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Steam News4 August 202610d ago

Double Envelopment July Progress Update!

Howdy all! July has been perhaps the busiest month for Double Envelopment development! I have made significant progress on the gameplay and AI aspects. Most notably are: -The Supply And Logistics System.

Full notes

Full Double Envelopment update

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What changed

1 fix2 additions17 changes0 removals
  • Gameplay
  • Store
  • Balance
  • Fixes
  • Maps
  • Performance
changedHowdy all! July has been perhaps the busiest month for Double Envelopment development! I have made significant progress on the gameplay and AI aspects. Most notably are:
changedThe Supply And Logistics System. Supply trucks that spawn at your FOBs (forward operating bases) will create a 'supply point' upon reaching a node on the current offensive that does not have one. These supply points are used by nearby units to replenish ammo/fuel, and can run out of both unless you manage a proper supply line to that point.
addedThe Air Defense System. I definitely have the most fun with this! The enemy faction can now construct missile launchers and interceptors, and you can also purchase air defenses that intercept enemy missiles and protect your FOBs. You can also purchase your own missile launchers and order strikes anywhere on the map, with enemy air defense reacting as your air defense would.
changedThe Damage System. Mostly on Tank units. Explosives hitting the tank from the front do far less damage than being hit from the sides. When troops are shooting guns at enemy tanks, their bullets only damage the tank's armor until it has none, while explosives directly damage tank health.
changedSpeaking of explosives, ground troops now take far less damage from nearby explosions, often surviving at least 1-2 hits, compared to previous versions where whole platoons would be wiped out by one AT rocket. This is a deliberate design choice to make infantry/ground troops a stronger focus of gameplay and so that the time it took to produce those units was not a complete waste.
changedUnit AI. Probably the biggest improvement overall. Infantry units will now begin to move left or right when they miss an enemy too much, in order to get a better shot at the enemy. Enemy units will do this also, creating opportunities for your units to score hits if the enemy emerges from cover.

Double Envelopment changes

changedHowdy all! July has been perhaps the busiest month for Double Envelopment development! I have made significant progress on the gameplay and AI aspects. Most notably are:
changedThe Supply And Logistics System. Supply trucks that spawn at your FOBs (forward operating bases) will create a 'supply point' upon reaching a node on the current offensive that does not have one. These supply points are used by nearby units to replenish ammo/fuel, and can run out of both unless you manage a proper supply line to that point.
addedThe Air Defense System. I definitely have the most fun with this! The enemy faction can now construct missile launchers and interceptors, and you can also purchase air defenses that intercept enemy missiles and protect your FOBs. You can also purchase your own missile launchers and order strikes anywhere on the map, with enemy air defense reacting as your air defense would.
changedThe Damage System. Mostly on Tank units. Explosives hitting the tank from the front do far less damage than being hit from the sides. When troops are shooting guns at enemy tanks, their bullets only damage the tank's armor until it has none, while explosives directly damage tank health.
changedSpeaking of explosives, ground troops now take far less damage from nearby explosions, often surviving at least 1-2 hits, compared to previous versions where whole platoons would be wiped out by one AT rocket. This is a deliberate design choice to make infantry/ground troops a stronger focus of gameplay and so that the time it took to produce those units was not a complete waste.

Howdy all! July has been perhaps the busiest month for Double Envelopment development! I have made significant progress on the gameplay and AI aspects. Most notably are:

-The Supply And Logistics System. Supply trucks that spawn at your FOBs (forward operating bases) will create a 'supply point' upon reaching a node on the current offensive that does not have one. These supply points are used by nearby units to replenish ammo/fuel, and can run out of both unless you manage a proper supply line to that point.

-The Air Defense System. I definitely have the most fun with this! The enemy faction can now construct missile launchers and interceptors, and you can also purchase air defenses that intercept enemy missiles and protect your FOBs. You can also purchase your own missile launchers and order strikes anywhere on the map, with enemy air defense reacting as your air defense would.

-The Damage System. Mostly on Tank units. Explosives hitting the tank from the front do far less damage than being hit from the sides. When troops are shooting guns at enemy tanks, their bullets only damage the tank's armor until it has none, while explosives directly damage tank health.

Speaking of explosives, ground troops now take far less damage from nearby explosions, often surviving at least 1-2 hits, compared to previous versions where whole platoons would be wiped out by one AT rocket. This is a deliberate design choice to make infantry/ground troops a stronger focus of gameplay and so that the time it took to produce those units was not a complete waste.

-Unit AI. Probably the biggest improvement overall. Infantry units will now begin to move left or right when they miss an enemy too much, in order to get a better shot at the enemy. Enemy units will do this also, creating opportunities for your units to score hits if the enemy emerges from cover.

Tanks will now properly spread out along a front when they encounter a group of enemy units. Previously, tanks would remain stationary, and were subject to side hits from AT troops. Tanks will also now turn to face forward at a target, to prevent side hits from rockets.

The Rocket Truck unit has been massively improved, and now functions as a mobile artillery unit. Before, Double Envelopment had no mobile artillery unit and the only way to strike a city from afar was to use airstrikes or missile strikes.

-Offensives. You can now have 10 active offensives, and you can now name them, and properly delete them without any listing issues or glitches from the Offensive Creation code.

Besides all this, some things that I have fixed:

-A glitch that caused Spec. Ops. units to become invincible.

-Helicopters and planes not landing at a deployment point even though it was marked as an LZ.

-Enemy FOBs spawning too many powerful units too fast.

-Building debris falling through the map.

-Units not dying if they fell through the map.

-Planes glitching through the map because they weren't checking their height fast enough.

-Dragon's teeth not spawning with click-drag.

-FOBs not spawning in.

Some smaller things I've done:

Lowered the price of Ballistic and SAM launchers, as well as the price of constructing FOBs.

Increased the engagement range of AT units.

Improved performance by caching rigidbody and Vector3 references across multiple systems.

If August is anything like July, I can confidently say that I will have Double Envelopment in Early Access by late August or early September, and I look forward to the next big milestone for this game. See you all on the battlefield!

Source

Steam News / 4 August 2026

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