Tank Squad Patch Notes — April 17, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Dear Tankers!
Welcome to our 90th Development Status.Procedural missions
Basic concept
We are developing a new procedurally generated mission mode, where the main and side objectives are randomly generated and will vary each time you play. This will also form the basis for a simple procedurally generated campaign mode and, in the near future, a straightforward career mode – something you’ve been asking us for (and which we’d like to add ourselves).
AICommander
We have added and are currently developing a new controller for both friendly and enemy AI – AICommander. This is a script that we intend to base on a behavioural tree designed to handle combat and resource management during a given mission in a more natural and procedural manner.

In a nutshell, until now the game was based on scripted events that were triggered either when a player drove into the relevant trigger point or after a certain amount of time had elapsed. Now, on procedurally generated maps, where we don’t know who will arrive from where, the AICommander must correctly assess the situation and send the appropriate troops where they’re needed.

We still have a few important matters to sort out regarding procedural missions, such as the balance of which platoons spawn and at what rate the enemy AICommander spawns them. Playing as the Red Army, without the SU-152, we were left with only the KV-1 and T-34 to fight the Tigers and Panthers defending the objective:

Another example of what still needs improving: how should the AICommander determine where to deploy his units, in what formation and at what intervals, and why – depending on whether he is attacking or defending.
He is capable of positioning platoons in various locations – where he needs to defend a target or protect a unit. However, as can be seen in the image above, it deploys its units too densely, making them easy targets for artillery or air strikes – yet it does not order a retreat or dispersal in such a situation.
Level design
Because there are quite a few points on the maps that can serve as objectives, the gameplay becomes much more intense – player spawn points are closer together and missions seem to be much more dynamic. One of the issues is game balance, as the enemy very often sends a large number of tanks in a short space of time. At the moment, we plan to use all the maps from the available campaigns and skirmishes, a total of 12 (this number is subject to change).

Sd.Kfz 251
Over the last two weeks, we have also been working on versions of the armoured personnel carrier. Initially, we wanted to create the D versions, but it turned out that the Germans, particularly during the Kursk Offensive in 1943, were using the C versions.
Why do we need transporters?
We’re adding them to fill a gap and allow for mechanised and motorised units in the game. In the Ponyria campaign we’re working on, the distances to cover are much greater than on the current maps. There, it’s usually around 1–2 km, which would mean the infantry would have to run behind us for a good few minutes. Without adding mechanics where infantry have their own transport, infantry would be absent – which is something we don’t want.

Ultimately, we’ll allow players to use transporters and drive them themselves, but let’s be honest – in 1943, these vehicles had far too little armour to engage in any kind of combat against any tank. In our game, only small arms will be unable to penetrate this vehicle’s armour.
We want to recreate a typical mechanised infantry company (likely panzer grenadiers) who have their own vehicle and additional/support vehicles. On the current maps, this isn’t yet so necessary as combat is usually at close range.

On large maps, we want to present players with missions where they mainly have heavy tanks at their disposal and the objective is to clear out fortifications, including enemy infantry. The enemy infantry must then take far greater care than at present not to expose themselves from their trenches; they should not counter-attack at every opportunity, but rather prove to be a tough nut to crack.

This is precisely when mechanised infantry should come to our aid – provided, of course, that we first clear the front line of anti-tank guns, heavy machine guns or enemy tanks. It’s quite a simple way to implement a rock-paper-scissors system and demonstrate that we’re striving to faithfully recreate the combined arms in our game (tanks, artillery and infantry).
Variants
Following a thorough analysis of the documentation and references we obtained (thanks to RideR2), we decided to produce five versions of this vehicle.
- Sd. Kfz. 251/1 Ausf. C (standard)
- Sd. Kfz. 251/2 Ausf. C (81 mm mortar)
- Sd. Kfz. 251/3 Ausf. C (command vehicle, antenna, etc.)
- Sd. Kfz. 251/9 Ausf. C (Stummel, short 7.5 cm gun)
- Sd. Kfz. 251/10 Ausf. C (3.7 cm Pak 36 gun)
Sd. Kfz. 251/1 Ausf. C (standard)
The first option is the “standard” version, i.e. a transporter equipped only with an MG-34 machine gun mounted at the front, with the option of mounting a machine gun at the rear as well. We want to provide the option of firing from the second machine gun as well. In addition to a two-man crew, this vehicle can carry a further 10 people.

Sd. Kfz. 251/2 Ausf. C (81 mm mortar)
The second version is, quite literally, the second variant, equipped with an 8 cm Granatwerfer 34 mortar. This vehicle could carry a crew of eight and carry a supply of 66 mortar rounds.

In preparation
I am currently working on further versions. The next one will be the Sd. Kfz. 251/3 Ausf. C “Funkpanzerwagen” command variant, equipped with an antenna, radio and the features characteristic of this version in general. This vehicle will function as a mobile spawn point.
The next version, the Sd. Kfz. 251/9, will be equipped with a 7.5 cm KwK 37 gun – the short version and last one Sd. Kfz. 251/10, will be equipped with a 3.7 cm Pak 36 gun.
UI modifications / changes
HQ
A few fixes and changes have been made to the UI. Among other things, the right-hand panel in Headquarters has been updated to show the resources available for completing campaign missions.

Repair task
The second interface in the repair scene also handles quests. Previously, after selecting a quest, the player’s avatar would appear on the same line as the quest name, which meant there was a significant gap between them. I’ve now placed the player’s avatar(s) below the quest name.

Battlemap minimap
We’ve been thinking for a long time about introducing a map into the game that could be activated—for example, by pressing the M key—to provide a quick overview of what’s happening during a mission, where our allied units are, or where the mission objectives are located.

8 cm Granatwerfer 34
When it comes to mortar controls, we’re discussing within the team how best to approach this. Two ideas have emerged. One of them is to try and create a system similar to the one in Arma Reforger, for example. In other words, firing the mortar involves setting the angle and azimuth using the optics, based on the map and a compass. The second approach, which is a bit simpler for now, is the ability to place markers on the Battle Map, for example to mark targets for mortar fire as ‘Target Reference Points’. These markers would be visible on the Battle Map’s mini-map if you have a mortar, and from there you’d be able to fire on the selected area.
This is a new idea; we’re still at the planning and implementation stage, so there isn’t much to show in practice just yet.
AI Navigation progress
We are also continuing to work on developing and improving the navigation of our vehicles; we are striving to ensure they do not collide with one another and can cope in heavy traffic. Below is a demonstration video:
https://streamable.com/1g4hoj
Thank you and have a good weekend!
DeGenerals


