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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

Game Update 1.0.5



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

[h3]Sitrep[/h3]
We initially wanted to release this update yesterday since it has fixes for some major bugs but we also wanted to finish changes reported by you issues with keybindings. Visors & periscopes have been added to Pz III M and StuG III.

[h3]Keybindings - work in progress status, whats is in the update?[/h3]
  • We have simplified the inputs for the character control, thereby reducing the number of inputs and keys to be operated. Some logic has been merged into a single key.
  • We have corrected errors related to the resetting of preset and saved inputs.
  • We have improved the handling of duplicates in inputs
  • We added the possibility to clear individual keybindings and to clear all keybindings
  • Reduced the number of player actions that could be treated as duplicates, but in fact should not interfere with each other
  • We have also improved the way player interaction inputs work when the character has tools in hand
  • The above changes relate mainly to character control inputs, we still have a lot of work ahead of us, we will look at the rest of the inputs in the next patch.

[h3]UI[/h3]
Another suggestion was to improve readability of UI for Campaign selection. At the top there are two tabs NEW CAMPAIGNS and SAVED CAMPAIGNS. These changes should be more user friendly. As always we will continue to improve the UI here and there.



[h3]Localization[/h3]
This patch also has more various fixes including localizations. Another portion of fixes for Chinese localization has been pushed. Thanks again to JustSaySo for proofreading our loc file and also spotting some issues with English translation - it has been also improved here and there.

[h3]When next update?[/h3]
As mention earlier in previous update/status. We are also working on bigger things like tutorials. We are going to launch a Development Status #75 explaining our plans & roadmap and general project situation on a friday.

[h3]Changelog 1.0.5[/h3]
About today update below is the list of changes being made

Added:
  • PzKpfw III Ausf. M have now visors
  • Stug III G have now visors
Fixed:
  • Keybinding system bugs fixes and cleanups
  • Leaving settings screen without saving last key changes, was restoring all inputs to default.
  • PzKpfw IV Ausf. H error when using driver or radio op visor
  • PzKpfw III Ausf. M and PzKpfw IV Ausf. H decals visible from interior
  • Fixed Crane hook keys indicators visible when not using Crane
  • Fixed current vehicle gear not being displayed correctly in some situations
  • fixes for refreshing ui above vehicles
  • Missing loc strings for some words in Loading screen/Keyboard map
  • Issue when you could not click close in main menu with manual opened
  • [C1M1] Missing battle station after completing second main objective
  • Restarting the mission should now work correctly
  • Main Menu should now not show settings ui opening up and closing
  • When AI notifies about an enemy it will correctly use our direction as reference point
  • Order repairs or auto manage repairs now mounts missing modules on tanks (if they are not spawned)
  • PzKpfw IV Ausf. H commander view wrong periscopes position.
Modified:
  • Changed game version from 1.0.4 to 1.0.5
  • Chinese localization more than 50% thanks to JustSaySo and 𝙍𝙞𝙘𝙝𝙒𝙝𝙚𝙖𝙩𝙚𝙧
  • Improved functionality of campaign selection
  • Projectile ricochet decreases the penetration much more
  • PzKpfw III Ausf. M has increased belly armor
  • PzKpfw IV Ausf. H has increased belly armor
  • StuG III G has increased belly armor
  • T-34/76 has increased belly armor
  • KV-1 has increased belly armor
  • T-70 has increased belly armor
  • Tracks and wheels now won't genererate ricochets or change projectile trajectory upon penetration - it's to check how it impacts the famous T70 killing tiger
  • Changed throttle speed for every gear in tanks
  • Campaign selection - new and saved are now represented as tabs above a campaign selection (feedback & suggestion)
  • PzKpfw IV Ausf. H has new dedicated armor mesh.
  • Morton, changing size of the grass to be smaller.
  • UI refreshing when leaving vehicle while peaking out


[h2]Known issues:[/h2]
  • missing tank visors/periscopes
    • Panther tank
    • PzKpfw IV Ausf. H
    • StuG
    • PzKpfw III Ausf. M
  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject - more on that on friday Dev Status
  • 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)
  • converted tanks after customization applied doesn't have it during the battle
  • single tanks bought in Quartermaster they are not visible in Force Pool
  • 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

]

Game Update 1.0.4



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

[h3]Sitrep[/h3]
Forth update with game fixes. Another portion of fixes for Chinese localization has been pushed. Thanks again to JustSaySo for proofreading our loc file and also spotting some issues with English translation - it has been also improved here and there.





[h3]When next update 1.0.5?[/h3]
Next update will most likely be released tomorrow. We are also working on bigger things like tutorials. We are going to launch a Development Status #75 explaining our plans & roadmap and general project situation on a friday.

[h3]Changelog 1.0.4[/h3]
About today update below is the list of changes being made

Added:
  • More improved Chinese localisations
Fixed:
  • Despawning a vehicle with player inside should now be blocked (an info menu will appear)
  • Fixed despawning on repair scene when inside an vehicle
  • Fixed behaviour when there are both tool target and interaction target in line of sight
  • Fixed vehicles in Single Crew mode not being taken by AI after becoming empty
  • Vehicle turret correctly applies its customization upon dismount
  • C1M9 - Outskirts of Prokhorovka minimap texture
  • Top and bottom stripes where not stretching properly for intro & outro on a widcescreen monitors (21:9)
  • Gun reticle where not stretching properly on a maximum zoom for a widcescreen monitors (21:9)
Modified:
  • Chinese localization more than 50% thanks to JustSaySo and 𝙍𝙞𝙘𝙝𝙒𝙝𝙚𝙖𝙩𝙚𝙧
  • Changed game version from 1.0.3 to 1.0.4


[h2]Known issues:[/h2]
  • missing tank visors/periscopes
    • Panther tank
    • PzKpfw IV Ausf. H
  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject - more on that on friday Dev Status
  • 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)
  • converted tanks after customization applied doesn't have it during the battle
  • single tanks bought in Quartermaster they are not visible in Force Pool
  • 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

]