Tank Squad Tactical WW II Realtime.

Started by Asid, May 17, 2025, 01:30:31 PM

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Asid

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...

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Asid

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.



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Asid

Development Status #95
Fri, September 11, 2026




Ponyri DLC, CPU Usage optimization, Game improvements, New tower

Dear Tankers!
Welcome to our 95th Development Status. We have some news from development of Ponyri but not only. We hope you will enjoy reading this dev status :)


Status report
We have continued our work on the game, now spending a few weeks pushing bigger fixes (mostly - optimization of vehicle physics and infantry animators - less CPU usage) + progressing the development of the Ponyri DLC (more about it below).


Ponyri - Sector 1 - Taginski

CPU Usage optimization
Our biggest CPU drain was and still is - vehicle physics. The more tanks are spawned on the scene and move, the more CPU they use + all that physics is being calculated on single core of the processor.
Now after having a small talk with our friend Marco, the main dev of Easy Red 2, we want to try and implement a physics LOD (level of detail) system. If a vehicle is far away from us (or static but closer) then it's physics will be turned off and switched to much more simple movement style.


Ponyri - Sector 1 - Taginski

The player must not notice this change but the effect can be most visible on maps with big battles and active tanks at once.



Read on....

I stand against Racism, Bigotry and Bullying

Asid

Update 1.3.8
Fri, September 18, 2026



Better CPU usage on infantry and vehicles physics & UI/UX improvements

Dear Tankers and Mechanics!
today we're releasing another patch with fixes and a few new features.



Better performance
We continued investigating the causes of crashes and added some safeguards—things should be better now. In addition, we've made a number of physics optimization changes for infantry and tanks. These changes free up CPU resources. When infantry aren't visible on screen, we disable their animations, which improves the game's performance. The same goes for tanks. At long range, we disable their physics (regarding movement and driving - don't worry) this is a little trick that should improve performance, especially in larger battles.











UI changes

Battle Minimap
A few cosmetic and other changes to the UI. We've added a "Battle Minimap" panel, accessible by default with the "M" key which, of course, can be remapped. When you hold down the key, the map panel opens, you'll see markers there, and you can also place markers using the mouse. It's a quick version of the battle map designed for navigation and future interactions, such as issuing orders, calling for support, etc.



We've standardized the names of game modes during loading—whether for the host or the client—as they weren't always consistent. Now, when playing a skirmish, it's labeled "Skirmish," and when playing a procedural campaign, the same label is displayed for everyone. Similarly, in the Session Browser, we've corrected the names and added information about which faction you're playing as in a given session.

Vehicle weapon panel





The panel at the bottom of the screen where you select projectiles has been slightly updated. Though not completely yet, since we're still testing a realistic look for the projectiles in the UI. With this update changes are not "huge", modification is fairly subtle.
Loading screen
We've added carousels to the loading screen panel. In addition to the controls panel, this section will also feature information about the game's mechanics and other important details; for now, we've posted some promotional (propaganda) material about Ponyri over there.



Force pool creator
UI/UX has been improved here. Every squad has a proper emblem, same goes to an unit inside / part of a squad.



There are more and more minor UI/UX improvements, so expect things like these presented below. For example on a Battle Map, last unit in a squad doesn't have a shadow as a overlay on top of it or during wrecks selection every unit and a squad should have a proper emblem or avatars in-game have a proper color applied :) Lets make game less junky again!



Changelog 1.3.8

Below is the list of changes being made:

Added:
  • Added a potential fix for a game freeze.
  • Added performance improvements for movable units and multithreaded pathfinding.
  • Added an option to disable artillery smoke indicators in the difficulty and simulation settings.
  • Added options to disable the reload circle and automatic weapon UI display when changing ammunition.
  • Added the Battle Minimap, accessible with the M key.
  • Added a background to the penetration feed on the death screen.
  • Added an animated carousel to the loading screen.
  • Added placeholder vehicle icons for single-unit squads.
  • Added a distinct default tank icon for vehicle squads.
  • Added faction filters to the Spectator UI.
  • Added faction names to entries in the Session Browser.
  • Added new internal and external engine sounds.
  • Added new vehicle collision sounds for impacts with metal objects.
  • Added revised internal and external sounds for the KV-1.

Modified:
  • Improved machine-gun sound balance over distance.
  • Improved footstep synchronization by reducing the distance required to trigger walking sounds.
  • Adjusted the force applied to trees when they are rammed, based on the size of the vehicle.
  • Improved Session Browser and session information panel presentation.
  • Improved the Vehicle and Inventory item UI.
  • Improved Spectator UI performance by optimizing faction image loading.
  • Improved the Force Pool Creator interface interaction, every input matter.
  • Improved image presentation in the Force Pool Creator.
  • Improved the Session Browser layout.
  • Improved the Battle Map squad and unit deployment layout.
  • Updated the T-70 sound events and slightly increased the KV-1 volume.
  • Improved cannon, impact, ricochet, shell-ejection, and environmental reverb mixing.
  • Reorganized audio mixer routing to improve compression management and prioritize important combat sounds.
  • Moved the JU 87 audio to the appropriate effects group.
  • Adjusted the stereo positioning of internal MG 34 and DT machine-gun sounds.
  • Adjusted the Panzer III external engine start sound to prevent it from sounding abruptly cut off.
  • Improved character interaction input handling and corrected crew-slot positioning.
  • Improved the character movement and AI-controlled movement systems.

Fixed:
  • Fixed a major issue that could block procedural campaigns containing more than ten missions when reaching a previously completed mission.
  • Fixed an impossible procedural campaign task that asked the player to purchase a Maus squad during the 1943 campaign.
  • Fixed player-controlled squads losing their command assignment after loading a battle save.
  • Fixed the AI Commander not calling artillery strikes on objectives during procedural missions.
  • Fixed a StuG III aiming issue that occurred when switching from third-person view to the gunner sight while changing to HE ammunition.
  • Fixed objective timers not appearing when entering an active defensive capture zone.
  • Fixed incorrect NavMesh data in the Psel Bridgehead procedural mission.
  • Fixed missing defensive objective configurations in some procedural missions.
  • Fixed losing control after converting a unit in the notepad.
  • Fixed manual interaction being available during Battle Map initialization.
  • Fixed voice-over text overlapping vehicle status information.
  • Fixed opening the radial menu or pressing R while driving causing the vehicle to stop.
  • Fixed visible gaps in the StuG floor that exposed the terrain underneath.
  • Fixed Molotov effects not despawning.
  • Fixed unnecessary vehicle parts being detached despite not being detachable.
  • Fixed input loss after pressing F5 and interacting with UI buttons.
  • Fixed incorrect wreck squad emblems.
  • Fixed Visual Effect Spawn Position Buffer errors on Morton and other missions.
  • Fixed the Manual displaying incorrect UI elements when opened with F5 during gameplay.
  • Fixed player avatars displaying incorrect colors.
  • Fixed the Battle Map displaying graphics for the wrong game mode.
  • Fixed incorrect game-mode names in the Session Browser.
  • Fixed the loading screen not appearing when restarting a battle.
  • Fixed squad and unit icons being incorrectly used as default UI backgrounds.
  • Fixed incorrect squad icons being assigned to vehicles spawned in procedural missions.
  • Fixed objective indicators remaining visible for unselected Destroy and Protect objectives.
  • Fixed unusual camera angles and trajectories in artillery kill cameras.
  • Fixed soldiers failing to reach their destinations.

Thank you for your support, we are working. See you next time!

DeGenerals

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