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Game Update 1.2.3



[h2]Dear Tankers and Mechanics![/h2]

[h3]News in Patch 1.2.3[/h3]

We have obtained classified documents published on a gaming forum. These documents reveal that a German super-heavy tank took part in combat on the Eastern Front in 1943. Weighing 188 tonnes, this colossus was hastily built and assembled. Its unique camouflage was painted by a famous watercolor artist. Consequently, we decided that we had to add this tank to make the game more realistic.







[h3]Force Pool Creator[/h3]


In March, we worked on adding a force pool creator. From now on, you can edit the force pool for campaigns as well as for individual missions, including skirmishes. Procedural missions will also be added in the future. You can add units, create new squads or companies for your own forces or for the enemy’s forces. You can also filter vehicles by year, allowing you to build presets for specific time periods or add vehicles that are completely out of place – whichever you prefer. We plan to expand it and allow to have presets as a mods too.

[h3]Flash sale[/h3]Today we are launching a flash sale on the game. The 25% discount will last for the next 5 days. Sale will start 1 april 7 pm CEST and will last till end of April 5 also 7 pm CEST.

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[h3]Changelog 1.2.3[/h3]Below is the full list of changes being made:

Added:
  • Maus tank
  • ForcePoolCreator system
  • Navmesh A* implementation
  • New navmesh for C3 campaign missions
  • Proper size for new navmesh on C1M1
  • Soviet AT mine TM 41
  • UI Roadmap 2026 in main menu
  • Static weapon prefab variants with sandbags
  • ZIS static gun prefab with sandbags and C1M1 objective integration
  • Weather and Time Settings in Session Creation Menu
Modified:
  • KV-1 1942 prestige price change
  • FactionA and FactionB labels in ForcePoolCreatorPresetItem
  • Health modifier tagging system for spawned units crew repair prevention
  • Vehicle armor extended to 500m
  • Vehicle control WSAD and orders relation
  • Main menu UI animations procedural skirmish campaign matchmaking
  • Procedural spawner randomness and squad variety
  • Game version update 1.2.2 to 1.2.3
  • Vehicle follow distance 8m to 12m
  • Explosion force increase for physical objects
  • Formation spacing 8m to 12m
  • Removed blocking collision objects in German repair scene
  • AI behaviour caching changes
  • AI system refactor GenericAI removed merged into GenericUnit
Fixed:
  • Vehicle destination and rotation issues
  • Fire spread smoke VFX collision and layer issues
  • Vehicle infinite rotation at stop point
  • Infantry rotation at zero velocity
  • Main menu tutorial and bug reporter stall
  • Vehicle stop to shoot timing
  • Player tank brake input issues
  • Terrain deformer max depth
  • Save folder access fallback system
  • Inventory null references
  • AI walking on destroyed vehicles
  • Procedural missions and Force Pool Creator stability
  • Navmesh issues
  • Missing behaviours in artillery base prefab
  • Static gun AI initialization missing
  • Missing AI scripts in infantry removed
  • Static gun squad null references
  • Wheel rotation fixes Pz IIIM StuG III G
  • Combat squad performance optimization
  • Pathfinding cache cleanup
  • Player vehicle leader assignment fix
  • Navmesh agent enable disable refresh fixes
  • BallisticsXRayPlayer null reference fix
  • Vehicle destruction stop logic
  • Evacuation infantry movement fixes
  • Vehicle brake state fixes
  • Destroyed vehicle obstacle activation fix
  • Crew repair and return to slot fixes
  • Navmesh final scan fixes
  • Cover retreat logic fix
  • Spawner and skirmish environment fixes
  • Squad spawn scaling fix
  • Campaign end crash block fix
  • Repair section NPC animation and collision issues
  • C1R1 tent collider issue
  • Lantern physics errors in trenches
  • HE projectiles now correctly apply damage upon destruction to buildings

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