In this update5
Full notes
Full Tank Squad update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Maps
- Performance
Tank Squad changes
Dear Tankers and Mechanics!
News in Patch 1.2.3
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.
Force Pool Creator
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.
Flash sale
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.
View on Steamstore.steampowered.comChangelog 1.2.3
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
Source
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