 04:07:25 PM
Exanima 0.9.5.2g
Thu, October 8, 2026



Another patch with some changes as we solidify the foundations of combat physics and mechanics before larger scale changes.

We've done an overhaul of all attack "targeting" and some related mechanics. By this we mean the adjustments that characters make during an attack to line them up with cursor inputs or to hit their target under different conditions. Thrust motions are improved, they are smoother and target more accurately for many weapons. Overheads better track the cursor throughout their arc. Horizontal swings better adjust to targets at different elevations and of different heights, while also allowing more manipulation with the controls. This means they are less likely to miss completely, but can hit lower or higher due to crouching and other inputs.

Previously we estimated masses of weapons based on a combination of the 3D model volume and the weapon's stats, but these estimates were often off, leading to weapons with abnormal masses. Most often weapons could have very low masses, leading to glitchy physics and weapons feeling unsubstantial. We've now switched to explicitly defined masses for all weapons, giving much more consistent and realistic masses. The mass of most popular weapons has barely changed, but many odd outliers now have proper masses. The weight value on weapons is now also indicative of the weapon's actual physical mass. Keep in mind that these values are specific to the weapon type (one handed, two handed, polearm) and not on a global scale.

We can of course tweak these mass values so give us your feedback on the feel of specific weapons and overall.

Changelog for 0.9.5.2g:

  • Improved thrusting motions and targeting
  • Improved overhead accuracy and targeting
  • Improved horizontal swing targeting
  • Improved weapon mass value accuracy and consistency
  • Improved some attack motions
  • Improved flail physics
  • Fixed missing flail movement sounds when first equipped
  • Fixed a rare cause of abnormal hit damage

#89
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 08, 2026, 04:03:08 PM
Battleplan - Join our Livestream on October 12th
Thu, October 8, 2026



The countdown is on. Battleplan is launching in 4 days.

We're excited to invite you to join us on Twitch on October 12th at 17:00 CEST for our special Slitherine Next - Checkpoint event.
The event will kick off with exclusive new gameplay from DasTactic, taking us step by step through how to approach Battleplan.
We'll then connect live with the Slitherine team for a brief discussion about the game's development journey and what's planned for the future.
In the meantime you can dive into some of the key features of Battleplan with this new video



And if you missed part 1 you can find it here.

See you on the Battlefield on October 12th.

#90
Games Discussion / Re: Decision Point: Battlegrou...
Last post by Asid - October 07, 2026, 06:40:27 PM
Dev Diary #4 - Terrain and Line of Sight
Wed, October 7, 2026



Terrain and Line of Sight

Welcome back to Decision Point.

In the previous diary, I looked at how players issue orders and how subordinate formations carry them out. This diary focuses on the ground those formations are operating on, how subordinate commanders use it, and the tools available to understand it.

Terrain affects where units can move, what they can see, and how well they survive contact. A position that looks suitable on the map may have a restricted field of view. A quick route to an objective may also leave a formation exposed throughout its approach.

The aim is to make assessing the ground a practical part of planning.

Real World Terrain in Three Dimensions

Decision Point uses real world terrain represented in three dimensions. Elevation matters even when the battlefield is viewed from above: ridgelines interrupt observation, valleys create covered approaches, and small changes in height can determine whether a position overlooks an objective.

Moving a little further up a slope may open a useful field of view, while remaining behind the crest may help keep a reserve out of sight. The ground between two units matters just as much as the distance separating them.

Players can switch between topographic mapping, satellite imagery, and a terrain classification view to examine the same area in different ways.

The game includes vast terrain areas in Poland and Ukraine, giving formations space to manoeuvre and allowing the wider geography to influence the battle.







Understanding the Ground

The landscape is classified into terrain types, including woods, buildings, roads, fields, cropland, and scrubland. These classifications describe how the ground behaves in the simulation.

Each type has characteristics that affect:
  • Concealment: how well it helps a unit avoid detection.
  • Protection: how much cover it provides during combat.
  • Going: how easily units can move through it.
  • Height: the additional obstruction provided by features such as woods and buildings.

Read on...