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#91
Games Discussion / Re: Videos
Last post by Rinix - August 24, 2026, 02:11:45 AM
#92
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - August 23, 2026, 11:13:48 PM
Tank Squad is on SALE -30%


To celebrate the release of Patch 1.3.5 and our trip to Gamescom, we're launching a 30% off sale on our game. The promotion starts today 21 August and runs till September 4 (2 weeks). The sale starts at 7:00 pm / 19:00 CEST GMT+2 Polish time/central european summer time.


#93
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - August 23, 2026, 11:11:52 PM
Update 1.3.5
Fri, August 21, 2026



New sound designer + initial overhaul of various sounds, optimization of CPU and RAM

Dear Tankers and Mechanics!

In this patch we are releasing new fixes, optimization and sound overhaul of the game.


Optimization

Another big news is that we're bringing in a sizable optimization for used memory (the game should consume around 400-600 MB less than it did).

More FPS in battles - around 5-10 more when there are many static tanks. This is because we've added a system that switches the physics of static tanks totally off - which saves a lot of performance. (shout out to @Marco from EasyRed2 for this idea ;))

In the next month or two we're going to include the same approach to moving tanks that are very far away from the player or outside the view of the camera - to further reduce the CPU usage.

This is also the case for infantry - we want to also alter their animation cycle and just don't use it at all if the player does not see it or that infantryman is very very far away - but that's in September - October.

Sound rework

Our new sound designer - nicknamed Yellow King - has started proper rework of how the game handles the sounds.

Read on...
#94
Games Discussion / Re: SAELIG
Last post by Asid - August 23, 2026, 12:28:53 AM
Update 65 - Spears and Danegeld
Sat, August 22, 2026



Hi all!

I hope you're well! Got a neat little update for people who like spears and raiders! But also other nice tweaks and fixes.


Fixes
  • Fixed it so you can now click on babies in your family tree.
  • Fixed some loading bugs.
  • Navigation fixes on the new map.
  • Fixed a bug that would cause the Tax Man to move into a house and haunt you.
  • Fixed a bug that would cause Monks to move into Worker Lodgings.
  • Fixed a bug that would cause herb automation to reset.
  • Trading Posts will no longer randomly sell stuff when unmanned after hours.
  • The Longhouse gate will not longer break your navigation.
  • People committing a crime against a building will no longer show as working there.

Tweaks
  • Soldier and raider load outs and equipment tweaked.
  • Added more Wiki information.
  • Tweaked it so if you rent a home owned by the town, it will no longer sell it out from under you.
  • Character and building info sheets now show the custom names of buildings.
  • Reeve, Abbot, and Watchman tributes now require 5 population in town, like Elder tribute does.
  • Added a tool tip when hovering over people in the relationship screen.
  • Friendship is now defined by 60 relationship points instead of 65.
  • If someone rents a home from you, you will now be able to see their info, regardless of relationship level.
  • Tweaks to conversations, added dynamic greetings.
  • Tweaks to the cart send to menu - including adding the church as a destination when you are the Abbot.
  • Grave robbing now uses the digging skill instead of its own skill.
  • You can no longer sell land to satisfy the Tax Man if that land is in a town with less than 5 people.
  • Den training targets are no longer public.

New
  • Added spear as a weapon.
  • Added some new flavour to the Tax Man - if you murder him lots, he can respond next time he shows up.
  • You can now drop firewood in the world onto fire pits to put it in the fire.
  • Danegeld. If you have a wealthy population there is a chance that a very large raid will assemble. They will ask for silver in exchange for not attacking. The Tax Man will come and collect the silver from each landowner. If they get enough money they will leave in peace. If not, they will launch a large raid. Up to 15 extra raiders.
  • A few new building and land icons replacing a bunch of placeholder stuff.


There is another update coming very soon which will tidy up a lot of little bugs.

Thank you to everyone who's playing and reporting! Each report and suggestion is noted down (even if I don't reply). I've made great work getting through my backlog, and now am focusing on more recent reports and suggestions.

Much love,
Atorcoppe.

#95
Radio Controlled Modelling / Re: NextRC Sim
Last post by Asid - August 22, 2026, 05:15:16 PM

#96
Radio Controlled Modelling / Re: NextRC Sim
Last post by Asid - August 22, 2026, 05:11:53 PM
NextRC Sim  V2.0
08 Apr 2026




Update history 2.089 - 2.084

2.089 (05.08.2026)
  • Input filter for the remote control signal disabled. It is no longer required.
  • Karat Biplane: Horizontal stabilizer airfoil adjusted for neutral handling.
  • Compiled with the Input System Library v1.20.0.
  • Compiled with the OpenXR Library v1.17.1.

2.087 (20.05.2026)
  • If an input device with the stored HID profile is detected with fewer than 4 axes, it is analysed and registered (bugfix for Linux, as the axes are named differently there).
  • You can define a custom HID profile in the Preferences.
  • The HID input device with the identifier BEEF46D is blocked because this device cannot be used as an input device.
  • If the control functions of the model are calibrated using Device1, Device0 is automatically removed and added to the blocklist.

2.086 (18.05.2026)
  • Fixed autorotation function when triggered by a button channel.
  • Expanded input device support to up to 18 buttons (formerly limited to 16), e.g. Spektrum InterlinkDX
.

2.085 (11.05.2026)
  • Torque trainer for fixed-wing models (shortcut: t)

2.084 (18.04.2026)
  • Expanded input device support to up to 16 buttons (formerly limited to 8), e.g. Spektrum InterlinkDX.
#97
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - August 22, 2026, 05:00:12 PM
[EA SITREP #16] The Latest News: Torpedoes, Rabaul & Localization
Sat, August 22, 2026




Some new stuff in the latest build, along with a few comments



Note & credit: Action screenshots were provided by players on the game's Discord - today featuring Hood_fr, Pidgeyarmy, Hyacinth, Poodle007, munchlol, Potatogranate, Oriskany, Reis, Glenn & Foxman!



Dear Friends, Dear Fans,

A little update at the end of the holiday season regarding our current progress.

First of all, a new patch hit the digital shelves yesterday: you might have noticed it. Here are the official patch notes, also available in-game at startup:





21/08/2026
  • Many improvements were made to torpedo bomber AI. US torpedo bombers in particular should now show more convincing attack patterns.
  • Damage model update. Ships on the receiving end of punitive damage should go under more reliably.
  • Added Simplified Chinese support.

  The language can now be changed in the Options menu, under the "Game" category.

  This is still a work in progress: only the GUI is translated for now. More content will follow. Please report any major issues.



  • Started integrating the Rabaul area. Still a work in progress, but do not hesitate to give it a spin. It can be seen in the "Revenge is a Dish Best Served Cold" scenario.
  • Minor GPU memory usage optimizations. If you notice any new visual bug, please report it.
  • Fixed a camera bug when pausing the game.
  • Other bug and crash fixes.

Now, a few comments are in order, so as to provide some context. Stay with us!

Read on...
#98
Games Discussion / Re: Distant Worlds 2
Last post by Asid - August 21, 2026, 12:23:52 AM
Dev Diary #2 – Pirate Factions
Wed, August 19, 2026



See our second dev diary for an explanation of Pirate Factions, the Age of Shadows, and their unique gameplay.



What are Pirate Factions?

Pirate Factions in Distant Worlds 2: Shadows Rising are space-based Empires which function differently in many ways from the more typical planetary Empires.  While we also had playable Pirates in Distant Worlds 1, we've done significantly more with them in Distant Worlds 2 to expand their gameplay and improve their design, as well as add many new unique ships, stations, ship equipment upgrades, artifacts and story events for them. 

We'll outline a few of the key differences here relative to Planetary Empires and previous Pirate gameplay.



  •     As a Pirate Faction, you can control each and every ship, there are no ships which you cannot manually order and in fact in many cases you will want to manually order your ships more often as Pirate Factions generally have fewer ships and stations than Empires and each one is thus more valuable.  In addition, by Docking at certain locations with your ships, you gain access to new options such as purchasing ships, equipment or resources.
  •     Instead of Governments, you pick the type of Pirate you are, with four choices ranging from a more balanced Pirate playstyle to Smuggler, Raider or Mercenary.  Each gives you some special bonuses and a varying selection of starting ships.
  •     Choosing to play as a Pirate allows you to start in the Age of Shadows, a starting point with no planetary Empires, only Pirate Factions, Lone Pirates, Independent Worlds and the Hive.  This alternate starting era is in some ways more challenging, but also offers Pirates more freedom to expand before Planetary Empires appear (Independents can now grow into Planetary Empires if left unchecked).
  •     Instead of starting with a Homeworld, you will start with a Medium Spaceport as the hub of your spacefaring civilization, with limited resources and some mining capabilities.  You'll need to protect your Spaceport and your Construction ships in order to survive, and you'll need to find a way to meet your resource and credit needs. Pirates pay much less maintenance than planetary empires, but they also are more limited economically and more vulnerable once discovered.
  •     Your stable income derives from Influence (and Corruption) on planets within your range, as well as any protection agreements you might convince Empires to sign with you.  As a result, instead of focusing on locations for New Colonies, you'll focus on possible new worlds as Influence Targets. The rest of your income comes from a variety of actions, such as Resource Trading, Contracts, Raids, Espionage and Negotiations.



  •     As you gain Influence, you can build Hidden Pirate Bases and Fortresses to lock down planets within your sphere of influence and make sure they deal primarily with you.
  •     Your goals as a Pirate Faction will depend on your playstyle, but as long as you survive and grow stronger, you will ultimately need to choose one of two paths.  First, you can build a planet up to the point where you effectively take it over with your Criminal Network and then transition your Pirates Faction to a Pirate Planetary Empire.  Your play experience will then shift to the regular Empire style, but you will retain your unique ships, tech and bases as well as gain a unique planetary government choice based on your chosen Pirate playstyle.  Alternately, you may eschew the idea of planetary life and instead build up to the unique Anarchopolis Wonder, which will allow you to achieve the status of a Legendary Pirate Faction, remain a space-faring faction and keep the planets and planetary empires in their place.
  •     You will be able to trade and accept lucrative contracts from the Shadowports, the most massive centers of space-based Pirate Civilization, which are also neutral ground havens for all Pirate factions, at least as long as the Pirates agree to keep them that way.  You'll also be able to trade with the smaller Junkyard Shadowports to expand your fleets or get access to unique hulls.
  •     You can setup Protection Agreements, Non-Aggression Pacts, Refueling Agreements and even the new Privateering Agreements (get paid to blow up their enemies) with other factions and empires
  •     Over generations, you have learned to build and live in space in ways that planetary civilizations cannot match.  Your ship and station hulls for the same ship sizes have much more flexibility in terms of the various component slots than what the planetary empires can design and build as well as increased hull bonuses.



Read on.....
#99
Games Discussion / Re: Rise of Piracy : Action, A...
Last post by Asid - August 21, 2026, 12:23:49 AM
#51 Regular Update - QOL, Stability and UI Improvements.
Wed, August 19, 2026



QOL, Stability, UI improvements and some new mechanics.

Ahoy Mateys!

This regular update fills in a few more QOL and stability features, whilst also giving a few more options & cleaning some of those new features up a notch.

This week we reached the amazing milestone of 500 Reviews also. A gigantic thank you to all of you dropping reviews and showing support. I really can't express how thankful I am to have such a strong community growing around Rise of Piracy. The Early Access experience for me as a solo developer has been incredible and I appreciate all the friendship and support.

New Difficulty Setting

You can now control how long it takes for buildings to complete development on islands! From my own testing, and comments from community members since this new feature of the game has been introduced, I've seen the places that you're having issues with & felt them myself. Plenty more updates around these coming in future after the current major update is complete.

Like the other customization features for the campaign, this feature can be changed during gameplay to tailor your experience a bit better to how you want to play.

Existing Island Features when Captured

Settlement features now exist before capture so you don't have to start fresh every time you capture one. Some more functionality is coming to this feature but these new features should eliminate some pain points :)









Waiting at Port

You can now wait in safety at a friendly / owned port! You won't be engaged on by a random enemy fleet passing through, and you can let time pass normally without having to worry.

UI Improvements

The initial loading screen has had some more data included & its not just an empty void anymore.

Minimum Crew has been added to the display on the drydock items. This will allow you to see how many extra units you have on each vessel alot easier.

Another heavily requested QOL was adding the "Ship Type" to the drydock screen. I have planned to put this detail on a few other places also in a future patch.

Bug Fixes

Some rare occurrence crashes have been fixed up.

A bunch of Exploits (thanks for reporting them folks!!) have also been squished.

There was an item that I believed to be fixed in the previous patch but hadn't quite found every case for the issue but I can confirm now that Merchants will no longer spawn with super low hp or on fire. This issue had haunted me since release and I finally found the root issue earlier this week.

Towers having infinity range has been corrected.

Immortal gates are now no longer immortal. This was a strange one - only manifesting last week in some super old code. Its fixed up now but I'll be investigating this for posterity over the next few weeks.

Mutiny Balance Changes

Mutinies can be brutal - I felt that the punishment was too severe, so now you'll retain a bigger chunk of crew, and your ship will no longer take damage as a result.

Here' a full list of the items completed since the last Major Update.

New

  •     New Difficulty setting - building speed / scale is now customizable.
  •     Islands will now have completed buildings when taken over.
  •     Added a new "Wait at Port" feature to player owned or marque islands info screen.
  •     Added the Ship Type to the Drydock stat list.
  •     Added Min Crew display to the Drydock.
  •     Cleaned up the initial loading screen and added some imagery and description.

Fixes

  •     Fixed issue with Mutiny screen showing above final warning screen.
  •     Fixed issue with Audio sources not releasing resources after a scene change.
  •     Fixed issue causing invulnerable gates on some islands
  •     Fixed Island screen race condition error caused by changing screens without properly unloading.
  •     Fixed some exploits for player owned islands and withdrawing money. - Ship Sale, Unit Upgrades.
  •     Fixed finally the Merchant fleets having low hp on entering battle.
  •     Fixed issue with unclickable destroyable barrels.
  •     Fixed Tower range being seemingly infinite.
  •     Fixed exploit where you could purchase to defense fleet and send to your fleet to get around level cap limits.

Changes

  •     Removed punishment HP loss from mutiny.
  •     Mutiny will no longer take every crewmate.
  •     Renamed the Difficulty Presets section.
  •     Some small performance analysis and improvements.
  •     Cleaned up some logging.



Thank you

Again, thank you very much to everyone reporting bugs and exploits. I really appreciate it.

And to everyone dropping reviews & showing support. I can't thank you enough. I'm extremely motivated to bring this game closer to v1.0 every day.

Events

Nexus is coming up in September!

I host an annual Game Jam starting on the 15th of September. If you're interested in game dev and would like to try your hand at it - details are on the discord.

Here is the link to the discord where most tracking / communication is happening:

https://discord.gg/Ws9fjmHP5U

Happy hunting folks!,

John
#100
News & Announcements / Re: Histwar New version 6
Last post by Asid - August 20, 2026, 06:18:44 PM
Latest Histwar Napoleon update 20 August 2026
20 August 2026


Hello, Les Grognards

If You're running Version 6... The patch you need to install is: Here


Still on Version 5... The patch you need to install is: Here


I'd like to take this opportunity to let you know that there's a new video about the Battle of Austerlitz: check it out here:





See you soon for a new version.
JMM