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DRONE PERSPECTIVENewsHostile Tank (prototype), AI spawner, Cluster Munition Explosion.
Game update

Hostile Tank (prototype), AI spawner, Cluster Munition Explosion.

DRONE PERSPECTIVE · published 12 Jul 2025, 10:51 UTC · build 19196296

All newsPlayers around this dateRead on Steam

Hi,


This is a small update, but it brings a bit more fun, and I don't want to hold it for too long on the shelve.
Adding following assets to the in-game editor based on your requests from Discussion:

NOTE! For now this update is available only in the full version of the game!

Tank Prototype


First glimpse into the vehicles.
It is scary.


It has zone based damage, holds approximately 3 shots in the front, 2 shots in the rear, but it is more complex than that (because tracks on each sides are counted as separate zones + ERA is respected).
AI is very basic at this stage, but it is good enough to test anti-armor gameplay with Bravo squad.

Share what you think in the Discussions, so I can do adjustments and improvements.


Cluster Munition Explosion

T0MaT0 asked for HIMARS strike, didn't specify details, so I've added this:

Works the same same as other explosions, can be ordered from the Editor Panel (F7), not connected to the gameplay (yet).

Want to improve it more eventually, e,g, fix distribution to be more realistic, but current randomness at least somehow mimics the chance of being hit.For now you can just use it for fun in the editor, eventually with the upcoming scripting update it can be used as a highlight for your missions, and eventually it will make its way into the inventory.

First AI Spawner

Very first and basic version to support "infinite" gameplay. We have to start somehwere.

  • Spawns AI and then respawns it, if AI dies.

Rinse and repeat until spawner destroyed or "disabled" by level script.

Works well in combination with Hold your Ground, and Psy Wave objectives.
I will upload a couple of maps for you to show how to use it.

More advanced and realistic spawners will come later.

Other Changes

I am slowly approaching next optimization pass, have a lot of ideas what to do and discovered good vectors of work already.

Until then made a really fast and rough tweak in animation budget allocator:

  • Max animation budget is tweaked from 15ms to 10ms .

That will free up much needed additional 5ms of performance on some low-end configurations in exchange of less frequent animation update.
Hopefully no one will notice it, because Significance Manager will do its job hiding it.

Map Makers keys give away

This month map maker to receive additional gift key is Duckman for creating Urban Invasion and Liberation maps. (Please accept my friend invite, so I can send you the key).

Will use Urban Invasion map as a benchmark, for the upcoming AI optimizations ;)

Also FIY you can finally draw asphalt with brushes, don't abandon this map. It's cool.

Other news

  • VEIL Production has been finally officially registered as a company!

That allows me to buy much needed hardware, legally pay invoices to translators, and so on.

I can finally get myself a Steam Deck and optimize the game for it.

Upcoming optimization track will help to support multiplayer as well.

Don't know yet what will be done faster - optimization or scripting update.

For more detailed news, welcome to Dev Diaries on Discord: https://discord.com/invite/zvaTETkyjM

Thank you for your neverending support and trust. And thank for your recent Steam reviews as well, they truly help with financing this project!

Wishing you all good weather and peaceful skies!
Stay safe!

//Demetri

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