GamePatchNote Digest
Tank Squad Patch Notes — May 8, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Dear Tankers and Mechanics!
What's new in Patch 1.3.0
Today is a special day. Firstly, we’re releasing a major patch, version 1.3.0, featuring procedurally generated missions, and secondly, it’s the anniversary of the game’s launch.
Procedural missions

As for the procedural missions themselves, you can read about our concept and how they work in our development updates #90 and #91, where we’ve covered this in detail.
This is just the beginning. 12 missions have been prepared for this game mode / update. There’s still a lot of fine-tuning to be done on this mode and the missions themselves.
Sd. Kfz 251 vehicles are not yet released as a operating vehicles, we are still working on implementation and better interiors.
Anniversary

Today we are celebrating the first anniversary of our game’s launch. To mark the occasion, we have prepared a video for you

World War II Games Sale

This year we are taking part in a sale event organised by our friends at Fulcrum called the World War II Games Sale.
The 25% off sale will run from 7 to 14 May
https://store.steampowered.com/app/1498130/Tank_Squad/
Changelog 1.3.0
Below is the list of changes being made:
Added:
- Procedural missions & campaign
- Correct VO for APC spotting
- Current gun + secondary gun switch (Maus case)
- APCs Squad emblems icons
- Groundhits by machineguns and smaller arms
- Random weather option to session creation menu settings
- Vegetation update - adding grass to SM3, C1M2 and C1M3
- Option to change main weapons (for maus only for now) with Q key
- Added a check in tutorial where the player could have a combat ready tank but was not of the type that tutorial required - then the required tank is added
- Disabled few incorrect models of trees on proving grounds/tutorial scene
- Ballistics issue when the game calculated trajectory/collision for a projectile before the game teleported/created vehicle armor in given position
- Soviet mines now correctly spawn
- TS-8081 HQ button do not scale
- TS-8085 Move avatars in tasks more to the left
- TS-8086 Scale down toggle to put camouflage on wheels
- TS-8087 Camouflage also applies on mask
- Ballistics Simulation errors with ricochet detected that resulted in the prediction cross staying red when penetration will happen
- Using Battle Map menu now will properly hide sub-menus that do not belong to currently selected mode (for example offmap support won't be visible by default in spawning mode etc)
- Command Tiger side emblems are moved to be visible (hidden by logs)
- Maus has now correctly looking tracks on bigger distances
- Text that was out of bounds when the game tried to showcase too many information about multiple converted units at once
- Dragging and dropping a filled squad in force pool creator menu correctly repositions child unit items
- Untranslated text in loading hint when starting the game
- Weather correctly applies to mission
- Changed how ballistics allow to penetrate and damage interior tank modules - now the ballistics system check if given projectile has hit and penetrated armor that was marked as main armor of vehicle
- Battle Progress menu (Tab) won't open in main menu
- Opel blitz indicator icon is now proper truck
- ZiS-5 truck indicator icon is now proper truck
- KV-1 mod.1942 has now proper icon in battle map menu
- Main Menu roadmap F1/F2 buttons works properly
- Added new VFX for default rifle and pistol impacts
- Battlelog & Kill feed GUI items (removed black transparent background)
- Avatars seen on a repair tasks are now under main task title
- Right panel in HQ standarized as seen in main menu etc
- Settings bottom buttons layout order
- Indicators on screen will show text as TT instead of Tt (CAPTURE MORTON not Capture Morton)
- How the game displays details of received damage by selected wreck
Thank you for your support, we are working. See you next time!
DeGenerals


