HomeGamesUpdatesPricingMethodology
Steam News4 March 20264mo ago

Development Summary - February 2026

Hey there, the Monthly Summary for February is here! February was a massive push for the Combat System and unit responsiveness.

Full notes

Full The First Explorers® update

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

Repeated intro

Hey there, the Monthly Summary for February is here!

What changed

4 fixes7 additions18 changes1 removal
  • Balance
  • Gameplay
  • Fixes
  • Maps
  • UI and audio
  • Performance
changedCombat & Unit Logic🛠️ Implement Damage local bonus for units holding the high ground to reward tactical positioning.
changedCombat & Unit Logic🛠️ Implement Armor local bonus for high ground to make elevated positions harder to break.
addedCombat & Unit Logic🛠️ Refactor Soldier BP to use the new StateTree approach for better robustness and more predictable behavior.
fixedCombat & Unit Logic🛠️ Fixed "circling" behavior by fine-tuning the avoidance filters specifically for soldiers in active combat.
changedCombat & Unit Logic🛠️ Fixed Attack Orders not correctly exiting the CombatLoop which previously caused units to get "stuck" in a combat state.
addedCombat & Unit Logic🛠️ Added a dedicated internal Combat Playground Map to test unit interactions in a controlled environment.

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

Steam News / 4 March 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.