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Game Update 1.0.10



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

[h3]Sitrep[/h3]
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.



[h3]Changelog 1.0.10[/h3]
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


[h2]Known issues:[/h2]
  • 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



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

[h3]Sitrep[/h3]
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.

[h3]Ballistics[/h3]
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.



[h3]Periscopes[/h3]


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.



[h3]T-70 TOP periscope / reticle[/h3]


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.

[previewyoutube][/previewyoutube]

[h3]Changelog 1.0.9[/h3]
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


[h2]Known issues:[/h2]
  • 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



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

[h3]Sitrep[/h3]
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.

[h3]Changelog 1.0.8[/h3]
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


[h2]Known issues:[/h2]
  • 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



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

[h3]Sitrep[/h3]
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.



[h3]Development Status (kinda)[/h3]
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!



[h3]Changelog 1.0.7[/h3]
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


[h2]Known issues:[/h2]
  • 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 and have a good one!
DeGenerals

Development Status #75 + Game Update 1.0.6



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

Welcome to our 75th Development Status.

[h2]A few words from us[/h2]

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.

[h3]Current situation[/h3]

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.

[h3]What we plan to do next[/h3]

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.

[h2]Roadmap - May/June 2025[/h2]



[h3]Soviet mini campaign (timeline 1943)[/h3]

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




[h3]New content[/h3]
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.



[h3]Steam Workshop / Modding[/h3]
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.



[h3]Overall game improvements[/h3]
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.

[h2]Tutorial - situation report[/h2]

[h3]Battle tutorial[/h3]
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.

[h3]Battle tutorial - Multicrew[/h3]
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.

[h3]Repair tutorial[/h3]
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...


[h2]Game updates - Sitrep[/h2]

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!

[h2]Keybindings - update[/h2]

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


[h2]Further localization improvements[/h2]
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: [email protected].

[h2]When next update?[/h2]
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.

[h2]Changelog 1.0.6[/h2]
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


[h2]Known issues:[/h2]
  • 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