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#91
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - July 04, 2026, 12:05:14 AM
Miscellaneous Fixes
Fri, 3 July 2026



Map Campaign

  •     fix to some road connection data issues
  •     fix to sub faction army reinforce unit types
  •     added more Roman general names for Second Macedonian War campaign

Miscellaneous

  •     added more loading screen illustrations
  •     added more generals names to reenactments
  •     pause on open combat log or manual in battle
  •     safer deployments for lower leadership skill and quality cavalry generals
  •     fixes to zoom lock issues with opening combat log
  •     fixes to rotate speed on alt group move
  •     increase decal projector opacity for readability (especially orange selected ranged unit overlay on brown terrain)
#92
Games Discussion / Re: Broken Arrow
Last post by Asid - July 03, 2026, 12:01:01 AM
Anniversary Update
Thu, 2 July 2026



Foreword

For the past 3 months the Private Test Environment (our beta branch) has been running. What was initially supposed to be a shorter 2 to 4 weeks test ended up creeping in scope, with some features needing time to be refined and players requesting balance changes in the meantime when it wasn't our initial goal.


As a result we ended up splitting the community into two groups not really playing the same game and becoming less and less compatible with each other as time passed. Some preferring PTE, others preferring the live version, all agreeing that no version is perfect but that keeping both is detrimental.

The objective of this patch is to re-unify our community back into a single version. We have heard the feedback from players who actively participated in the PTE as well as those who were disappointed by it and went back to the live version.

This patch is not the removal of one version or another, it's a fusion of both, a new shared foundation for future improvements.

Sincerely, Steel Balalaika Team


User interface

  •     Return to battlegroup time is now displayed in the statistics card of units.
  •     Automatic weapons damage is now expressed per second.
  •     Added a timer animation when infantry exits a transport.
  •     Added a low altitude flight indicator for helicopters.
  •     Defensive smoke ability deployment delay is now feedbacked on the label of the unit.

Designer's note: This delay is not new, only the visual feedback.
You cannot use smoke at the last moment, grenades take a short time to deploy and when missiles lose track of the target they don't instantly crash into the ground so there is a chance that they randomly hit the target through the smoke.

Technical

  •     Fixed several null-reference errors and recurring exceptions.
  •     Fixed an exception occurring when multiple supply trucks were selected.
  •     Fixed soldiers occasionally remaining alive inside destroyed transports.
  •     Fixed multiplayer synchronization of infantry stress.
  •     Fixed helicopters moving closer to targets despite already being within weapon range.
  •     Fixed helicopters repeatedly resetting targets they could not aim at.
  •     Fixed static radar mode sometimes staying activated while a unit was moving.
  •     Fixed infantry stress being applied from only one source per frame.
  •     Improved projectile interception calculations.
  •     Added validation for invalid ammunition data received during network combat.
  •     Added missing localization for new abilities and interface elements.
  •     Improved Supply and Repair system performance.
  •     Optimized unit transform processing.
  •     Reduced garbage collection in the combat target-scoring system.

Maps

  •     New zone layout for the maps "Oil Rush" and "Highway of Death"




Read on....
#93
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - July 02, 2026, 12:07:54 AM
Dev Blog #5 — Behind the Scenes: Building the Montenotte Map
Wed, 1 July 2026



For this dev blog, we wanted to show you something a little different. No gameplay this time - instead, a look at how one of our battlefields is actually made.

Here is Montenotte, one of the first maps in the game, coming together piece by piece in the hands of our level artists and level designers, from a blank canvas to a finished battlefield.



Why rework a map you have already seen?

After our playtests, the feedback was clear. The map felt cramped. Players were squeezed between the mountains, with little room for real tactics. Reinforcements in the second phase were a problem too: they arrived too close to the Austrian flank, so a fast cavalry rush could decide the battle before it had really begun.

There is also some context worth sharing. The first version of Montenotte was built early in development, before several of our gameplay systems were ready. Fortifications, for example, did not yet exist in their current form, so much of the map was laid out without those tools in mind.


What we changed

More room to maneuver. We expanded the battlefield and opened up real distance between the key points of interest, so there is finally space to plan a tactic and commit to it.

Reinforcements as a decision. We pulled the reinforcement positions further back. Bringing them into the fight is now a choice you make as a commander, not an automatic rush.

A redoubt worth taking. The redoubt is no longer simple decoration. It is now a real objective - a position you need to fight for and hold.


A strong first impression

Montenotte is one of the first missions in the game, so it shapes how new players feel about everything that follows.

Thank you for all of your feedback, and thank you for your support. Development continues, and there is more on the way.
#94
Flight Simulation / Re: Retro Dogfight, a Podcast ...
Last post by SpaceGameJunkie - July 01, 2026, 03:21:19 PM
Hey y'all, episode 15 of Retro Dogfight is up, wherein we discuss my co-host Denny's favorite sim, 1942: The Pacific Air War!

https://www.retrodogfight.com/15-1942-the-pacific-air-war/
#95
Games Discussion / Re: Dagger_Directive
Last post by Asid - July 01, 2026, 12:40:15 AM
June Dev Blog
Tue, 30 June 2026



Hey everyone!

We've got some exciting news to share about the upcoming Update 1.0. The team has been making incredible progress on new maps, new weapons, and a ton of other content we know you've been waiting for. No need to stall, let's get right into what's coming next.



Missions

Last month, we teased one of the maps featured in an upcoming mission. This time, we're giving you a top‑down look at the rest of the locations you'll be exploring in the next batch of missions. We can't reveal the mission types just yet, but you'll be getting plenty more campaign details in future dev blogs and social updates leading up to release.












Weapons

As promised in our roadmap, we know many of you have been eagerly waiting to see the new weapons arriving with Update 1.0. This month, we're dropping the first batch, your early look at what's about to expand your arsenal. And don't worry, this is just the warm‑up. We're holding back some of the heavy artillery for next month's showcase, so stay tuned.

MK-18 Rifle (Black, Green, & Tan)






M17 Pistol


M32 Grenade Launcher w/ Scope


P90 SMG



Uniforms

One of the surprises tucked into Update 1.0 is a refresh to player uniforms. We've been exploring new customization pieces, and there's one item in particular that many of you have been asking about. Something that appeared in the demo but never made it into the live game. After some much‑needed updates and adjustments, we're thrilled to confirm that the Balaclava is returning to your customization locker, available in 2 different styles and five color variants.



We've got plenty more in development, and we can't wait to share each new piece with you as it comes together. Update 1.0 is packed with content, and this is just the start of what you'll be seeing over the next few weeks. Be sure to follow us on our social platforms for extra previews, dev insights, and ongoing updates leading up to launch.
#96
Games Discussion / Re: Sea Power : Naval Combat i...
Last post by Asid - June 30, 2026, 12:47:51 AM
Sea Power Update 0.8 Releasing July 4th: Pacific Strike '85 / Task Force Mode
Mon, 29 June 2026



Hello from the Triassic Games team!

The next major Sea Power update (v0.8.0) is currently planned for release on July 4th, 2026, bringing the new Pacific Strike '85 campaign, Task Force Mode, and new units to the game.


Sea Power is also 20% off during the Steam sale, so now is a good time to jump in or recommend it to friends before the update arrives.




Pacific Strike '85 and Task Force Mode

Pacific Strike '85 is a new NATO campaign set in the Western Pacific in 1985, built around Task Force Mode, a new layer of persistence for campaign play. Players will build and customize a task force, deploy it across linked missions, and manage the consequences of combat over time, including ship and aircraft losses, weapon expenditure, damage, repairs, and resupply.

Originally a Workshop campaign, Pacific Strike has been completely rebuilt from the ground up with the new game mode in mind. Command your own task force through a 1985 war in the Western Pacific, taking on a series of connected missions and optional side missions that offer additional risks and major rewards.


Task Force Mode introduces a new management layer for campaigns and supports full persistence across scenarios. This is a critical step in building towards the future Dynamic Campaign.


New Units

The update will also include new units for Sea Power, expanding the forces available in scenarios and campaign missions.

Confirmed units coming in the 0.8.0 release on July 4th:

  •     Australia

        F-111C

        Mirage IIIO (including Mirage III for other operators)

        Adelaide class frigates

        Perth class destroyers

        Oberon class submarines

  •     United States

        Updated Oliver Hazard Perry class frigates (short hull vs long hull)

  •     ... and quite a few others :)


Australian Perth class destroyers join the unit roster with the coming update!


Wrap Up

Thank you for your continued support and feedback throughout Early Access. We are excited to get Pacific Strike '85 and Task Force Mode into your hands on July 4th!

- The Triassic Games team


Source: Reconnaissance Ship ALIDADA, 22 June 1985 - East China Sea
#97
Games Discussion / Re: Videos
Last post by Rinix - June 29, 2026, 02:56:27 AM
#98
Games Discussion / Re: Shadow Empire : A military...
Last post by Asid - June 29, 2026, 01:21:47 AM
Role/Gameplay Poll
Fri Jun 26, 2026

Hi all, after the vidcom gfx poll I now have a mini-game poll up investigating role/gameplay preferences.

Please do give me 4 minutes of your time and share your thoughts over here:

https://www.vrdesigns.net/vidcom_poll/card_poll.php

I shared the main results of the vidcom gfx poll in my latest blog post on:

https://www.vrdesigns.net/

best wishes,
Vic
#99
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - June 27, 2026, 11:43:31 PM
[EA SITREP #14] Little Guys & Other News, Coming Next Week!
Sat, 27 June 2026



A look at what is brewing, landing ETA Monday/Tuesday!



Note & credit: Action screenshots were provided by players on the game's Discord - today featuring Durandal, Chill, CptXile, Foxman, Joshreacher, Kaiju&Tanks, munchlol, Nessie2000, Poodle007 & Tygamer63!

Hello there, old and new fans of Task Force Admiral!

We had a busy week in the dev shack and in the discord, as we pushed a few new little features which shall reach you next week, while we are trying to survive tough temperatures as France seems to be aflame all around us.

Yes, no A/C meant that we had to work at night just to be able to do something and not have machines overheat. But the little time we did enjoy did not go to waste, as you will see below.






Them Lil' Guys

Ok, here they are. And that's pretty cool

We'll be rolling out the little guys in the next patch, after a few adjustments made during beta testing. Note that only Yorktown (and only her, CV-5) gets them as of now, as part of the debugging process, considering their implementation does require some work for each ship (the paths cannot be copied-pasted so easily from one ship to another without creating issues).

Once we make sure that they don't break anything, create performance issues, etc. At the end, everybody should get them in due time.

Although they're not especially performance-hungry, they can still be deactivated in the options if you're running a potato, or simply don't like them to be around.

Until you get them in your own hands, here are a few more shots of them boys in action, captured by our Kickstarter supporters.



Read on....
#100
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - June 27, 2026, 04:02:37 AM