In this update7
Full notes
Full Tank Squad update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Store
- Maps
- UI and audio
- Fixes
Tank Squad changes
Dear Tankers and Mechanics!
What's new in Patch 1.3.1
First and foremost, there are plenty of fixes, as well as a few major changes and new features. A new scene for previewing armour and testing projectile penetration on vehicles available in the game – the Ballistics Lab. Please take a look at the descriptions in the development status updates #92 and #93, where we’ve covered this in detail.
Extended orders from the commander
With this patch, we’re also introducing the first step towards expanding the scope of command. The commander will be able to issue direct orders to gunners to cease fire or fire without orders, as well as manually select targets or leave the choice entirely up to the gunner.
New enviro & weather presets
Moving on, another major change concerns the appearance of scenes, namely weather conditions. Among other things, we’ve updated the weather asset – Enviro Sky. We’ve added new weather presets and new post-process effects that support various weather conditions during missions. The choice of weather and in-game time is available in the mission options.
Gunsights & binoculars & Gun optics
New effects for sights, binoculars and visors. Plus, suggestions such as FOV instead of Zoom, descriptions in degrees and smaller interaction labels – these are just some of your suggestions. For more technical details, please take a look at the changelog section – there’s plenty there.
Steam Summer Sale
Steam post image This year we are taking part in a sale event organised by our friends at Fulcrum called the World War II Games Sale.
The 25% off sale will run from 25 to 9 July
https://store.steampowered.com/app/1498130/Tank_Squad/
Changelog 1.3.1
Below is the list of changes being made:
Added:
Camera shake for shooting
Short description to procedural maps available in the game
Side objectives to procedural missions
Active AA Guns on procedural missions block callin in airstrikes
PostProcess and Sky rework & New presets & New weather presets & New enviro sky
Special marker to showcase what is needed to be destroyed or protected
[UI] Icons Super Heavy Tanks Squad Data and Unit Data type
Ballistics Lab
Setting in Session Creation Menu where you can decide if friendly AI Commander in procedural mission is active or not
Units from completed objectives on procedural missions are redirected to AICommander instead of fleeing instantly
The game will add enemy vehicle units to Destroy type of objective when AICommander assigns these vehicles to the objective
Prototype of AICommander using flares to additionally show what are his intentions
More UI info under F2 panel showing current time of mission, weather type and map name
Option to tell our gunner to rotate turret to selected direction (through radial menu)
Option to toggle targeting mode for our gunner, either free to find targets or only selected by us
Option to toggle shooting mode for our gunner, either fire at will or cease fire and wait for our command (fire on command)
More zoom levels to viewfinders/periscopes in tanks
Post process of a periscope when we use it
New post process for binoculars
Added new VO for giving commands to gunner/squad
Culling grass inside our vehicle when we are in internal cam mode
Cutting grass with our tracks
BattleSave now carry over the weather and time settings
Fixed:
Issue with game being unable to load in old save files
1920x1200 UI scale set to 0.1 by default
Native resolution now correctly applies the UIScale
Incorrect Battlereinforcments for factions B (2nd main objective)
[UI] Session creation desc label wrap mix
Player in procedural soviet campaign has correct mesh now (soviet instead of german)
Optimized load time for clients that are late joiners to a battle
Error in force pool creator where changing faction when starting a procedrual campaign caused previous selection stay in force pool
An error that caused the player to be able to see the XRay version of currently hit vehicle shown on Hitcam
Molotovs should now attach to the surface they've hit
Incorrect look of metal impact from mg fire
Foggy weather preset had fog so dense you could not see anything
Improved navigation on Luchki Airfield scene, the tanks should now roll through the main bridges
Luchki Village navigation and trees optimization
Morton navigation and trees optimization
Nechayevka navigation and trees optimization
Visual error with nebelwerfer showing totally fine rockets hanging in air after the static gun was destroyed
Outskirts of Prokhorovka navigation and trees optimization
Optimized detachable parts of Pz III M - after detaching they caused incorrect GPU usage
Optimized detachable parts of Pz IV H - after detaching they caused incorrect GPU usage
Optimized detachable parts of Pz V A - after detaching they caused incorrect GPU usage
Optimized detachable parts of Pz VI E - after detaching they caused incorrect GPU usage
Optimized detachable parts of Pz VI H1 - after detaching they caused incorrect GPU usage
Optimized detachable parts of StuG III G - after detaching they caused incorrect GPU usage
Ozerovskii forest navigation and trees optimization
Pokrovka navigation and trees optimization
Psel River navigation and trees optimization
Road To Prokhorovka navigation and trees optimization
Starozhevoye Forest navigation and trees optimization
Steppes navigation and trees optimization
Vasylevka navigation and trees optimization
To small battle area on Pokrovka procedural mission
Spawned at guns in incorrect places during procedural missions
Optimized how the game calculates infantry UI indicators, now it uses less CPU
Sun flare/halo won't be visible inside the tank
Soviet 122 mm offmap support used 152mm ammo, this is fixed
Il2 now correctly uses FAB-250 bombs instead of german 250kg junkers bombs
Error where german Protect objective that spawned mortars used soviet mortars instead of german
Incorrect position of few spawners on Luchki Village procedural
[UI] Battlemap labels size
Position in one of the Outskirts of Prokhorovka tank squad spawner that caused one of the tanks to spawn inside cliffs
Issue where tanks had missing spare tracks and wheels (example - T-70 missing rear wheel)
Optimized the workload that was used to load in various sprites when showing units in game UI, now this should be faster
Issue where friendly AI Commander always called in artillery that was treated as enemy
Optimized torned off parts that used too much GPU after being torned off
Issues with engine exhaust vfx went missing for tanks (they were incorrectly spawned)
An issue with visible hole in rocks on C1M7 mission (starozhevoye forest)
Missing localization of Available Units label in Force Pool Creator menu
Issue when client saw incorrect loading screen name when joining a procedural mission
Optimized Sd Kfz 251 physics and visuals when wrecked
Few issues with spectator menu, where the unit number wasnt correctly shown or faction/platoon name
[UI] HeadQuarters mission overlay wasn't showing
[UI] Main Menu buttons
KV-1 1942 armor position for turret, was incorrect
KV-1 turret interior collider
TS-8173 [VehicleConfiguration] Fix KV-1 S armor colliders
AI vehicles should now be better at spotting when enemy is close or below them (the sight was sometimes blocked by their own colliders)
Torned off wheels and mudguards etc. are despawned at the same moment as the parent vehicle gets despawned (it caused pink materials issues)
Soviets now correctly spawn their truck which previously was missing and caused few types of objectives to not be completable (destroy)
Changed battle area position on PR_Komsomolets_Farm to cover all playable area
Incorrect position for destroy units on side objective
Incorrect position for destroy units on side objective
Zooming in or out in battle map zooms in on mouse pointer
Explosions now cut grass
Camera that follows the player tank should now do it without lag
Bullet trails do not get deleted immidiately upon the bullet hitting a surface but wait 5s
An error with force pool creator filters
Destroyed buildings should no longer cause the game to disable all environment around them if player had placed his camera inside the building or very close to it (it was occlusion culling issue)
[UI] Incorrect looking top left side of the screen after finishing tutorial
[UI] Incorrect looking back to main menu button after finishing tutorial
[UI] Mission descriptions in main menu can overlap with each other
P UI Vehicle can't display properly 6 crew members on UI
BattleSave loading now correctly restores units/squads under our command
TS-8223 [UI] Incorrect picture size of unit in orders menu
Main menu animations improved, buttons doesn't overlap on each other
Incorrect battle area size and position on PR_Morton scene
XRay mesh of tiger ammo rack has correct scale now
Enviro reflection probe now correctly works
Procedural campaign missions will now have their weather and time properly randomized each time
Crewman won't have Achim Abegg name only after loading in a battle
Error that did not count the gearbox state into driving state of the vehicle
Modified:
Game version changed from 1.3.0 to 1.3.1
[UI] Roadmap 2026 updated
Added again blur on Pause menu (experimental) to see if it works now with DLSS (toggle Numpap *)
On-map arty is a bigger threat on procedural missions (their randomization of where the shot hits has much lower radius)
[UI] Session browser gui item
[UI] Session creation Weather and time settings (experimental)
[UI] Pause menu (blur) can be toggled with Numpad *
[UI] Common/P_UI_Communication
[UI] Improved Vehicle status + modules changed (experimental)
Added limit to AICommander Offmap Support usage
[UI] Improved vehicle status module icons + better quality, bigger resolution (experimenta)
[UI] Main menu mission list contains more missions visible on screen, same goes to Session Browser
Point light from artillery/airstrike offmap marker will now also cast light on standard objects (previously only on other VFX)
Temporarily disabled AI wasting ammo - when we are going to add mobile ammo/fuel stations and AI restocking behaviour then we can bring this back. This causes only chaos and enemy AI just sits there without reaction
Added fire VFX to flying molotov
[UI] Improved vehicle driving status + better quality, bigger resolution (experimental)
[UI] Developer console (Num 0)
[UI]Zoom label changed to FOV on gun sights (suggestion)
[UI] Filters in spectator menu
Changed how the ballistics calculate very high angled armor penetration, it should be allow through more shots
More types of units available for destroy objectives in procedural missions
Changed how communication UI handles escape input, how it does not hide vehicle uI etc.
[UI] Main menu animations improved
Reduced maximum amount of infantry to be possible during procedural missions
Player AICommander now spawns his infantry and tanks endlessly, untill the mission ends (this is temporary)
Added proper distinction between Waffen SS and Wehrmacht faction force pools, so the infantry companies are correct in both of them (no mixed platoons)
Changed the soviet infantry pool for procedural missions, with more standard infantry rather than only desantniki or tank hunter squads
Disabled models of german AI tank crew man that were not fully dressed
Decreased the time needed to interact with vehicle hatch from 2s to 0.2s
The interactable state of Use Aim Prediction button/dropdown in game settings is connected to having turned on Use Vehicle Crosshairs option.
Placing marker (defualt middle mouse button) is now connected to Y coord of the reticle image if player is in gunner sight mode.
Camera visibility cone in vehicle status menu now follows player cam rotation instead of turret rotation
Added limit to units spawned by AICommander related to used unit data
Weather and time is for now always set/cannot be randomized on repair section missions
Thank you for your support, we are working. See you next time! DeGenerals
Source
Changelog.gg summarizes and formats this update. How we read updates.
