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Development Status #70



[h2]Dear Tankers,[/h2]

Welcome to our 70th Development Status.

[h2]Hill 252.2[/h2]



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.



[h2]Further UI improvements[/h2]



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.

[h2]Other news[/h2]



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.

[h2]Vehicle parts dissassembly[/h2]

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


[h2]Dear Tankers,[/h2]

Welcome to our 69th Development Status.

[previewyoutube]https://youtu.be/1uM0w7YkoEs[/previewyoutube]

[h2]Road to Prokhorovka[/h2]



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.

[h2]PzBfWg VI Tiger Ausf. E[/h2]
[h3]Commander's tank[/h3]



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


[h2]Dear Tankers,[/h2]

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.

[h2]Smoke grenades (Nebelwurfgerät)[/h2]



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.

[h2]UI changes[/h2]



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.

[h2]Scout NPC on Repair Station[/h2]



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.

[h2]Squad Manager[/h2]



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.

[h2]AI[/h2]

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.

[h2]PzKpfw VI Tiger Ausf. E[/h2]



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


[h2]Dear Tankers,[/h2]

[h2]Dev stream at 12:00 CEST / 03:00 AM Pacific time[/h2]

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.

Join us!

https://store.steampowered.com/app/2622470/Tank_Squad_Demo

https://store.steampowered.com/app/1498130/Tank_Squad?snr=2_groups_partnerevents__100703
https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/
https://store.steampowered.com/app/1065400/Tank_Mechanic_Simulator__Shermans_DLC/

Thank you and have a good one!
DeGenerals

Development Status #67


[h2]Dear Tankers,[/h2]

Welcome to our 67th Development Status.

[h2]WW2 Games Sale Fest[/h2]


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%.

https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/
https://store.steampowered.com/app/1065400/Tank_Mechanic_Simulator__Shermans_DLC/

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

[h2]Tank Squad - Demo update[/h2]



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.

https://store.steampowered.com/app/2622470/Tank_Squad_Demo

Below is the list of changes in the new version:

[h3]Features:[/h3]
  • New rendering pipeline
  • Tank Crew mode
  • Xray/Hit cam (kill cam not yet implemented)
  • Additional effect like suppression, damage indicators
  • Optic ocular changing scale while zooming
  • Extinguishers
  • Smoke grenades
  • Localization
  • Notebook updated (visuals and logic)
  • Vehicle status on Repair Station
  • Visors (Tiger I)
  • VFX update
  • German voice overs (partly, still work in progress)
  • New engine sounds for Tiger I
  • Proving Grounds (Shooting range)

[h3]Overall & performance & graphics:[/h3]
  • Changed BiRP to URP 14 (rendering pipeline feature)
  • CPU & GPU Optmization
  • Tanks, characters, weapons shader/materials optimization
  • Desync fixes
  • Improved ballistics
  • Spalling (when penetrating vehicle armor)
  • Shrapnels (every explosion)
  • APHE effect (explosion after triggering HE fuse and reaching designated meter offset)
  • HEAT effect (as a cone after first fuse trigger)
  • Effective armor calculation - based on attack angle
  • Effective projectile armor penetration - also based on attack angle
  • AI infantry anti-tank behaviour
  • Changed and optimized vegetation shader
  • Optimized vegetation meshes
  • Changed SSAO to HBAO
  • Implementation of Beautify postprocessing
  • Added texture arrays, for better CPU-GPU memory handling
  • Optimized environment meshes
  • Streamlined GPU usage (no more CPU waiting for GPU rendering)
  • Optimized Indirect Instancing
  • Changed Shuriken particle system, for VFX Graph (still in implementation)
  • Better looking Impostors (far away meshes)


https://store.steampowered.com/app/1498130/Tank_Squad?snr=2_groups_partnerevents__100703

Thank you and have a good one!
DeGenerals