Full notes
Full The First Explorers® update
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Repeated intro
Hey there, the Monthly Summary for February is here!
What changed
- Balance
- Gameplay
- Fixes
- Maps
- UI and audio
- Performance
February was a massive push for the Combat System and unit responsiveness. It's one of those areas that takes a lot of invisible work to feel "right," but the foundation is now much more solid.
TFE Development Summary - February 2026
Combat & Unit Logic
🛠️ Implement Move+Attack order for soldiers so they intelligently engage enemies while advancing to a destination.
🛠️ Implement Damage local bonus for units holding the high ground to reward tactical positioning.
🛠️ Implement Armor local bonus for high ground to make elevated positions harder to break.
🛠️ Refactor Soldier BP to use the new StateTree approach for better robustness and more predictable behavior.
🛠️ Fixed "circling" behavior by fine-tuning the avoidance filters specifically for soldiers in active combat.
🛠️ Chaining MoveTo orders now works correctly when holding down the Shift key for smoother unit patrolling.
🛠️ Garrisoned soldiers now intelligently move to the gate to defend it when the building is under threat.
🛠️ Fixed Attack Orders not correctly exiting the CombatLoop which previously caused units to get "stuck" in a combat state.
🛠️ Added a dedicated internal Combat Playground Map to test unit interactions in a controlled environment.
🛠️ Set acceptance radius for movement components to be slightly below attack range to prevent units from overlapping their targets.
🛠️ Current attack animations are now correctly interrupted by new attack orders for much snappier combat feedback.
🛠️ Direct Attack commands on enemies now trigger a "force attack" logic to ensure the unit follows through.
UI & Quality of Life
🛠️ Implement Unit Groups with Ctrl + 1-9 allowing for much faster management of your army.
🛠️ Double-tapping any number key now relocates the camera to that specific control group instantly.
🛠️ Camera rotation with the Middle Mouse Button no longer blocks WASD movement for better multitasking.
🪟 Add Control Group numbers directly above the HealthBars so you can identify your squads at a glance.
🪟 Introduce a history-aware count for all goods and draw trend arrows in the UI to help foresee production shortages.
🪟 Notification messages can now be closed instantly with a simple right-click.
🪟 Fixed the Skirmish menu which was not correctly checking the limit of enemies allowed on a map.
Optimization, Engine & more stuff
🛠️ Optimize Nanite Triangles based on distance to save significant GPU time during large settlement views.
🛠️ Performance optimization for MoveTo TargetActor logic to handle more units simultaneously.
🛠️ Optimize GridQueries and SpatialFilters to reduce the CPU overhead of unit searching.
🛠️ Optimize OnOverlap Queries by throttling the check rate for non-essential interactions.
🛠️ Regular LineOfSight checks for enemies are now more efficient.
🛠️ Fixed various "stuck" states for Toolmaker workers caused by small or restricted navMesh areas.
🛠️ Fixed a performance leak where demolishing a building would cause a significant frame drop.
🗺️ Added more stone and copper deposits to the LakeFalls map to improve the early-to-mid game resource flow.
🔁 Shared a new gameplay clip - 30 seconds are free to watch for everyone (vip).
🔁 Shared details about RTS Controls & Combat Mechanics (vip).
✨ Secrets
I think the combat is feeling much snappier now!
Feel free to share your feedback in the comments.
And that's it for now, see you next time 🚩
Best, Sebastian 🙂
Source
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