Recent posts

#81
Tacview / Tacview & Task Force Admiral
Last post by Asid - March 29, 2026, 10:14:33 PM
Tacview & Task Force Admiral
Sat, March 28, 2026



Tacview Library — Now Complete

A separate note on this one: all the 3D models required for TFA have now been added to the Tacview library, included in the latest Tacview patch. Your replays will now display the correct models rather than standing in with generic silhouettes.

#82
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - March 29, 2026, 10:06:19 PM
[EA SITREP #8] Bi-Monthly News: Midway Battle Generator Set
Sat, March 28, 2026



After a small lull, some more news from TFA. Good reading!


Note & credit: Action screenshots were provided by players on the game's Discord — today featuring TWC Walmart, Nafeij, Hood, Munchlol, Kimmer (with a little help from Gemini) & Kaiju&Tanks! Big thanks to them!


Welcome back — and apologies for the gap.

There was no SITREP last week. We made a deliberate call not to post, because we didn't have the kind of content that would have justified one. These updates take real work to put together, and we've always preferred them to mean something rather than simply occupy the schedule. Posting for the sake of posting would have been a disservice to everyone — including us.

We may do that again if a week comes up thin. When it happens, don't read it as radio silence from a crew that has abandoned ship. Read it as the crew being below decks, working. The hull is very much intact.

Today, however, is a different story. We come back with actual gameplay content, a patch, and quite a bit to say.






Latest Patch

Some of you may have noticed a patch landed quietly yesterday. Here is what was in it.

  •     Added new Midway mission generator options.

More on this below — it deserves its own section.

  •     Added a new option to configure the maximum framerate.

A practical quality-of-life addition that a number of you have been asking about. Capping the framerate prevents the engine from pushing your hardware harder than the game actually requires, which translates directly into lower temperatures and quieter fans — also relevant during longer sessions when the action is relatively quiet and the GPU would otherwise be spinning up for no good reason. Set it to something sensible for your setup and let it run.

  •     Fixed SBD turret texture.
  •     Small improvements to fighters vs. bomber behavior.
  •     Fixed bad behaviours when clearing deck.



Tacview Library — Now Complete

A separate note on this one: all the 3D models required for TFA have now been added to the Tacview library, included in the latest Tacview patch. Your replays will now display the correct models rather than standing in with generic silhouettes.

For those who haven't tried it: Tacview is a third-party replay tool that lets you review engagements in an ACMI interface after the fact — reconstructing the full picture of what happened, where, and when. It pairs very naturally with a game like TFA, where the fog of war during play means you often only understand the full shape of an engagement afterward. The free version is entirely sufficient for use with TFA.



Read on...
#83
Games Discussion / Re: Wolfpack
Last post by Asid - March 28, 2026, 12:03:09 AM
Development Update March 2026
Fri, March 27, 2026



Hello everyone! This month we have focused on integrating the navigation system, and finished the first version of the u-boat bunker.


Manual navigation

In the new version of Wolfpack, the position of the u-boat will not be visible on the map. To find their position, the players will have to navigate, using either terrestrial or celestial navigation.


Celestial navigation

We have implemented a sextant, that is part of the new hand held equipment system. A sextant is an instrument that measures the angle between the horizon and a celestial body, such as the sun, moon or stars. To measure the height of the sun with the sextant in game, the player first equips the sextant, then sets the ND filters using the Q and E buttons, and then rotates the right hand image of the sextant using the scroll key, until the sun touches the horizon. Now that we know the sun's angle, we can go to the map, and enable the sun's zenith position in the map, and measure out a circle from this point. We now know that we are somewhere on this circle. The navigator then uses this line of position together with another observation, or uses the previous known position to calculate a running fix.




Terrestrial navigation

Terrestrial navigation is done by sighting one or more objects on land. By finding the bearing to the object and drawing a line from the object on the map along that bearing, we now know that we must be somewhere on this line. The navigator can then use this line of position together with another observation to get a fix, or with a previously known position to calculate a running fix.

To make terrestrial navigation possible without occupying the attack periscope, we have added a telescopic bearing sight (Peildiopter in German) to the outside compasses.


The bunker

In the new version of Wolfpack, the players will start the game on foot in the bunker. This area is fully traversable by foot, and serves as a hub where players can meet and form crews.

This month we've added interior structures and lights to all 10 pens in the bunker.  Additional detail and polish will be addressed as development continues, as the bunker is now complete in terms of essential features.











#84
Games Discussion / Re: Field of Glory: Kingdoms
Last post by Asid - March 28, 2026, 12:03:05 AM
Field of Glory: Kingdoms - Upcoming Live Event
Fri 27 March 2026



Next week on Monday the 30th at 5pm CET, we are going to host a live event called Checkpoint on our Twitch channel.

The event will feature a live chat with Pocus, the developer of the upcoming DLC for Field of Glory: Kingdoms - Burghers and Bombards.

During the event, we'll cover a variety of topics, including the DLC structure, new game mechanics and more.

Don't miss it!
#85
Games Discussion / Re: Dagger_Directive
Last post by Asid - March 28, 2026, 12:02:59 AM
March Dev Blog
Fri, 27 March 2026


Hey Everyone,
We hope you are enjoying the new weapons coming in from the community.


Here are some examples of the new items Community members have made:


Great work Nvsble & SabinyAK!

If you want to get involved in making weapons check out the guide here.


What's Next

The energy rolling out of 0.8.0 didn't slow us down for a second. The team jumped straight into Hotfix 0.8.01, tightening up UI issues around Custom Weapons and clearing out a handful of bugs players had been bumping into. That patch was just the warm‑up.

Work on 0.9.0 kicked off immediately after, and there's a ton of exciting content in development. New systems, new toys, new surprises—enough that I officially joined the crew at Arcane Alpacas to help bring all of it to life with you. I'm here to make sure you get clear, timely, player‑first updates on everything happening inside Dagger Directive. Whether it's patch notes, feature previews, or behind‑the‑scenes insights, I've got you covered.

There's a lot coming, and I can't wait to share it with you. So let's get started!


UGC Maps

The next update delivers a feature the community has been buzzing about for months. The UGC wave continues, and this time it's all about Custom Maps. Players will be able to build and submit their own environments and missions, opening the door to entirely new ways to play and experiment inside Dagger Directive. Check out these screenshots of the mission editor and the mission working in the main game.





A full step‑by‑step guide—similar to what we released for Custom Weapons—will go live on the website so creators can jump in with confidence. The Discord will be the first place to hear when those resources drop, along with early clarifications, examples, and dev notes.

While the guide is being finalized, the UGC channels in Discord are already active. They're a great place to meet other builders, swap ideas, and start shaping the kinds of missions and environments you want to bring into the game.


Something Completely New

Stepping into the next update means stepping into an entirely different perspective on combat. Free Play Mode flips the script on traditional tactical gameplay. Instead of reacting to enemy waves, you can take command from the other side—deciding when, where, and how to deploy units against other players. It's a chance to test your strategic instincts in a role you've never had before.

This mode also opens the door to completely unpredictable encounters. If you've ever wondered how you'd perform when dropped into a random battle with no prep time, Free Play Mode is built for exactly that. Every match becomes a fresh challenge shaped by the host's decisions and the chaos of the moment.

This mode will give the server host the ability to control the battle and play in a whole new way. We will be dropping more details on this as time goes on.


Community Beta Sessions

Several of the upcoming features are big, experimental, and shaped directly by how they feel in players' hands. To make sure they land the way they should, we'll be inviting the community to help us test them. Your feedback will play a major role in tuning these systems so they're fun, intuitive, and worth the wait.

Community Beta sessions will be announced across our social channels, along with details on how to join and what each test focuses on. Following our socials is the easiest way to stay in the loop and catch every update tied to Dagger Directive.

Be on the look out for more!

~ Agent Paca‑Tunity

#86
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - March 28, 2026, 12:02:56 AM
Chariots!
Fri, 27 March 2026



Chariot
  •     First pass on implementing Chariots, including all the code, text, translations and assets for new CAP values, unit symbols, deployments changes, tooltips, descriptions, unit names and such
  •     Added Chariot models, textures and animations
  •     Added Chariot portraits
  •     Updated Javelin shooting for chariots
  •     Added Celtic, Heavy (Phoenician style) and Scythed chariot units (more to come)
  •     Added Early Gallic list with Celtic Chariots
  •     Added Early Libyan list with Heavy Chariots
  •     Added Celtic Chariots to Galatian
  •     Add Heavy Chariots to Early Carthage, Early Kyrenean and Cypriot/Phoenician
  •     Added chariots to Magnesia, Zela, and Gaugamela
  •     Some army list description updates for chariots

Chariots are still a bit of a work in progress, and more Chariot types, movement code, and chariot-specific army list updates will be made, along with more updates to the menu and manuals.



Misc

  •     Fixed Campaign army size check for reinforcements
  •     Change to Pontic A-side faction color

#87
Games Discussion / Re: Stoneshard
Last post by Asid - March 27, 2026, 12:53:23 AM
0.9.4.6 "Blood Omens" is Live!
Thu, 26 March 2026



IMPORTANT: This update is compatible with old saves. However, to ensure that all changes work correctly, we recommend starting a new game.


MAIN FEATURES

  •     New system: Lighting and Darkness
  •     Added Torches and Lanterns.



  •     Added a new multi-staged quest, "A Matter of Faith", designed for level 10-12+ characters, which can be undertaken after reaching Benevolence with the Rotten Willow.
  •     Added 22 new Proselytes (32, if counting their variants), including 6 mini-bosses, along with 42 unique abilities for them.
  •     The abilities, visuals, stats, and danger levels of all other Proselytes were also overhauled to ensure faction cohesion.



  •     Added 2 new Brigands: Slinger and Heavy Slinger.
  •     Added a new weapon type: slings - 21 items.
  •     Added 12 other pieces of gear, 3 of which are unique.

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  •     Added positive and neutral Situations to the Rotten Willow, including 3 unique ones: "Outlaw Gathering", "Occult Consilium", and "Flea Market".
  •     Added new room templates to the dungeon generator.



  •     AI rework: overhauled use conditions for every ability in the game. Enemies will now account for a much greater range of context and nuance: among the factors taken into consideration are your character's archetype (warrior, ranger, or mage), learned abilities, current Health, and so on.



  •     A small but important consequence of the rework: Wild Dog packs are now much less likely to start a prolonged barking frenzy.
  •     Reworked crowbars and lockpicks.
  •         Crowbar: no longer pries open doors, containers, and stone plates instantly. Instead, using a Crowbar now causes the character to continuously attempt the task over multiple turns until they succeed. The chance of success per turn (and the average speed of completing the task) depends on Strength. Each turn spent consumes the item's Durability, which has been increased to 75 to compensate for this change.
  •         IMPORTANT: Any Crowbars already acquired on existing saves will keep their old Durability value of 10.

  •         Lockpicks: Increased the base success chance, which further scales with Agility and Perception.
  •         The difficulty of locks now also depends on the dungeon tier.



  •     Throwing overhaul:
  •         Reworked most formulas.
  •         Throwing Range now scales only with item weight.
  •         Throws can now be fumbled.
  •         Significantly reduced Durability loss from throws (-3% > -1).
  •         Added Armor Penetration to weapon throws, based on the weapon type and its inherent Balance stat.
  •         Throwing rotten food now reduces human enemies' Will to Fight and has a chance to cause Confusion.
  •         Throwing glass items has a chance to cause Bleeding.
  •         Throw damage for Belt Pouches and Coin Purses is now calculated based on their entire contents rather than just the amount of gold inside.
  •     Log improvements:
  •         Added a "Log Delay" setting. Turning it off causes the latest log entries to display instantly.
  •         Standardized log colors, terminology, and syntax.
  •         Improved the logging of damage sources: the log now shows the names of projectiles, AoEs, damaging effects, and other relevant things.
  •         Added logs for many outcomes that were previously omitted, such as taking no damage from AoEs and throws, absorbing all damage from a Backfiring spell or collision with an object, and so on.
  •         Greatly expanded logs for ranged attacks and throws, including messages for misses, interactions with blocks, and more.
  •         Added logging for the amount of damage absorbed by blocks.
  •         Improved the order in which certain actions and outcomes are displayed in the log.


GAMEPLAY

  •     Reworked the interaction between Block Power and Protection. Previously, both values were simultaneously subtracted from the received damage. Now Protection is applied after blocking, which will improve its effectiveness against mixed damage.
  •     A successful full block check no longer preemptively nullifies the attack's Crit Chance. Critical hits can now always occur against blocks, even if the block fully absorbs the resulting critical damage.
  •     Refactored the cleave effect of two-handed weapon crits. Previously, any damage dealt to secondary targets was treated as a generic AoE rather than a strike, so it could not be blocked or dodged. Now the cleave counts as individual strikes against all affected targets, not just the primary one.
  •     Refined the noise propagation algorithm to fix issues with sound travel in specific scenarios, such as through walls and doors.
  •     Shields can now block all physical and magical projectiles (such as Rockeater spikes, firebolts, bolts of unholy essence, blood bolts, etc.), as well as thrown items.
  •     Certain items can now be launched with slings.
  •     Player-made campfires no longer have collision and can be walked over, stomping them out. Walking over a campfire tile deals Fire Damage, though it doesn't have a chance to instantly ignite targets, as a regular burning tile would.
  •     The chance for fumbled and blocked shots to break ammo is no longer fixed and now scales with both the attacker's Fumble Chance and the target's Block Chance.
  •     Jorgrim: "Gore and Glory" - added 4 new Proselyte trophies.
  •     Leosthenes: "Might and Magic" - Magic Mastery now counts as a Utility tree only, same as with Jonna's trait.
  •     Blood Golems will now remain interactable on the turn before they explode, making it possible to target them with attacks and abilities (to knock them back at the last moment, for example).
  •     Rebalanced the "Set Aflame" skill (originally "Torch Strike") and added it to the Base Skills, making it available to the player.
  •     Some Brigands will now carry torches when spawning on the surface during nighttime.
  •     Added an option to raise and lower visors on most heavy helmets, changing their stats.
  •     Added lootable Stones to many locations - they can be used as sling ammo or thrown by hand.
  •     Throwing stackable items now throws them one at a time.
  •     Bison and other non-aggressive animals are no longer attracted by noise.
  •     Added the "Fear of Fire" passive to most animals.
  •     Added the "Dark Vision" / "Night Vision" passive to most Undead, predators, and high-tier Proselytes.
  •     Added two new stats: Spell Armor Penetration and Spell Accuracy.
  •     Damaging neutral NPCs can now trigger a warning dialogue rather than being instantly treated as a crime.


ECONOMY & CARAVAN
  •     Merchants now pay more for valuables and are more likely to stock enchanted equipment.
  •     Darrel: "Safe Routes" grants [+4 > +2] Caravan Trade Range.
  •     Alda: "Reconnaisance" - reduced the chance of rare loot.
  •     "Messenger Pigeons" upgrade: now also grants +1 Caravan Trade Range.
  •     "Old Favors" upgrade: now also grants +2 Caravan Trade Range.
  •     Most Undead enemies now have a chance to drop rings and amulets.
  •     Crafting a Hunting Net now also requires Stones.
  •     Reduced the price and effectiveness of most armor fragments.
  •     Money given through dialogue options will now usually be transferred to the NPC's inventory instead of disappearing.
  •     Replaced Ritual Candles with Wax Candles.
  •     Added an option to craft Torches (available from the start).
  •     Added alternative ingredients to the Healing Salve schematic.
  •     Increased the chance for positive and neutral Settlement Situations to occur by 30%.
  •     St Wald's Bridge NPCs now have greater interest in all types of commodities.


BALANCE

  •     Increased the character's base Vision range: [10 > 12] tiles.
  •     Dirwin: "Ranger's Grit" now requires clearing out Dens, Hunting Grounds [and Caves] instead of just discovering them.
  •     Hunting Grounds are considered cleared out after killing at least one animal at the location.
  •     Added: [Grants 1 Stat Point for every 4 unique types of Dens, Hunting Grounds, or Caves cleared out for the first time (up to 3 SP)].
  •     Increased the effectiveness of Block Power and Protection against Magic and Nature Damage: [50% > 66%].
  •     Perception: reaching a threshold grants [+1 > +5%] Max Vision and [+1 > +5%] Bonus Range.
  •     Reworked ranged distance penalties: [-3% Accuracy for each tile of distance beyond half the attack range > -2% Accuracy and +2% Fumble Chance for each tile of distance to the target].
  •     Increased the default chance for arrows and bolts to break: [50% > 66%]. Sling ammo has a 20% chance to break.
  •     Leeches now restore less Condition to affected body parts.
  •     Enemy spawn points in Crypts have been redistributed and are now placed farther from room entrances, making chain aggro less common.
  •     Standardized Undead abilities across different enemy types and tiers.
  •     Added Stance skills to many high-tier Brigands.
  •     Archers and other enemies capable of switching weapon loadouts will now gain different skills depending on what they are currently armed with.
  •     Reduced the number of enemies spawning on the surface by roughly 20-50%, depending on the area's danger level.
  •     Improved the stats of heavy armor.
  •     Rebalanced the stats of several equipment categories: bows, crossbows, two-handed maces, two-handed axes, two-handed swords, staves, axes, swords, mage gear, and shields.
  •     Reduced the Crit Chance and Crit Efficiency for most enemies.
  •     Reduced the Healing Efficiency and Life Drain for all Wraiths.
  •     Increased the maximum duration of "Satiety".
  •     "Doused in Oil" and "Doused in Alcohol" now cause targets to ignite much faster when taking Fire Damage.
  •     "Net": reduced the penalties to Fumble Chance and Backfire Chance: [35% > 30%].
  •     Smoke Bomb: reduced the penalties to Accuracy and Fumble Chance: [25% > 20%].
  •     Significantly reduced how quickly enemies can recover Will to Fight after replenishing Health. As a result, enemies will now be less likely to rejoin combat after only a few turns of fleeing.
  •     Wraith Commanders can no longer be summoned with the "Wraith Summoning" spell.
  •     "Aftermaths" and "Hangover" now count as Lingering effects.
  •     Butchering Jays now yields twice as many Meat Morsels.
  •     Reduced the Thirst gain from eating herbs.
  •     Effects from all dishes can no longer stack. Previously, salads could stack up to 2 times.
  •     Butter now grants a Diet Morale bonus to dishes.
  •     Kennels in low-tier Bastions will now spawn far fewer Dogs.
  •     Reduced the quality and quantity of loot in Crawler Burrows.
  •     The chance to disarm a trap now depends not only on its type, but also on its size.
  •     Disarming traps now grants varying amounts of Experience depending on their size and danger.


ABILITIES

SWORDS:

  •     "Onrush":
  •     Added: [The debuff on the target doesn't stack].
  •     Reduced the scaling of the Bleed Resistance debuff on the target.

AXES:

  •     "Mutilating Lunge":
  •     Added: [The strike prioritizes the most damaged bodypart].
  •     "Cut Through":
  •     Added: [The debuff on the target doesn't stack].
  •     "Massacre": Grants [+10% > +12%] Bodypart Damage and [+5% > +7%] Bleed Chance.
  •     "Ferocity":
  •     Causing an Injury reduces Axes cooldowns by [-1 > -2] turns.
  •     "No Mercy":
  •     Grants [+10% > +12%] Weapon Damage to strikes against targets with either <50% Health or [100% > 90%+] Health.

MACES:

  •     "Onslaught":
  •     Added: [The debuff on the target doesn't stack].
  •     "Armor Break":
  •     Added: [The debuff on the target doesn't stack].
  •     "Concussion":
  •     Reworked: [Using Mace Attack skills applies the target with -5% Control Resistance, -5% Move Resistance, and -7% Crit Avoidance for 3 turns. The effect stacks up to 2 times].

DAGGERS:

  •     "Gaping Wound":
  •     Added: [While affected by "Gaping Wound", moving to other tiles, using abilities, or attacking causes all Bleedings to trigger twice per turn].
  •     "From the Shadows":
  •     Added: [The debuff on the target doesn't stack].

TWO-HANDED SWORDS:

  •     "Hewing Strike":
  •     Added: [The debuff on the target doesn't stack].
  •     "Parry":
  •     Grants [+20% > +10%] Block Power Recovery.

TWO-HANDED MACES:

  •     "Forceful Slam":
  •     Added: [The debuff on the target doesn't stack].
  •     "Skull Crusher":
  •     Added: [While affected by "Mighty Swing", the skill has +1 Range].

TWO-HANDED AXES:

  •     "Dismember":
  •     Added: [If the target isn't Injured, the strike prioritizes the most damaged bodypart].
  •     "Rampage":
  •     Reworked the bonus damage mechanic: the damage is now added directly to the attack, similarly to Spears' "Wounding Spearhead", instead of being applied separately as pure damage.

SPEARS:

  •     "Stay Back!":
  •     Applies the target with -10% [Piercing > Physical] Resistance (for better synergy with halberds).

RANGED WEAPONS:

  •     "Taking Aim":
  •     Grants [+1 > +10%] Bonus Range.
  •     "Distracting Shot":
  •     [Charges to the targeted tile, then takes a shot > Takes a shot, then performs the charge].
  •     Added: [The on-hit bonuses stack up to 2 times].
  •     Added: [If equipped with a sling, grants +1 Range to the charge. Successfully landing a shot decreases the skill's cooldown by 2 turns].
  •     "Startling Volley":
  •     Bow-related mechanics are applied to slings as well.
  •     "Suppression":
  •     Added: [If equipped with a sling, using Ranged Weapons abilities grants 2 stacks of the effect].
  •     "Long Shot":
  •     Added: [If equipped with a sling, the shot receives a bonus to Accuracy for each tile of distance to the target].
  •     "Hunter's Mark":
  •     "Thrill of the Hunt" grants [+10% > +7%] Bodypart Damage and [+10% > +5%] Crit Efficiency per stack.
  •     "Hunter's Mark" applies targets with [-10% > -7%] Bleed, Move, and Control Resistance per stack.
  •     "Constant Practice":
  •     Added: [Reduces the distance penalty to Accuracy and Fumble Chance to -1% and +1% per tile respectively. Grants sling shots +30% Accuracy, reducing the bonus by 5% for each tile of distance to the target].
  •     "Spot Weakness":
  •     Added: [If equipped with a sling, "Taking Aim" applies all targets within Vision with -5% Move and Control Resistance for 4 turns. The effect stacks up to 2 times].
  •     "Anticipation":
  •     Both effects trigger twice if equipped with a [crossbow > crossbow or sling].
  •     "Precision":
  •     The effect triggers twice if equipped with a [crossbow > crossbow or sling].
  •     "Shoot to Kill":
  •     Now also grants Crit Chance if the target is Dazed or Stunned.

SHIELDS:

  •     "Breakthrough":
  •     Added: [The debuff on the target stacks up to 2 times].

ARMORED COMBAT:

  •     "Brace for Impact!":
  •     If equipped with a heavy chestpiece, decreases the skill's cooldown by [25% > 33%].
  •     Added: [+12% Control and Move Resistance].
  •     "Unyielding Defense":
  •     Added: [Lowers the visor of the equipped helmet].
  •     "Flexible Defense":
  •     Added: [The debuffs on the target don't stack].
  •     "Battering Ram":
  •     Added: [Armor Penetration and Fumble Chance].
  •     Added: [Applies the target with -100% Counter Chance until the next turn].
  •     Added: [If equipped with a heavy chestpiece, the Stun Chance now works alongside the Stagger Chance rather than replacing it].
  •     External stat modifiers no longer have effect on the skill.
  •     "Custom Adjustments":
  •     Heavy armor: grants [+3 > +4] Max Energy and [+1% > +2%] Energy Restoration, and reduces armor Durability loss by [2% > 3%].
  •     Medium armor: grants [+5% > +8%] Bleed Resistance and [+1.5% > +3%] Dodge Chance.
  •     Light armor: grants [+15% > +25%] Protection (no less [1 > 2]) and [-2% Damage Taken].
  •     Removed: [Doubles the bonuses if every equipped piece of armor belongs to the same type].

WARFARE:

  •     "Seize the Initiative":
  •     Added: [The debuff on the target doesn't stack].
  •     "War Cry":
  •     Removed the hidden 0.5x coefficient for targets' Control Resistance when calculating the skill's chance to Confuse or Daze.

ATHLETICS:

  •     "Mighty Kick":
  •     Added: [Applies the target with a debuff to Counter Chance until the next turn].
  •     Added: [Armor Penetration, Fumble Chance, and Crit Chance].
  •     Added: Delivers a strike [to the legs or the body].
  •     External stat modifiers no longer have effect on the skill.
  •     "Leg Sweep":
  •     Added: [Applies the target with a debuff to Counter Chance until the next turn].
  •     Added: [Armor Penetration, Fumble Chance, and Crit Chance].
  •     Added: Delivers a strike to [the legs].
  •     External stat modifiers no longer have effect on the skill.
  •     "Sudden Lunge":
  •     [If the strike deals damage > A successful, damaging strike].

DUAL WIELDING:

  •     "Flurry of Strikes": [-25% > -30%] Hands Efficiency. Added: [The penalty can be offset depending on the number of learned Weaponry skills]. Added: [-5% Accuracy and +5% Fumble Chance].
  •     "Deflect":
  •     The bonus to Block Power is now a percentage rather than a flat amount.
  •     Reduced the Block Power scaling.
  •     "Enough for Everyone":
  •     Reduced the scaling of the bonuses to Dodge Chance, Counter Chance, and Damage Taken.
  •     "Dual Wielding Training":
  •     Added: [The bonuses to Main Hand Efficiency and Cooldowns Duration depend on the number of learned Weaponry skills].
  •     "Berserker Tradition":
  •     [-0.3% > -0.25%] Damage Taken for each missing percent of Health.
  •     [+3% > +4%] Crit Chance for 10 turns for each miss or fumble (the effect stacks up to 5 times).
  •     [+1% > +0.5%] Weapon Damage for each percent of Pain.
  •     [+3% > +2%] Counter Chance for 10 turns for each received strike (the effect stacks up to 5 times).
  •     [+10% > +8%] Crit Efficiency for each adjacent enemy.
  •     "Unstoppable":
  •     Reduced the scaling of Health and Energy replenishment.
  •     "More Blood!":
  •     Killing enemies reduces Dual Wielding cooldowns by [4 > 2] turns.
  •     Added: [The bonuses to Hands Efficiency and Abilities Energy Cost depend on the number of learned Weaponry skills].

Read on....
#88
Games Discussion / Re: Videos
Last post by Rinix - March 26, 2026, 11:53:04 PM
#89
Radio Controlled Modelling / Re: NextRC Sim
Last post by Asid - March 26, 2026, 12:27:44 AM


Update history 2.076 - 2.080

2.080 (16.03.2026)
  • Fixed-wing models: New default settings for all flugmodell-magazin models
  • Various bug fixes


2.079 (14.03.2026)
  • New fixed-wing model: Chekker 0,73m (free download plan at www.flugmodell-magazin.de)
  • Second design for Pilot-RC Extra NG 2,61m
  • Bugfix piro trainer
  • Bugfix rescue button
  • Self levelling for fixed-wing models (shortcut: p)


2.076 (04.03.2026)
  • Improved fixed-wing physics: Models no longer feel inherently nose-heavy. Shifting the center of gravity now changes the flight characteristics.
  • The simulator no longer attempts to load an incompatible scenery upon program startup. Instead, it loads the MBG Mauchenmuehle scenery.
  • The save frequency of the preferences file has been reduced.
  • Custom settings for entire model categories can be reset on the Misc tab (key: h).
  • Reflection probe calculation has been accelerated.
  • Compiled with Unity 6000.3.10f1.
#90
Games Discussion / Re: Workers & Resources: Sovie...
Last post by Asid - March 26, 2026, 12:02:28 AM
Update 1.1.1.6
Wed, 25 March 2026



Hello Comrades,
The latest update from the beta branch is now released as stable. Stay tuned for future updates and news!


1.1.1.6

  •     Fixed an issue with the large horse passenger wagon unloading workers during bridge construction
  •     Fixed an issue where fields were harvested or sown faster when the camera was close
  •     Added automatic word wrapping for Japanese and Simplified Chinese translations
  •     Increased the number of horses for vanilla carriages
  •     Increased the capacity of horse carriages
  •     Revised the horse maximum speed formula
  •     Increased the maximum number of assigned buildings for distribution offices to 49
  •     Increased the maximum number of vehicle stops to 50
  •     RMN long flatbed truck can now carry more vehicles
  •     Fixed "Trabi maker" achievement now accepting earlier type of the Trabant car
  •     Added Fi 626 RNL and 666 RN buses
  •     Added horse flatbed wagon
  •     Fixed Urso sewage and water truck names
  •     Fixed Urso vehicle family and horn sound effects
  •     Added horse woodcutting post
  •     Added horse end station
  •     Added old pollution meter
  •     Added Karlik tractor
  •     Added MTD bus
  •     Buffed many horse buildings
  •     Rebalanced worker numbers at police stations
  •     Fixed covered Tatra 111 having vehicle cargo space
  •     Fixed ZiS vehicle families for bus and dumper
  •     Fixed E-series locomotive not using its top light
  •     Slightly increased Ya-3 maximum speed (35 km/h)
  •     Brick roads not display now pedestrian crossing marks
  •     Fixed issue technical office not send horse waste wagons to empty large containers
  •     Fixed waste wagon waste display while loaded


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