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Steam News8 July 20261mo ago

Update 1.3.2

Dear Tankers and Mechanics! We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.

In this update2

Full notes

Full Tank Squad update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes1 addition10 changes2 removals
  • Fixes
  • Gameplay
  • UI and audio
  • Performance
  • Balance
  • Maps
fixedDear Tankers and Mechanics!We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.
addedChangelog 1.3.2Added:
changedChangelog 1.3.2Sound of being on fire for infantry
changedChangelog 1.3.2Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).
changedChangelog 1.3.2Changed AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.
changedChangelog 1.3.2Spawning tanks in ballistics lab now shows Loading parent and player needs to wait before being able to click anything

Tank Squad changes

fixedWe have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.
addedAdded:
changedSound of being on fire for infantry
changedBattle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).
changedChanged AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.

Dear Tankers and Mechanics!

We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay.

Next we are onto finalization of the Ponyri DLC, but there might be a small patch before it comes out, we will inform you guys in dev status and on forums - happy hunting

PS. Sorry for the quality of the thumbnail - Michał is on vacations and I had I've just used paint - in my opinion it's superb tool

Changelog 1.3.2

Added:

  • Option to name the battle saves created in pause menu

  • Killcam for explosives, grenades, arty, bombs

  • Sound of being on fire for infantry

  • Tank track skid marks

  • Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minimum (25% units).

Modified:

  • Changed AI vehicles movement, to be more responsive. AI vehicles will now yield to each other more effectively.

  • Changes to formations: vehicles following the player's vehicle, align parallel to it when in line formation.

  • Spawning tanks in ballistics lab now shows Loading parent and player needs to wait before being able to click anything

  • Issue with peeking out or in and the visors being visible

  • Decreased the chance to spawn a tiger on procedural missions

Fixed:

  • Player spawned squads now spawn in proper formation

  • Player when is outside the tank using binocs will correctly see his tank shadows and materials

  • Tank skid marks will be hidden when inside tank (wont be visible through armor)

  • Manual saves now display their file names correctly in battle load list

  • Issue with infantry ui manager that duplicated the cost of selected infantry when player changed tabs of the menu

  • Objective markers under terrain on Starozhevoye Forest procedural mission

  • Infantry that spawns in APC or on top of tanks will be now properly blocked if the unit count is too high

  • Spawners on procedural missions should now face the closest enemy spawner instead of forward

  • Issue with Maus tank not being correctly shown in procedural campaign when loading in a save file

  • Issues with AI on procedural missions not rotating towards closest enemy respawn point

  • Issues with AI rotating in place without reason

  • Issues with AI on procedural missions receiving too many move to commands resulting in total chaos

  • Incorrect offmap support available on soviet procedural campaign

  • Incorrect battle area size and missing squad spawners on PR_Psel_River scene

  • Camera shadows are now disabled correctly

  • Issue with game not applying texutre quality setting at all

  • Potential crash on ballistics lab where player changed the vehicle while previous xray animation was playing

  • ID when selecting tanks in wreck mode should now be correct

  • VFX of burning infantyr is properly attached to the spine bone of the infantry

  • There should be no more flying fire in sky when player ends a battle and returns to repair station

  • Tiger VIE and PZ IVH issues when closing hatch and the turret meshes were disabled on player sight

  • KV-1 mod. 1942, KW-1B 756 and KW-1C 756 - Commander in multi crew now correctly controls the fire extinguishers.

  • Vehicle exhaust particles should work correctly now

Thank you for your support, we are working. See you next time! DeGenerals

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Source

Steam News / 8 July 2026

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