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Tank Squad screenshot
Genre: Simulator, Indie

Tank Squad

Game Update 1.1.1



Dear Tankers and Mechanics!



Sitrep


Welcome to the newest game update! Another portion of game improvements, bug fixing and general QoL improvement after yesterday big patch 1.1.0.

Changelog 1.1.1


Below is the list of changes being made:

Added:


Fixed:

  • Fixed droped weapons not being despawned
  • Weapons wrong ammunition amount for first magazine
  • Refreshing weapon ammo for current weapon ui
  • Fixed weapons reloading time
  • PPSHa and Nagant Pistol vfxs adjustment
  • PPSHa recoil changes
  • Keyboard aiming not working properly with vehicle driving
  • Soviet repair scene - fixed animation of a guards
  • Fixed C1M5 outro
Modified:

  • Changed game version from 1.1.0 to 1.1.1


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Update 1.1.0 + New Soviet Campaign + Roadmap Milestone



Dear Tankers and Mechanics!



Situation report


As we announced earlier, the day has come for the release of a major update that adds another campaign — mini campaigns of only five missions, the first of which is Soviet. With the release of this patch, we have taken a significant step forward.





The Soviet mini campaign is set in 1943


The new Soviet campaign consists of five battle missions in which we will play with the armoured forces of the Red Army. The campaign is set in a similar period to the first German campaign, around July 1943.

Mission names:

  1. C2M1 - Steel Rain
  2. C2M2 - Airport Defence
  3. C2M3 - Mud Panthers
  4. C2M4 - Railroad Assault
  5. C2M5 - Last Bastion

As for missions, tactics and how to play: What you have played so far as the Germans does not work. There are no heavy tanks here that can withstand everything. Use smoke a lot and direct off map support. Be prepared for it to be harder because you will be more mobile.

Roadmap




We have almost entirely completed Stage 1 of the roadmap. We have added the option of playing as a second faction in the game, which opens up the possibility of adding more sides to the conflict. We have added a new Soviet campaign comprising a total of five missions. We have also added a Soviet repair station. The Germans now have additional anti-aircraft (AA) and anti-tank (AT) guns (Nebelwerfer 41, Pak 38 and Flakvierling 38) as static weapons, providing further targets during missions.



Unfortunately, we have not yet been able to add the KW-I tank with a 75 Kwk 40 L/48 gun, which was taken over by the Germans. We were unable to finish the repair and battle tutorials in time — our ambitious plans exceeded the time available to us. We wanted to release the tutorial before this update, but unfortunately this will have to wait. We apologise for the delay, but you will have to wait until we have completed all the tasks related to the tutorial. Among other things, we need to record lines of dialogue and adequately test these scenarios.
Steam Workshop/Modding

In addition to the tutorials, adding modding support is also on the agenda. In general, we will implement STAGE 2 and STAGE 3.

General game improvements


Over the past few weeks, we have also been struggling with the design and texture consumption/RAM requirements. We have managed to reduce the number of loaded textures, which will contribute to lower RAM consumption. The topic of multithreading and supporting the use of more CPU cores is also on the agenda. As we mentioned, when we start this, we will unthread the game for at least a few months.

When next update?


Most likely tomorrow. Also.

Since we are testing / reporting bugs / fixing them / making new bugs as well and making new builds this cycle is repeated few times a day we decide to launch a new beta / branch called "unstable" here on Steam.

If you switch on Steam over from default from unstable branch you will be able to play newest builds before they will be published on default branch / announce here on Steam. If you are willing to try new builds feel free to switch over it or keep your game on default branch.

Steam Summer Sale


To celebrate the sale on Steam, our game will be with a -10% discount.



Changelog 1.1.0


Below is the list of changes being made:

Added:

  • Crane icon indicator on repair stations
  • KV-1S - new tank
  • Nebelwerfer 41
  • 5 cm Pak 38 (AT)
  • 2 cm Flakvierling 38 (A)
  • Soviet Kursk 1943 (Mini campaign) 5 missions
  • Possibility to change faction colors from permanent to configured color per faction for example Red Army as always Red
Fixed:

  • Keybinding vehicle horizontal movement inputs
  • Some enemy tanks were spawning at each other on SM5 skirmish mission
  • Chinese fonts
  • P_UI_Settings tab label size
  • Teamwork achievement now should work
  • In vehicle UI reticle shaking
  • Camera framerate when using TP vehicle camera
  • Panther A aiming through gunner sight will no longer use roof mg as prediction for crosshairs
  • Infantry squads that were spawned during mission always died as a whole even if only one soldier died - not it's fixed
  • Exchange in Quartermaster now works
  • Side mission now resets correctly the wreck limit
  • When using customization manager in repair section the vehicle we're working on should correctly display the decals
  • Fixing spalling issues
  • Fixed Campaign C1 and C2 outro display - game should now launch outro after compliting last mission before mission summary/voting
Modified:

  • Changed game version to 1.1.0
  • Removed time fuse for air bombs
  • Increased power of M13 Katyusha rocket
  • Offmap Support indicator icons for artillery, airstrike, rocktes, mortars and smoke
  • Optimized spawning few destroyable objects around scene, in progress
  • Optimized explosions spawning in impacts and smoke for first time during game
  • Bomb penetration values and ranges have been increased
  • Gear for soviet and german infantry, containing more frag grenades and AT grenades
  • German campaign now has more assault infantry instead of static mg-42 or mg-34 based infantry squads
  • Updated physics on vehicles which makes their movement smoother for camera
  • KV-1 wheels textures color tint
  • Texture Sizes reduction
  • Steam Branch config - added support for "unstable" branch on Steam


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Development Status #76 + Game Update 1.0.13



Dear Tankers and Mechanics!



Welcome to our 76th Development Status.

A few words from us



It's been just over a month since we released our game. We would like to thank you very much for your support. We appreciate your activity and suggestions, and the fact that you have placed so much trust in us. I am working hard to deliver what we promised in the published roadmap for May and June. There is still a lot ahead of us, including many ideas for campaigns, vehicles and typical 'quality of life improvements', which we are gradually implementing with each patch. We hope that we can continue to develop the game with you

Current situation



Last week, we released one patch (version 1.0.12) and two hotfixes. We have not been able to release a major patch on fridays as we have done so far, due to the fact that we are preparing new content and improving what we find as new things appear when we add them. Additionally, we are constantly trying to optimise the game, including reducing RAM consumption by cleaning up the project, which carries the risk of unintentionally breaking something.

When release of Soviet mini campaign and new content?





We plan to release a major patch, version 1.1.0, at the start of the Summer Sale on Steam on 26 June. As we did when the game was released, we will also be live streaming. As last time, we will be available to react and fix any issues that arise.

New content we are working on



KV-1S



In addition to the missions, we have added a new KV-1S tank to the new campaign, and we are also trying to make a command version of this tank so that when you play the Soviets you can also have a mobile spawn point.



We have added a few visual elements to the KV-1S to make this tank slightly different from the KV-1, such as containers, toolboxes, barrels and ropes. Please note that these elements can fall off while driving and be reinstalled at the repair stage.









Opel Blitz



We have also been working on adding an Opel Blitz-type running truck. This truck will be used as a target to be destroyed in the first mission of the Soviet mini-campaign. As for driving capability, this will be possible. One suggestion is the possibility of some form of force pool editing for the selected campaign. We think this would be a great addition to the game. This would make it possible to freely configure and build force pool, including squads with specific unit vehicles. It will also open up the possibility of adding for example a Ferdinand to the game so that he can be played in another campaign where he was not originally available, if anyone wants to do so.

As a new feature, we have added selectable smoke shells when playing with Soviet tanks. Without the smoke screen, it is much harder to play against the Germans. We have also added the ability to call in air strikes with a smoke screen for both Germans and Soviets. Currently, smoke shells are only available for the Soviets; the Germans have smoke grenade launchers installed.

As for the KW-I with a 75 mm KwK 40 L/48 gun as a captured version by the Germans. The subject has not yet moved. It is simply waiting in line for its turn.

Ballistics Examination Mode





We are working on a new tool for the game - a ballistics testing mode that would be accessible from the main menu. After many reports of erroneous armor values or strange situations in which the game does or does not allow armor to penetrate, such a tool could help visualize our current system and its shortcomings.

Tutorial - situation report



The tutorial is still in production, we already have a design of what and when to show to teach the player the basics of the game. The whole thing is unfortunately delayed due to the need to fix current bugs and fixes that are more important.

So, whats up for today?


In summary, today's update involves fixing bugs resulting from previous patches and implementing player suggestions. The fast pace of development has resulted in a lot of bugs and a lack of time for thorough testing and playtesting.

Changelog 1.0.13


Below is the list of changes being made:

Added:

  • Giving orders is possible when in mid peek
  • VO for APCR, Smoke and HEAT rounds
  • Smoke Screen offmap support


Fixed:

  • StuG loader peeking
  • Smoother vehicle movement when rotating camera toward same direction + smoother reticles/crosshairs movement
  • Not spawning all vehicles when spawning in squad
  • Church and big wooden houses now correctly collapse upon hit
  • Infantry and Vehicles spawned by orders menu not being visible properly
  • Order markers not removing after squad death
  • Game freeze on timeout
  • Client calling artillery now correctly lowers the offmap count for himself
  • Custom settings correctly copy settings of unapplied presets
  • Sound for engines etc for player when peeking, using binocs and using mg on roof is now correct
  • Buying wrecks limit now is correctly synchronized so no more negative values can happen
  • Acacia tree on various terreins should not be correctly destructible
  • C1M9 navmesh fixes
  • Added navmesh obstacle to rocks and bridges on SM4 (Nechaevka mission)
  • SM3 AI navmesh should now allow better behaviour for tank AI squads
  • Pak40 can now correctly rotate to shoot
  • Offmap smoke support now correctly generates ai block vision
  • Refreshing current gear, when changing throttle mode
  • stucking during loading screen when playing online
  • Vehicle tpp camera behaviour fixes
  • Pak40 not shooting at enemies
  • vehicle physic performance tweaks
  • Fixed slow drving while peeking out or entering AI vehicle
  • Game should now correctly show the track and wheels state right upon breaking them


Modifed:

  • Changed game version from 1.0.12.2 to 1.0.13
  • Recycling any module recycles whole vehicle
  • Single Player session won't have vote time that counts down when waiting for player decision


Known issues:



  • for those who played demo version before: black/grey screen (temp fix is to remove local files from C:\Users\XXXX\AppData\LocalLow\DeGenerals\TankSquad and launch the game to generate fresh files)
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


Thank you and have a good weekend!
DeGenerals



Game Update 1.0.12



Dear Tankers and Mechanics!



Sitrep


Welcome to the twelfth update of the game! Another portion of game improvements, bug fixing and general QoL improvement.

EDIT:
We had to immidiately rebuild the game as PzIIIM could not be spawned, adding it here

Hotfix Changelog 1.0.12.1


Fixed:

  • Pz III M ability to spawn
  • Panther driver being able to peek
  • Issues related to MP40 and Luger


Changelog 1.0.12


Below is the list of changes being made:

Added:

  • Angle of attack information about damage in kill-cam and in wreck damage browser


Fixed:

  • Panzer IV H frontal armor mesh/shape to correctly cover a 20mm slope for 80mm frontal armor (the 20mm was in front of 80mm and caused troubles)
  • Panther A frontal gearbox/inset armor split from side armor - it was only 62mm and upon penetration it caused the tank to be knocked out when in reality it didnt really do much
  • Aim prediction should now be better at predicting shots that actually deal damage to target
  • Vehicle parts pushing entire vehicle after fell off
  • Game won't create 2 save files every time it needs to save
  • Game now saves when battle ends in a win, immidiately when the battle summary menu appears (it doesnt wait for returning to repair section)
  • HE explosions now correctly treat armors
  • Enforce difficulty option now changes the interactability of other difficulty buttons in session creation menu
  • Choosing custom difficulty settings copies current difficulty preset options
  • Achievements to kill enemy units no longer work if you kill allied units
  • When battle finishes and the animation of battle summary starts the killcam UI will no longer be visible (happened when you died after battle has been won)
  • Session Creation UI now correctly copies all difficulty settings
  • Buy Wreck button interactable state is now correctly reset upon starting new battle or opening the menu again (it sometimes just did not reappear)
  • Not being able to Refill/Rearm while peeking out of vehicle
  • Being able to peek out from commander slot in KV1
  • Ribbentropp platoon battle area fix
  • StuG III G had painted balkenkreuz on textures that couldn't be changed in customization
  • T-34/76 on arcade vehicle drive data had wrong values


Modified:

  • PzBfWg VI E unit decal moved to rear of the tank (front track was covering visibility)
  • Battle Summary mission voting time moved up to not cover a voting counter
  • Spalling from penetration, APHE explosions and HEAT jet generation are now postponed untill the game checks that projectile has hit an interior compartment of the tank. Without this the game ballistics system caused issues of destroying tanks without penetrating the main armor
  • Energy from explosions required to detach non-essential parts is now lower
  • Game should now make a better choice when displaying the armor that was the main reason of penetration or damage in a tank (both in kill-cam and in wreck damage browser)


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Game Update 1.0.11



Dear Tankers and Mechanics!



Sitrep


Welcome to the eleventh update of the game! Another portion of game improvements, bug fixing and general QoL improvement.

This week, we played the first mission of the second Soviet mini-campaign and added the KV-1S yesterday evening. We are working towards releasing a bigger update (working title 1.1.0) on 26 June, which is when the Summer Sale will start.

Regarding the tutorials, we have finalised the designs for both the battle and repair sections, and started implementing them. We would like to release them before 1.1.0. Only time will tell.



Changelog 1.0.11


Below is the list of changes being made:

Added:

  • Added overmatch to ballistics
  • Colliders to train tracks
Fixed:

  • Issue when after exiting our tank, the tracks were not displayed
  • Missing navmesh for factory buildings on C1M4
  • Static guns have now improved positions of look from for their AI. Should balance the game
  • Fixed evacuation for KV-1 nad Stug
  • KV-1 gun mantlet won't move when shooting main gun
  • Big lag when opening the radial menu for the first time (default is press and hold middle mouse button)
  • Big lag when opening battle map
  • Added navmesh obstacle component to stones
  • Battle area not working on C1M10
  • StuG reticle was blurred at 5 FOV on 200 and 1800 m range set
  • Using custom difficulty settings should now correctly save the state and correctly apply it during battle
  • Camera for tank interior has now better clipping planes and it should not clip through armor so easily
  • Issue when despawning from a tank did not hide meshes of crewman inside, leading to bigger gpu usage
  • Vehicle entrances interaction not working when inside or outside vehicle
  • Navmesh obstacle area for buildings
  • Vehicle interactions not working properly while moving
  • Interior vehicle interactions enabled when peeking out of vehicle
Modified:

  • Changed game version from 1.0.10 to 1.0.11
  • Russian font fallback, Source Sans Pro is used as on other languages.
  • Warning Marker icon on compass and minimap is same as indicator
  • Session Creation UI right panel fits better resources names on different languages than english
  • Navmesh obstacle for buildings (from dynamic to static)
  • Both Soviet AA M1939 52K and M1939 61K have destroyed version


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Game Update 1.0.10



Dear Tankers and Mechanics!



Sitrep


Welcome to the tenth update of the game! Following yesterday's update, we discovered that a few things had stopped working, so we began fixing them immediately. On top of that, further fixes were required, so the decision was easy. We need to rebuild and release another patch.



Changelog 1.0.10


Below is the list of changes being made:

Fixed:

  • Quartermaster convert button now works
  • Game will no longer allow spotting during repair section (to block enemy tank 10 o clock)
  • StuG reticles scale was wrong at some distances for AP and HE
  • Disable Grass While Aiming now correctly works only when we aim through gunner or radio op sights
  • Panther A in Total Control mode now correctly displays reticle when aiming with main weapons
  • All tanks should properly display their reticles now
  • Bad body rotation while peaking out of some vehicle slots
  • Missing battle area in config for C1M8
  • Issues with aiming as crew character after peeking out using scroll button
  • Custom quality settings now correctly apply shadows settings to the game
  • Panther reticle should no longer be overriden if you man the mg and then come back to use main guns
  • Retreating units getting under player orders
  • Characters, Weapons, Vehicle shader were missing Sample State Macros turned on
Modified:

  • Changed game version from 1.0.9 to 1.0.10
  • KV-1 front glacis armor near MG nest
  • Pz III M reload time decreased from 5 to 4.8 s
  • Pz IV H reload time increased from 6 to 7.6 s
  • Pak 40 reload time decreased from 9 to 7.6 s
  • Flak 36 reload time increased from 6 to 9.6 s
  • Pz VI reload time increased from 6 to 9.6 s


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Game Update 1.0.9



Dear Tankers and Mechanics!



Sitrep


Welcome to the ninth update for the game. We have fixed quite a few critical issues we spotted on how ballistic and tanks armor behaved during gameplay.

Ballistics


Firstly, in the course of combat, damage was made to a seemingly insignificant piece of armour on a moving vehicle, for example. The projectile that penetrated it was blocked by the next piece of armour located immediately behind it. In turn, penetration of the smaller, less significant piece of armour generated spalling in the next frame. If the tank moved between frames, this spalling would already be inside the vehicle.



Our solution was to disable spalling for any less significant armour on all tanks. This should stabilise the ballistics system and improve optimisation, as there will be no need to calculate shrapnel trajectories.



Periscopes




We have added new periscopes that work based on the solutions introduced in IL-2 Sturmovik. As a result, they are much simpler to render, and have much better quality.



T-70 TOP periscope / reticle




We would like to thank RideR2, Rastmust and the other members of our Discord server community for their suggestions. We have added a new aiming crosshair based on the references gathered. The T-70 tank was fitted with a periscope called the TOP.



In the current game implementation, for this particular case of a optic/periscope the aiming reticle itself should not move. However, with the ability to change the magnification by changing the range of the field of view from 25, 15, 10 and 5, we had to create different versions of this reticle. This allows you to read and set the correct correction for distance and the selected shell without using aiming prediction at any FOV setting.

In the future, we may redesign the reticles themselves to achieve even greater realism and accuracy in the representation of different optics. Below is a presentation showing how it currently works in the game for the T-70.



Changelog 1.0.9


Below is the list of changes being made:

Added:

  • New Tanks Periscopes (germans for now, soviets in next updates)
  • New reticle for TOP periscope used in T-70

Fixed:

  • minimap on SM2 Morton Defence
  • Missing battle area parts on C1M9
  • Too many battle areas enabled after starting C1M7
  • Command Tiger bought in graveyard can now be correctly manually * (without Mount:Barrel)
  • StuG III G vertical aiming limits were incorrect, now they are minimum 6 degress and max 17 degress
  • Invisible objects settings fix.
  • Reverting keybindings to default not being saved
  • * ammo crate animations
  • main vehicle movement keybindings are no longer blocking each other when trying to set new inputs.
  • StuG III G had missing description
  • Steel Fear achievement now should work
  • M-42 barrel position now fits the shooting angle
  • PZ IVH incorrect driver/radio op hatch and interior mesh
  • C1M4 - Battle of Vasylyevka - calling in arty through battle map has now correct coords
  • Spalling generation for non-essential parts is now totally disables - this should lead to more stable ballistics simulation and optimalization upon penetration
  • KV-1 incorrect ballistics armor types
  • Tiger H1, E and Command incorrect ballistics armor types
  • Panther A incorrect ballistics armor types
  • Panzer IV H incorrect ballistics armor types
  • Panzer III M incorrect ballistics armor types
  • T-70 incorrect ballistics armor types
  • StuG III G incorrect ballistics armor types
  • Crane audio playing after leaving the crane while it moved
  • T-34-76 incorrect ballistics armor types
  • Driving not working after peeking out from vehicle
  • Engine will turn itself off when fuel runs out in vehicle
  • Zoom sound will only play for gunner and radio op aiming camera modes
Modified:

  • Changed game version from 1.0.8 to 1.0.9
  • Every periscope now uses different approach of displaying what is happening outside the tank


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Game Update 1.0.8



Dear Tankers and Mechanics!



Sitrep


here comes eight update for the game. We have increased the number of tracers and their visibility, but we are not finished yet. There will be more modifications next week.



One of the important corrections solved the problem with the powerful 'T-70'. It turned out that ricocheting shells were able to fall into the next frame during the calculation (literally teleporting) and cause penetration and destruction, for example, on the Tiger's turret roof. This was not specifically about the T-70, but the T-70 was often able to cause quite a lot of chaos.



We have also found issues with sounds - when for example engine sounds were gone. Game actually used 64 channels instead of 256 - even when it was set to 256 in game settings. Game now should apply setting to max channels - WARNING: changing the audio max channels will apply only after full restart.

Tiger H1/E and other tanks received an update for periscopes and now they should only render when it should. Before render textures could render on hatches meshes which caused graphic issues.

We have also modified a bit tracers for weapons - there should be more tracers visible but it is not done yet. We are working more on this topic.

Changelog 1.0.8


Below is the list of changes being made:

Added:

  • Rearming adds extinguishers and smoke grenades

Fixed:

  • Close combat fix for infantry
  • After starting scene couple of times in a row, spotting was not working for AI units
  • Ballistics issue with ricochets that caused many incorrect penetrations
  • Incorrect material on tiger driver and radio operator hatch
  • Increased sound channels as well as game audio settings now should apply to max channels - WARNING: changing the audio max channels will apply only after full restart
  • Converted tanks can be customized now
  • Added repair stations for active last objective on c1m5
  • Rotation of player character while peaking out of vehicle
  • Static weapons have more accurate AI spotting position (instead above the unit it is inside the cannon/barrel) which should lead to better balance
  • Collision shapes for few trees and bushes are better and correctly cover more space
  • Pz IV H issues with customization
  • Shooting animation for infantry with single-shot weapons
  • Crewman should now be correctly marked on kill cams and hit cams
  • Pokrovka Hold objective name and description
  • An error that caused infinite Loading Level Finshed (first mission launch after returning to main menu) quite a critical bug
Modified:

  • Changed game version from 1.0.7 to 1.0.8
  • More tracers for infantry weapons
  • BattleMap Spawned Units GUI Item - shows player avatars for spawned tank in multicrew
  • VehiclesVisors Render Texture changed property to fix issues with tank hatches
  • Squad Manager - improved a bit visibility of items displayed, more squads and units are on the list
  • Tiger E driver & radio operator hatches textures were wrong
  • Loadingscreen keyboard


Known issues:



  • Minimap on SM2 Morton Defense is broken
  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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



Game Update 1.0.7



Dear Tankers and Mechanics!



Sitrep


Hello, we are releasing the seventh game update. We have fixed some major bugs when driving a tank in the multicrew mode as a commander and the fact that the game could load the wrong mission as it should.



We have added dedicated armour for the StuG III G and the PzKpfw III Ausf. M, and we have made a few cosmetic changes, including improvements to the X-ray view. By default, the tank modules are represented in a uniform grey colour and turn red when there is penetration/a hit, to represent state after being destroyed.



Development Status (kinda)


In the background, we are working on the tutorials further, and we are adding the Flakvierling 38 anti-aircraft gun to the game, which will probably appear somewhere in the new missions in the mini-campaign.



Sebastian is developing a prototype for a new way of rendering periscopes using the same camera, one instead of rendering several cameras to so-called ‘render textures’. With this procedure we will achieve a sharp real-time image in the view from the inside of the tank without any drop in performance - because we won't have to render several cameras at once which consumes resources heavily.

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



Changelog 1.0.7


Below is the list of changes being made:

Fixed:

  • PzKpfw V Ausf. A commander camera positioning fix
  • buildings collisions fixes
  • PzKpfw V Ausf. A MG shooting changed to main fire instead of secondary, same as for other vehicles
  • MG shooting and aiming after leaving and reentering the vehicle
  • Driving on manual gears when in order mode, always move forward
  • Driving horizontal on automatic gear when in order mode not working
  • Infantry dismount vehicle order not working
  • Changed battle area size during last objective on C1M10
  • Potential fix for Black/Grey screen for demo players
  • infantry getting invisible after killcam animation
  • UI fixes for localization
Modified:

  • Xray modules color. Now by default they are white/gray. After being destroyed they will turn red.
  • Changed game version from 1.0.6 to 1.0.7
  • Stug III G has new dedicated armor mesh.
  • Restored censored Balkenkreuz crosses for German version (according to official guidelines)
  • Further localization improevements
  • Roadmap updated


Known issues:



  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • converted tanks after customization applied doesn't have it during the battle
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


Thank you and have a good one!
DeGenerals



]

Development Status #75 + Game Update 1.0.6



Dear Tankers and Mechanics!



Welcome to our 75th Development Status.

A few words from us



It has been over a week since we released the game. The launch of the game was not entirely successful. Many factors contributed to this, including the fact that the long build of the game was being reviewed by the Steam team. The game was eventually split into regions; we have a worldwide version and a Germany-only version, which is censored. Two days before the release date, we were still waiting for an answer from Steam regarding the status of the game. Finally, we were successful. We got the information that we could release the game. There was very little time until the launch. Day and night, day after day, we tweaked and worked on the game to squeeze in as much as we could to get the game to the premiere.

Current situation



A lot has already changed in the project since then, and more is still to come. We have released several updates to the game with fixes and there will of course be more to come - there are plenty of things in the game to improve, to add, to streamline.

What we plan to do next



In addition to the ongoing updates with fixes, which we have already written about before, what was also reported and suggested by you was the lack of tutorial missions. The two tutorial missions themselves are described in more detail below.

We have now set ourselves a plan for May and June to prepare a major update to the game and release it around the end of June during the Summer Sale on Steam. So let's get down to the specifics of what we are planning.

Roadmap - May/June 2025






Soviet mini campaign (timeline 1943)



We want to add a second campaign, in fact a mini-campaign because that is what we are calling it. It will consist of 5 battle missions where we will play with armoured forces of the Red Army. The campaign will be set in a similar time period somewhere in 1943, also around July.

Working list with mission names:

  • C2M1 - Operation Steel Rain
  • C2M2 - Airfield defence
  • C2M3 - Mud Panthers
  • C2M4 - Rail attack
  • C2M5 - Last Bastion








New content


With the campaign we want to add a Soviet repair station, somewhere the tanks and all the supplies have to be handled. In addition, we plan to add a new tank, actually a KV-1S variant. Apart from this, German tanks will receive versions as ‘captured’, i.e. they will have appropriate emblems or colours. One exception is the KW-I - the German adapted version of the KV-1. Here, a version with a 75 mm KwK 40 L/48 gun is missing from the game, there is a plan to add this. In addition, a few static guns for the German side such as Pak 38 or Nebelwerfer 41 rocket launchers.





Steam Workshop / Modding


We want to add support under Steam Workshop. To start with, allow in-game in general the possibility to add your stuff, mainly cosmetic stuff like emblems, decals, your textures for side numbers or sounds - we saw on Discord that it is now already possible to modify the sounds we use in fmod. We will include PDF tutorials describing how to add mods and how to send them to the workshop using our tools.



Overall game improvements


Within this short period of time, we would like to improve memory management and reduce RAM demand. This is a key step to take before we can move on to more complex problems. By doing so, we should be able to increase the quality of the vehicles and improve the stability of the game.

Tutorial - situation report



Battle tutorial


This week we started preparing the first tutorial on the battle scene. If you played the demos, the first versions back in 2023 and 2024, you may remember that we had a battle scene tutorial on the Pokrovka mission back then. Since then, a lot has changed in the game and a couple of mechanics have become obsolete - besides, new mechanics have been added, so the tutorial itself was already outdated. That's why we didn't decide to add it with the release of the game, which was a mistake because it was one of the main things you were asking for.

This time the battle tutorial is based on Proving Grounds or shooting range, the player will be shown and explained the rules and possibilities of the game one by one.

Battle tutorial - Multicrew


The additional tutorial will deal with a rather serious gameplay aspect of playing as a crew in one tank. That is, each player has a specific role such as driver, gunner or tank commander. What the commander's role is and what he can do in the vehicle, what the driver can do. How the viewfinders & periscopes work and what interactions are currently possible in the tank. E.g. how to open the hatches or how to operate the machine gun mounted on the turret.

Repair tutorial


The repair scene guide will take place on the repair scene - the German one. In it, we will show you one step at a time what you need to do to:

  • repair a tank/vehicle to make it ‘Combat ready’
  • how to convert a captured tank
  • buy tanks and add them to a squad from the force pool
  • how to refuel a tank with ammunition
  • how to customize, how to change side numbers of a vehicle
  • how to modify squads
  • how to transfer units between squads
  • how to rename squads
  • how to operate a crane
  • how to replenish infantry squads
  • how to replenish air and artillery support
  • how to manage resources such as ammunition, fuel, prestige - how to exchange them with the Quartermaster
  • and much more...


Game updates - Sitrep



Sixth patch for the game. A little smaller than the previous ones but still containing a number of improvements and fixes. Mainly fixes for things reported by you and your suggestions.

We recommend taking a look at the discussion section of the forum, Marcin (Shelter282) has published a post with recurring questions about game mechanics LINK HERE

It's also worth taking a look at the tutorial created by Murkz, it's worth reading until our tutorials come out in the game LINK HERE

We sincerely thank you for your many votes of Support, it is very valuable to us. We are improving and playing along!

Keybindings - update



As far as the keyboards are concerned, we continue to make adjustments and improvements. Here is a list of changes since the last update of the game:


  • Fixed refreshing of the markers above units when changing the settings pertaining to them
  • Fixed setting for correct colours depending on whether a vehicle is empty, destroyed, occupied by a player, allied AI and enemy AI
  • Fixed setting to change the displayed marker types, the setting ‘Show Friendly Markers’, now does not apply to other players' marker
  • Fixed turret rotation in Vector Aiming Mode not working while aiming key was pressed before switching to Canon Camera


Further localization improvements


At the moment, we are working on improving the translations for Chinese, French and German. Once these are completed, we will take care of the rest. We would like to say a big thank you to everyone who offered to help with the translations (JustSaySo, RichWheater, TIGRE, CandyMan) if any of you would like to help us with other languages, please contact us on discord or email: contact@degenerals.com.

When next update?


We don't plan to release anything over the weekend, unless there is some kind of disaster related to the 1.0.6 update. More patches after the weekend, we want to finally finish both battle and repair tutorial.

Changelog 1.0.6


Below is the list of changes being made:

Added:

  • Dynamic binding for unassigned inputs when trying to save changes and there are still some unassigned ones
  • Added support for 7680x1440 resolution
  • Roadmap button in main menu


Fixed:

  • Turret rotation in Vector Aiming Mode not working while aiming key was pressed before switching to Cannon Camera
  • Bug related to input settings not being saved
  • Removed unnecessary entries from input settings
  • Changed naming for inputs to make them clearer and better aligned with their functionality.
  • Minor bugs related to input system
  • Refreshing of markers above units when their related settings are changed.
  • Correct color assignment depending on whether the vehicle is empty, destroyed, occupied by a player, friendly AI, or enemy AI.
  • Settings related to displaying marker types — the "Show Friendly Markers" setting no longer affects other players’ markers.
  • Buying wreck caused error when fixing it manually that the game suggested a to do task to mount barrel - it was connected to newly added viewers. Player could not mount viewer that is an interior part and only Ordering Repairs fixed it. Now wrecks should correctly generate without this issue
  • Bought wrecks now correctly can be customized
  • An error when turret that was detached from tank magicly mounted on its own missing mountable parts + VehicleBasicUIManager (the little tank status on right bottom corner that appears when we look at the tank) correctly shows as to do: mount turret or engine
  • Fixes for units indicators color changing and visibility refreshing
  • Taking in contracts won't spawn few tanks (as many as players on scene)
  • Black screen for 7680x1440 resolution
  • Issues with chinese localization and unit name when spawning
  • Issue with saving input changes
  • Invisible infantry now should not happen
  • More errors from customization, side number decals/fonts should be now correctly saved
  • AI units now correctly give hour direction to enemy


Modifed:

  • Proper scaling of UI depends on resolution - especially wider aspect ratio like 21:9 - Important! set up your resolution in settings rather than having Native selected!
  • Improved reticle for StuG III G gunner optic - suggestions by murkz, RideR2, battleshipfree, Rastmust
  • Updated french localization (in progress)
  • Removed and renamed few keybinding items in controls options
  • Disabled fourth side number in stug III G


Known issues:



  • for those who played demo version before: black/grey screen (temp fix is to remove local files from C:\Users\XXXX\AppData\LocalLow\DeGenerals\TankSquad and launch the game to generate fresh files)
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


Thank you and have a good weekend!
DeGenerals