Since we last published the development status, we have been working on the final missions in the campaign. We made improvements to the terrains due to changes on the mission design. After deeper analysis during testing, some of the tasks did not make sense or the distances between them were too long leading to nothing happening on the mission.
For each mission we have added an intro, minimaps, a series of text descriptions and voice-overs explaining what there is to do and perform on the mission and what to look out for.
C1M7 - Attack on Starozhevoye
We managed to finalise the seventh mission, the Attack on Starozhevoye. We recorded a video of this mission, which is available a bit below in this post. In a nutshell, the mission consists of breaking the blockade in the forest. This is followed by the destruction of enemy supplies. Additionally, before the final assault on the village of Starozhevoye, the enemy convoy got bogged down on the main road.
C1M8 - Road to Prokhorovka
Eighth mission. During this scenario we have to secure the left and right flanks. Then break through along the road towards Prokhorovka, which may not be so easy as the foreground is guarded by enemy howitzers. Finally, there is a village waiting and a headquarters to be captured.
C1M9 - Prokhorovka outskirts
The penultimate mission in the campaign. We start not far from where we finished the previous scenario. Our task is to break through the Soviet defence lines, then seize the Oktyabrsky farms. The final task is to capture hill 252.2.
C1M10 - Siege of hill 252
The last mission in the campaign. At the beginning of the scenario we have to help the infantry defend the hill from the advancing enemy units. The longer we hold off the counterattack the better our forces will organise a second line of defence.
Hardcore gameplay with limited UI
In the video below is a snippet of our gameplay from the seventh mission from the campaign, the Attack on Starozhevoye. During this streaming at some point we disabled a significant part of the interface including: minimap, battle log, kill feed, compass, markers of the marked enemy as well as our allies.
We wanted to show in this way that it is possible to change the face of the game in an accessible way. When there is a lack of information on the screen, we look for it ourselves and thus play more cautiously, more prudently. We invite you to watch the material.
Further game optimization
We have replaced the next batch of special effects with newer and more optimised ones in order to simultaneously make the gameplay more visually interesting, as well as reducing memory consumption.
One of the most important parts of the game to improve is optimization. After playtesting the campaign we found few issues, mostly with memory management and too high CPU and GPU usage.
This is an ongoing process that won’t have a definitive finish. Before we release the game we’ve set ourselves few points to fix and optimize:
vehicle physics - the amount of vehicles present at the scene and physics required to simulate their suspension is going to require a rework. This is the biggest issue that the profiling tools are highlighting as CPU problem
network synchronization - amount of networked objects and synchronized values can also be a problem when a lot is happening. Not only because the game visually has synchronization issues (example - vehicles movement is jerky for clients) but also the CPU requires much more time each frame to pack all the data and then to unpack it
AI combat - AI units and their behaviour, looking for enemies, shooting at them etc. has been already optimized in the past. But now, after playtesting we see that just having too many units at once on a big scene, that previous work is still not enough to have good CPU usage for AI units.
RAM usage - we’re working to reduce the amount of memory that the games require - as well as fix any memory leaks. Our minimum requirement of system RAM we would like to set to 16 GB. Right now the game can take up to 15-17 GB of RAM, and we just need to get it lower.
Game balance
After playtesting the campaign we have ran into balancing issues:
player team could buy everything after mission 2-3
player team had no other way to obtain their faction vehicles as replacements after buying out all reserves from quartermaster
ammo and fuel resources were missing most of the time, as repairing captured vehicles and converting them requires both of them
some campaign missions resulted in the player team losing from 10-20 vehicles. The limit of gathered wrecks after battle was 8.
To mitigate these problems, we have:
added an option to obtain more recovery vehicles, that enhance the number of gathered vehicles after battle
added ability to buy totally damaged (but repairable) random wrecks (max 3 per repair scene section, resets after next battle)
added two new tools, a canister and ammo box. Both can be filled for free on repair section and can be used directly on any vehicle to rearm or refuel
modified some squads/units from reserves to not be available immediately at quartermaster, but become available later in the campaign
Other changes
Contract system (new game+) on repair station
During the campaign and after finishing all missions from the campaign, players can continue to play on repair stations alone or with friends/other players in cooperation. In fulfilling the tasks from HQ like repairing tanks from other panzer divisions etc. By completing these contracts, players will receive additional resources.
Side missions on repair station
In addition to the main missions, the staff will also be able to carry out side missions. For completed missions, players will also receive resources including additional offmap support.
Economy including exchange rate
At the quartermaster's, it will now be possible to exchange resources. We used to have this option but it was disabled. It has been possible to exchange again for some time.
Missing voice overs for Soviet side
We have finished recording Russian voice overs. This was necessary to enable playing in some skirmish missions and also will serve as a solid foundation for future Soviet campaigns.
New smoke VFX for tanks main guns and new mud VFX for tank tracks
We have changed the appearance of every cannon aftershot smoke. We wanted to have it more visible to the players, for easier spotting of hidden enemy armor. They are also more realistic than previous ones.
Flares VFX when offmap support is called
Now offmap support on the enemy side will be red, and on the allied side blue, for easier recognition of possible friendly fire.
New animations & possibility to open hatches and take over
We’re extending the player control over vehicle hatches and allowing the use of roof MGs. The ability to take a look out the hatch will be divided into several steps. Closed, Low Stance, Standard, High Stance. If a player has binoculars in their inventory they can use them at any stance. The transition between stances would be triggered by the mouse wheel.
StuG with MG operated as a player
After playtesting the campaign we found that StuGs are really vulnerable to enemy infantry - although we have the roof mg shield modelled. We’ve decided to add ability both for player and AI to control the roof mg to at least give the player an option to defend against enemy infantry.
Thank you and have a good one! DeGenerals
Development Status #73
Dear Tankers,
Welcome to our 73th Development Status.
Devlog #13
C1M6 - Vinogradovka Logging Plant rework
For the sixth mission in the campaign, we have made further changes. After a lot of discussion, we decided to drop the two separate spawners at the start and go only with the right side, where the players have to take out the fortified enemy points on the hill we added.
Compared to previous missions, the area is more wooded, making it harder to spot the enemy, and the battles are often fought at close range.
Our task is to support the advancing infantry against the enemy's fortified positions. The task appears to be simple.
New intro for C1M4 and C1M5
The fourth and fifth missions from the campaign have received their intros. We are in the middle of making the reception of the missions clearer and more transparent what the tasks are and what needs to be done during the mission. For more on the intros, check out Devlog #13.
Repair tasks on repair station
In order to make the repair section of the game more organised and straightforward, a task system has been added. This will provide players with information on what needs to be done to prepare for the next battle.
We want the Battle and Repair game modes to be as clear and readable as possible, even without tutorials - which will be added to cover all features.
New orders menu / call signs
We have noticed that infantry or other tanks that player controls are not reporting their status upon various situations. We have added callsign system with new voiceovers that should allow the player to have a better grip on what is going on with unit he commands.
Starting from crew status, player will be informed about:
a crew member dead/incapacitated
vehicle in squad being
knocked out
exploded
immobilized
on fire
evacuated
During the testing we noticed that some vehicles stay behind without notification or status icon, when inspected it turned out that these tanks were just immobile as their tracks or wheels were destroyed. This is another topic, as in future we will add AI repairing their own vehicle or moving towards battle stations to rearm or refuel.
UI changes
Gameplay difficulty
One of the new changes to the interface is the ability to choose the style of game you want to play at the start of the game. More arcade or maybe more simulation.
At the moment, these are mainly cosmetic changes to the interface, such as the visibility of the minimap or the markers on the screen. Perhaps we will develop this further with gameplay elements by changing the difficulty level of the game.
Of course, you can always change the difficulty level in the game settings. Either by selecting presets od manually adjusting settings. Everyone can adjust the game to their own liking.
Mission selection
The mission selection screen has been tweaked slightly to make mission selection easier. We have also added a cryptonym field to the mission, as well as an icon for the faction we can play in a given mission.
Kill Feed
Faction icons have also been added to the elements that show hits on the enemy. The names themselves have also been shortened.
Game manual
We are also in the process of designing and implementing a new tutorial or way of showing and explaining the game mechanics. Not everything will be obvious at the start. There will be a sort of in-game manual - similar to the one given to tank crews. The manual will contain a number of categories, with sub-categories showing in video and written form what each topic is about. Running a dedicated scenario will also be an option.
We wish you a Merry Christmas and a Happy New Year.
See you soon in 2025. Next year could be special :)
Thank you and have a good one! DeGenerals
Development Status #72
Dear Tankers,
Welcome to our 72th Development Status.
Devlog
New VFX
It was time for another iteration of our special effects and this time we decided to improve the smoke effects. Suggested by feedback from you, we felt that the current smoke particles were too modest and invisible in special cases. This made it hard to tell in the available demo which machine was destroyed or damaged. With the changes we have made, we have managed to get rid of this problem, while at the same time increasing the immersion from the gameplay - the player does not have to rely on artificial game elements (such as the puncture crosshairs) to tell which vehicle is incapable of fighting.
This is another step in the development of visual effects, the Visual Graph has allowed us to introduce particle variations faster, while giving better performance.
Side numbers
A year ago, when we released the demo versions, each (German) tank was assigned side numbers according to the German nomenclature, i.e. the ‘Three-Digit System’. The approach was temporary because each tank with a different number was a different prefab, a separate file in the game where each number was assigned manually. Why this was a ‘problem’, a few sentences below.
The Germans, as a decent nation, also had to bring order to the field of markings. They therefore adopted the three-digit system for numbering their armoured vehicles.
The three-digit system simply identified a company, platoon or individual vehicle in the correct order and allowed the commander to effectively direct his units on the battlefield. For example, a vehicle numbered ‘213’ would mean: 2nd Company - 1st Platoon - 3rd Vehicle.
An armoured regiment of an armoured division usually had two battalions of four companies each, and the companies were numbered consecutively from 1 to 8. Most companies consisted of a command and three to four platoons, and each platoon could have four or five vehicles.
Regimental commanders used the designation ‘R’, so a regimental commander could have R00 or R01 and his adjutant could have R01 or R02. Battalion command vehicles were designated with Roman numerals I01, I02 (for the first battalion) or II01, II02 (for the second battalion).
Therefore, seeing how complicated and at the same time simple this system is, we started to implement similar mechanisms mapping the ways of numbering vehicles in our game. We no longer have dozens of prefabs with vehicles with a different number. The game automatically assigns side numbers to units.
For Soviet tanks, there were no stricted organized system. Tactical markings were all over the board. Diamond shapes were popular because that was the map symbol for a tank formation. But there are many images of tanks with squares, and some with triangles. Sometimes tanks had two-digit tactical numbers. Sometimes three. Sometimes four. Mostly in white. The tactical symbols and/or numbers were placed on both sides of the turret. Symbols before numbers. Or numbers before symbols. Or on the back of the turret. Or on the rear hull.
Customization
We have started working on adding the ability to customise your tanks. In addition to the side numbers that are assigned to each tank when it is in a squad. A tank will also have visible emblems of its unit or faction, such as the Balkenkreuz or Red Star.
It is also possible to change the camouflage colour or pattern. If you remember changing camouflage or colour in Tank Mechanic Simulator, it will be similar here. You will be able to change the rotation, scale or state of the camouflage on your tank
More ammo types
Last week we also added more ammo types than just AP and HE, introducing APHE, APCR, HEAT etc. This expansion requires us to redesign and finalize the weapon manager panel in the notepad to allow the player to select the ammo preset for his vehicle.
This can also lead to adding a new feature to be able to change the ammo preset while the battle is in progress, in the ammo station.
By the way, we have improved the interface somewhat. Until now, there was too much duplication of bullet and cannon information at the bottom. It is now tidier, and the most important things, such as the name of the projectile, the keyboard and the number of projectiles still available, have been retained.
X-ray system update
The next iteration of the x-ray system. We have added better material handling. Now, during penetration, you can see in the view how the projectile behaves inside. Whether it hits something or not and what the consequences are. You can see what happens inside.
C1M2 Luchki Airport
In the course of many tests, we came to the conclusion that the second map lacks quality and is not interesting from a gameplay point of view. We decided to change it in order to make it more readable for the players, and more rich in combat. The asphalt road, which led off the map before the changes, now directs players straight to their destination.
The addition of the river has helped to visually separate parts of the map, making it easier for players to find their way around the battlefield together. Three technical bridges now provide a flashpoint for armoured combat, increasing the difficulty level slightly. We also got rid of some buildings and fillers to increase optimisation.
Thank you and have a good one! DeGenerals
Development Status #71
Dear Tankers,
Welcome to our 71th Development Status.
Devlog
New mission summary & intro
We have spent the last few weeks internally playing and testing all ten missions from the first campaign on the same build. We came to the conclusion that they lacked an explanation of why certain things occur during a scenario. For example, why the player has to attack a certain point or take over a particular village.
We are adding to each mission starting from the first mission of the campaign, a broader description, additional graphics. Starting from the main menu during mission selection and continuing during the mission itself.
At the beginning, each mission will have an intro, i.e. a kind of introduction showing the mission assumptions in the form of a camera fly-through, like a typical film interlude. During this, the main and side missions will be presented in the form of audio read by a voice over, plus subtitles. We want to colour the whole thing with a hint of story so that it doesn't feel so artificial. Especially since we are basing it on real events - Operation Citadel, which took place under the Kursk arch in 1943.
During the mission, the voice over will also inform the players about the course of the mission in the form of information from the staff. There will be hints about the scenario itself, about possible counter-attacks or suggestions to use available artillery or air support, for example.
Single missions in the form of skirmishes, which are not closely linked to the campaign, will also receive such an explanation.
A preview of how it currently looks can be seen on the devlog linked above.
New VFX
In the latest iteration of VFX, we added custom effects created by Embergen. This has resulted in nicer and less resource-intensive explosions and blasts. This is another step towards making Tank Squad even more immersive.
Mountables
We have added another layer of repair section gameplay, mountable parts. This allows the player to mount or dismount various smaller parts, from wheels, tracks to mudguards and other non-essential parts.
Wheels and tracks mount state are now connected to driving functionality, if they are destroyed during combat or not mounted in repair section, the tank is considered not combat ready and cannot drive.
Vehicle Inventory
We have finished first phase of new system that manages every vehicle inventory. This system will allow to replace broken wheels or tracks during battle. This is restricted, however, to having the spare parts on the vehicle when trying to mount them. If you forget to place the spare parts during repair section then tough luck.
Squad orders menu
We are also changing the squad management system. The main goal is to make the UI more useful for understanding how many soldiers or vehicles are still alive in a given squad. Basically what is the current status of the squad and individual units.
Each unit marks its waypoint or target with a special line, green for a waypoint, red for an enemy target.
If you are controlling your vehicle in full control mode (i.e. not as a single crew member, in commander mode, or outside your vehicle), you will be able to give commands to other vehicles in your squad.
If you are not directly controlling your vehicle, another item will appear that allows you to give direct commands to your vehicle (fire at target, move to, attack).
A different interface element is designed for squads consisting of vehicles (mainly tanks) than for an infantry squad.
A squad with vehicles is limited to only four units. On this panel, we can see what kind of unit it is, its emblem, designation, whether it is a platoon of heavy tanks or self-propelled guns, the current status or the distance of the individual units in relation to the commander.
The information on the infantry squad is similar, the main difference being that the number of units visible in the squad is increased.
New video settings
We have added support for up-scaling image filters/methods including:
XeSS (Xe Super Sampling) by Intel
DLSS (Deep Learning Super Sampling) for Nvidia onlyl
FSR for AMD
Thank you and have a good one! DeGenerals
Development Status #70
Dear Tankers,
Welcome to our 70th Development Status.
Hill 252.2
This is the final scenario of the campaign. We are tasked with taking over the Soviet base just before Prokhorovka. This area is marked on the map as the top of hill 252.2.
Players should expect a fierce defence and counterattack by the USSR forces here. After a successful offensive in which they managed to break through the retreating enemy forces at Vinogradovka, Stalin's troops are fighting even fiercer than before.
This will be the culmination of the struggle of the armoured forces led by us. This mission combines open terrain with forest and dirt roads. The Soviet forces will try to keep the player-led troops in the open, relying on their massed fire from safe and camouflaged positions. It will be the job of the squad we command to find a safe route to the objective, and to seize the ammunition and fuel depot.
The map has undergone a facelift, but after internal discussions we have decided to keep both variants of the map. The 'Before' version will be available as a skirmish version, where the 'After' version will be part of the campaign. The older version of this map features more space and better visibility, where the newer version captures the spirit of Soviet Russia better.
Further UI improvements
Several interface elements have been updated, including the quartermaster, the panel for managing wrecks and the panel for managing modules in the tank. Additional work also included elements such as the point-taking screen. Here, there is still some redesign work to be done. But some elements have already been modified, such as the point icon and the takeover status or a more minimalist look.
Wreck management aka “Graveyard” is returning to the repair scene. Here it will be possible to convert downloaded vehicle wrecks into raw materials.
The module management panel aka "tank parts” is first approach to the UI where you will be able to dispose of damaged or unwanted modules of a tank, e.g. the engine because, for example, its efficiency is no longer sufficient. This gameplay element is not there yet, but we plan to add it. That is, to link the modules to the impact on gameplay, so that it makes sense to replace them with new, more efficient ones. There is also a gateway here to be able to manage individual parts within a module in the future.
In the quartermaster panel, mainly cosmetics and further work to make subtitles, e.g. in other languages, look better and to generally increase the readability of the whole.
Other news
Of other novelties, the tank crew, upon detecting an enemy, provides information on the direction, type of enemy and distance.
We have added sounds to the voice over for the NPCs at the repair station. We are also working on Russian voice over for the crewmen.
We tried the first pre-run of playing the scenario against the Germans. It worked despite a few bugs and things like the fact that the emblem was showing German emblems in the UI instead of a red star. This week we've already done the fixes for that and it turns out that our system of configuring sides, factions and setting them up in the mission works very well and we are easily able to set up any scenarios of who with whom and against whom.
On the E version of the Tiger, we removed the side smoke grenade launchers. These versions had a smoke grenade launcher on the turret. It is more historically consistent and the gameplay element remains, mistakenly assumed earlier.
Vehicle parts dissassembly
One of the last features to add is to have mountable vehicle parts. Wheels, tracks etc. need to be mountable/dismountable as well as detachable on damage while in combat. This means that during battle a vehicle can receive damage that will not be critical (not cause a disembark/evacuation order) but will immobilise that vehicle.
During combat, if you have spare wheels or track pins, you will be able to repair the damage right on the spot (although probably under enemy fire). If you dont have the spare parts you have to protect the vehicle untill the battle ends and if it is still acive, it will automaticly be taken back to the force pool. If not then you have to gather it through wreck gathering menu.
Thank you and have a good one! DeGenerals
Development Status #69
Dear Tankers,
Welcome to our 69th Development Status.
https://youtu.be/1uM0w7YkoEs
Road to Prokhorovka
We are in the process of finalising our last area for the German campaign. In this mission you will have to break through the last fortifications on the way to Prokhorovka. The maps in this area will be full of Soviet fortifications and barricaded crossings. The Soviets have had the most time to prepare their tactics here, so it will be a challenging series of clashes
On the visual side, the maps in this area are the most polished, as this was the first set of missions we prepared for Tank Squad.
PzBfWg VI Tiger Ausf. E
Commander's tank
We have added yet another Tiger this time it is a special commander version. We had been planning to add this particular tank for a long time, and while creating the E version - the time was right.
Apart from the obvious visual changes, such as the radio antennae on the turret and the hull, we have added a few other details, such as wood beams on the sides, a slightly different layout of the equipment on the hull and additional links on the front of the tracks at the height of the plate where the driver's visor is located.
In addition to cosmetic changes, the addition of the command tank adds new elements to the gameplay. This unit type allows us to make a mobile spawn point, much needed when the battle maps are large. The command tank will be most expensive and will be top priority for enemy AI AT-guns and tanks. Use it wisely.
Thank you and have a good one! DeGenerals
Development Status #68
Dear Tankers,
Welcome to our 68th Development Status.
Welcome to newest development status after a short break. After releasing upgraded demo version we had to take a small breath to release a tension. But its time to get back on board and continue working on the game.
Smoke grenades (Nebelwurfgerät)
One of small features we added proper smoke grenades that are throw able from smoke grenade launchers - Nebelwurfgerät. For now its same model used for all tanks in the game, but we will expand it to have unique models per tank - if such vehicle of course have it.
UI changes
Another update was regarding UI. We have changed style of weaponry/ammo icons visible at the bottom. They are now more compact, more space for future more ammunition types.
Scout NPC on Repair Station
On repair station we have turne on again Scout NPC. New panel has been added with options to buy airstrikes or artillery support for mission.
Squad Manager
Another panel has been added this time to notepad. There will be option to manage squads for example to dismantle squads, or to move units between squads to build more compex or dedicated ones.
AI
We are constantly developing AI. Recently, we have been working on the behavior of units when encountering an enemy and how the unit moves during combat while carrying out orders.
In addition to combat, we also focused on the crew's behavior when evacuating from a destroyed vehicle and what next steps they should take depending on the situation on the battlefield.
We have developed a system that determines how accurate the shooting unit is. Parameters such as distance and combat time now affect shot dispersion.
Another thing that we have improved is the way of selecting the "best" opponents. A number of parameters influence which target among the available targets will be considered a priority, such as: distance, type of unit or current weaponry of the unit.
The system of issuing orders has also undergone a significant change. When we get out of the vehicle and it comes under AI control, it will be automatically placed under our commands. The same situation will happen when a player leaves a session, his units will be assigned to another player's control.
We have also made every effort to optimize the calculations currently performed by AI and thus reduce CPU usage.
PzKpfw VI Tiger Ausf. E
Finally, we added another version of Tiger I which is version E. In a nutshell this tank version was produced somewhere in mid 1943.
This version features:
modified gun mantlet
the new commander cupola
loader's periscope
single headlight on a front plate
additional track mounted on a front
no ail filters at the rear
different tools & equipment (visual things)
Although Tigers after end of may 1943 were not equipped with smoke dischargers we decided to leave for the gameplay reasons. Tank is also covered with zimmerit anti-magnetic coating. It is pure visuals at least for now.
P. S. Would you like to see this version in Tank Mechanic Simulator? ;)
Thank you and have a good one! DeGenerals
Tank Squad Demo Dev Stream - WWII Games Sale Fest
Dear Tankers,
Dev stream at 12:00 CEST / 03:00 AM Pacific time
We would like to invite you to our developer stream!
Michał (WinteR5) and Robert (tr3b0r) will be playing the campaign on the newest build of the demo, showcasing the new features. Q&A session is also expected to happen.
We as DeGenerals S.A. are organizing a military event. A festival of World War II games in a wide range of genres from a variety of developers who share a common passion to military and history set games. Multiple titles are on sale, make sure to check them out!
Our games Tank Mechanic Simulator and Tank Squad are taking part. TMS and both DLC will be on discount. TMS -75%, DLC1 -40% and DLC2 -20%.
Head on over to World War 2 Games Sale, on now with discounts, demos and more through June 6th at 3rd at 7am Pacific time.
Link to sale event: https://store.steampowered.com/curator/44891389/sale/WW2GamesSale
Tank Squad - Demo update
We took the opportunity to update the Tank Squad demo version. We have gathered a lot of feedback from playtests and also from the current demo version. The demo version contains a number of improvements, many new things and fixes. We have introduced many things to the game according to your feedback and suggestions.
As promised in our previous dev status, we are sharing the results of our work on the shooting range map. The mission is accessible from the main menu after entering Bootcamp, where there is access to tutorials and the mission itself.
The proving ground range is a testing ground. A place where you will be able to test any tank in the game at will, check ballistics penetration etc. When we will add the X-Ray system it will be an excellent diagnostic place in the game.
Notebook update
Notebook received updates. Mainly due to problems reported by players as well as our QA testing. There was a problem with reading information. Notebook itself reacted differently to lighting conditions. At the moment, the main reported issues have been fixed.
Vehicle status on repair station
We have added a panel to the UI with an short status of the tank e.g. its modules whether they are repaired. Whether the vehicle has fuel and ammunition and whether the tank itself is combat ready or not. This panel will appear when you approach a tank at an appropriate distance. This is similar to what we did in Tank Mechanic Simulator. For more details, of course, you need to go into the notebook.
C1M1 update
In the meantime, we took a look at the first missions from the campaign. We added the performance improvements we added in the missions we worked on last time. By the way, we did another visual iteration including changes to the post processes.
VFX update
This time we present to you a new way of rendering particle effects - VFX Graph. The main difference between graph and the Shuriken we were using previously is that Shuriken uses CPU to generate and simulate particles, which today is not an optimal solution. VFX Graph, on the other hand, takes full advantage of the GPU’s capabilities, so we can have more polished and overall nicer effects while working more efficiently than our previous solution.
Thanks to this change, we also gained greater control over the spawning effects, thanks to which we hope to present with higher accuracy what is happening to vehicles at given moment. However, the transition from one system to another requires work, so as for today we only show you its first effects.
Further performance improvements
We have reduced the RAM usage from roughly 13-16 GB to around 10-11 but still after a few playthroughs it rises up to 12-13 and is unacceptable. Our internal tests prove that the game just crashes on 16-GB RAM operation systems and is critical to get this even lower.
Also we’re working on loading times of missions smoother for HDD and we finally did it, now instead 3-4 minutes to load the main menu it takes 15 seconds, when bigger maps also take around 1 minute.
The focus now is to get as much CPU as possible from AI and game physics. Right now when a bigger engagement happens the game just drops the FPS too much and we know what causes it. It just needs to be addressed.
Localization
We are working on the localisation of the game. We are adding keys everywhere for every label or text displayed in the game. Initially, there will be over a dozen languages to choose from in the game, just like in Tank Mechanic Simulator: English, Polish, German, Russian, Italian, Spanish, French, Portuguese, Chinese, Japanese, Korean, Hungarian and Turkish. The Tank Squad community is also helping us with the translations :)