Tactical Control cover
Tactical Control screenshot
Genre: Strategy, Indie

Tactical Control

Patch 2019.07.02.b Now Live

Greetings Commanders

This patch is, essentially, a rollback of the security features added in early April 2019.

These features were intended to prevent malevolent players from hacking into the game and cheating while playing online. Unfortunately, the changes required have interfered with the game's matchmaking and network systems, with the result that most players haven't been able to play online games at all.

This patch disables the game's security features, rendering it again playable online and fully restoring its functionality.

This also means that the game is, once again, exposed to hacking. The only option currently open to honest players is not to play against random online players who appear to have an unfair advantage. For me, the only other option was leaving the game unhackable but unplayable.

I am deeply sorry for the prolonged loss of functionality and for the long time it took me to recognize and fix the problem. Please accept my sincere apologies.

The dev

Update 2019.05.03.a Now Live

Greetings Commanders

This patch brings a few tweaks and fixes, as well as two new dlc's available to purchase.

The first dlc contains three single-player missions designed to be almost impossible to complete. A skilled commander, however, will find ways to exploit the enemy's weakness and prevail.

The second dlc adds four new emotes that can be sent to the opposing player in multiplayer matches. Toast your enemy with a cold beer, a glass of wine, a classy cocktail or a steaming hot cup of coffee.

Good luck on the battlefield
The dev

Update Patch 2019.04.21.b Now Live

Greetings Commanders!

This update brings some balance tweaks for several units and a new emoticon system, which allows communication between players. Details follow.

Emotes are sent by clicking your base to show the emote menu and then clicking an emote to send. You can disable this functionality in the options menu, if you don't want to see and send emotes.

The unit stat changes are based largely on current win rates in the game. As far as possible, I've tried to improve each unit's specific strengths rather than level out their weaknesses and make all units more like each other.

C: move speed reduced from 144 to 128. While C's are not a popular choice compared with other units, their high win rate warrants this change, to bring them more in line with other units.

H: durability increased from 300 to 375. Firepower increased from 160 to 200. Range increased from 2500 to 2800. H's are one of the most popular units in the game. Unfortunately, their win rate is the lowest of all units, so this big buff should make them more useful while preserving their personality as heavy artillery.

I: units start out with 12 strength instead of 10. I's are performing slightly below average. This change should make them more durable all-round, without increasing their firepower.

R: move speed increased from 165 to 200. Visibility reduced from 1250 to 1000 while not attacking. R's are in serious need of fixing. They are the least popular unit type and also have a low win rate. These changes should improve them in their role as sneak attackers. Further buffs will probably follow.

S: durability increased from 300 to 375. S are fine currently, but the overall buffs to the other units mean this normalization might be needed.

Good luck, have fun!
The dev

Patch 2019.04.12.a Now Live

Greetings Commanders

This patch adds a couple of interface improvements to the game.

A box now displays all stats for the currently selected unit or, if one is available, for the unit your mouse is currently over.

Additionally, the result of clicking or right-clicking is always displayed so newer players can understand the game's interface and use it effectively.

Good luck, have fun
The dev

Quick fix 2019.04.09.a Now Live

This patch fixes a black screen crash when the enemy disconnected.

Balance Patch 2019.04.08.a Now Live

Greetings Commanders

This patch effectively increases the size of the battlefield. Details follow.

Visibility and fire ranges for all units have been reduced by 20%. This makes correct positioning more difficult, but also more rewarding.

Unit move speeds remain the same. Reaching the enemy base isn't any harder.

Firepower, however, has received a boost. The modifier that previously reduced damage to 85% has now been set to 100%, producing a small but visible increase in damage dealt. This should reduce the length of time of engagements, while hopefully not making the game too chaotic.

Good luck, have fun
The dev

Patch 2019.04.05.a Is Now Live

Greetings Commanders

This patch reverts some recent visibility changes. Visibility is simplified and values are set to reasonable values.

Recently, visibility has been the target of some experimentation. Dynamic visibility was added, where units were more visible if they moved. Also, unit visibility ranges were set so that most units were visible closer than they could attack, so visual contact almost always meant the bullets would start flying.

These changes caused some unwanted consequences. Turtling got a significant boost, since an attacker had to enter the killing zone before he was able to see the defenders and plan an effective assault. Paradoxically, stealthy units (Rs and entrenched Is) became less useful, since everyone (except As of course) was capable of decent camouflage.

The current patch rolls back some changes and sets visibility values as follows:

A and B are always visible, whatever they do. This hasn't changed.

All units have 4000 visibility for 10 seconds after firing.

R is visible at 1600 range whether it moves or not.

Entrenched Is are visible at 1600 range.

Everyone else (C, H, non-entrenched I, S) is visible at 2500 range whether it's moving or not.

Hopefully this will encourage more active play and make the game more fun.

Good luck
The dev

Balance Patch 2019.04.04.c Now Live

Greetings Commanders

This patch tweaks visibility when moving and suppression.

While moving, units have increased visibility. Before this patch, this increase disappeared instantly after the unit stopped moving. Now, it persists for a brief extra duration (1.6 seconds currently). This should make moving units easier to spot and possibly engage.

Suppression move speed reduction is now -35% instead of -50%. Halving unit speed under fire simply felt too much.

The game's build pipeline has also been changed. This should have exactly zero consequences for most players.

Good luck on the battlefield
The dev

Patch 2019.04.02.a - Visibility Tuning - Is Now Live

Greetings Commanders

This patch brings a significant overhaul to visibility ranges for almost all units. Also, the damage reduction has been slightly cut. These changes are a work in progress, they may be tuned or rolled back in the following days. Also a few visual improvements, menu updates and small tweaks.

Unit visibility is the distance where it can be detected by the enemy. Some units (A's and the Base) are always visible no matter where they are. The rest have three possible visibility ranges: visibility while stopped, while moving and while firing. These values have been tuned for all units, so that stopped visibility is significantly smaller than the unit's fire range, moving visibility is somewhat bigger and visibility fired remains where it was before, at a really large value.

A debuff was added to all damage in the game and its value has been stable since release at -25%. It has now been decreased to -15%, so all units will deal a little more damage now. This will make it possible to deal a little more damage to enemies before they manage to slip away from a unit's range of fire.

These changes aren't intended to be permanent, but rather experimental and may be rolled back if the resulting gameplay isn't satisfying.

Good luck, have fun
The dev

Quick Fix 2019.04.01.b Now Live

This is a fix for the failure in the game's networking code which occurred when playing a multiplayer game immediately after playing a scenario.

This one was totally on me, should have caught it long ago.

Sorry everyone
The dev