- Patch 2019.07.02.b Now Live - 2 July 2019
Greetings Commanders This patch is, essentially, a rollback of the security features added in early April 2019. These features were intended to prevent malevolent players from hacking into the game and cheating while playing online. Unfortunately, the changes required have interfered with the game's matchmaking and network systems, with the result that most players haven't been able to play online games at all. This patch disables the game's security features, rendering it again playable online and fully restoring its functionality. This also means that the game is, once again, exposed to hacking. The only option currently open to honest players is not to play against random online players who appear to have an unfair advantage. For me, the only other option was leaving the game unhackable but unplayable. I am deeply sorry for the prolonged loss of functionality and for the long time it…
- Update 2019.05.03.a Now Live - 3 May 2019
Greetings Commanders This patch brings a few tweaks and fixes, as well as two new dlc's available to purchase. The first dlc contains three single-player missions designed to be almost impossible to complete. A skilled commander, however, will find ways to exploit the enemy's weakness and prevail. The second dlc adds four new emotes that can be sent to the opposing player in multiplayer matches. Toast your enemy with a cold beer, a glass of wine, a classy cocktail or a steaming hot cup of coffee. Good luck on the battlefield The dev
- Update Patch 2019.04.21.b Now Live - 21 April 2019
Greetings Commanders! This update brings some balance tweaks for several units and a new emoticon system, which allows communication between players. Details follow. Emotes are sent by clicking your base to show the emote menu and then clicking an emote to send. You can disable this functionality in the options menu, if you don't want to see and send emotes. The unit stat changes are based largely on current win rates in the game. As far as possible, I've tried to improve each unit's specific strengths rather than level out their weaknesses and make all units more like each other. C: move speed reduced from 144 to 128. While C's are not a popular choice compared with other units, their high win rate warrants this change, to bring them more in line with other units. H: durability increased from 300 to 375. Firepower increased from 160 to 200. Range increased from 2500 to 2800. H's are on…
- Patch 2019.04.12.a Now Live - 12 April 2019
Greetings Commanders This patch adds a couple of interface improvements to the game. A box now displays all stats for the currently selected unit or, if one is available, for the unit your mouse is currently over. Additionally, the result of clicking or right-clicking is always displayed so newer players can understand the game's interface and use it effectively. Good luck, have fun The dev
- Quick fix 2019.04.09.a Now Live - 9 April 2019
This patch fixes a black screen crash when the enemy disconnected.
- Balance Patch 2019.04.08.a Now Live - 8 April 2019
Greetings Commanders This patch effectively increases the size of the battlefield. Details follow. Visibility and fire ranges for all units have been reduced by 20%. This makes correct positioning more difficult, but also more rewarding. Unit move speeds remain the same. Reaching the enemy base isn't any harder. Firepower, however, has received a boost. The modifier that previously reduced damage to 85% has now been set to 100%, producing a small but visible increase in damage dealt. This should reduce the length of time of engagements, while hopefully not making the game too chaotic. Good luck, have fun The dev
- Patch 2019.04.05.a Is Now Live - 5 April 2019
Greetings Commanders This patch reverts some recent visibility changes. Visibility is simplified and values are set to reasonable values. Recently, visibility has been the target of some experimentation. Dynamic visibility was added, where units were more visible if they moved. Also, unit visibility ranges were set so that most units were visible closer than they could attack, so visual contact almost always meant the bullets would start flying. These changes caused some unwanted consequences. Turtling got a significant boost, since an attacker had to enter the killing zone before he was able to see the defenders and plan an effective assault. Paradoxically, stealthy units (Rs and entrenched Is) became less useful, since everyone (except As of course) was capable of decent camouflage. The current patch rolls back some changes and sets visibility values as follows: A and B are always vis…
- Balance Patch 2019.04.04.c Now Live - 4 April 2019
Greetings Commanders This patch tweaks visibility when moving and suppression. While moving, units have increased visibility. Before this patch, this increase disappeared instantly after the unit stopped moving. Now, it persists for a brief extra duration (1.6 seconds currently). This should make moving units easier to spot and possibly engage. Suppression move speed reduction is now -35% instead of -50%. Halving unit speed under fire simply felt too much. The game's build pipeline has also been changed. This should have exactly zero consequences for most players. Good luck on the battlefield The dev
- Patch 2019.04.02.a - Visibility Tuning - Is Now Live - 2 April 2019
Greetings Commanders This patch brings a significant overhaul to visibility ranges for almost all units. Also, the damage reduction has been slightly cut. These changes are a work in progress, they may be tuned or rolled back in the following days. Also a few visual improvements, menu updates and small tweaks. Unit visibility is the distance where it can be detected by the enemy. Some units (A's and the Base) are always visible no matter where they are. The rest have three possible visibility ranges: visibility while stopped, while moving and while firing. These values have been tuned for all units, so that stopped visibility is significantly smaller than the unit's fire range, moving visibility is somewhat bigger and visibility fired remains where it was before, at a really large value. A debuff was added to all damage in the game and its value has been stable since release at -25%. It…
- Quick Fix 2019.04.01.b Now Live - 1 April 2019
This is a fix for the failure in the game's networking code which occurred when playing a multiplayer game immediately after playing a scenario. This one was totally on me, should have caught it long ago. Sorry everyone The dev
- Balance patch 2019.04.01.a Is Live - 1 April 2019
Greetings commanders The last patch changed some values and resulted in some units losing some of their appeal. This patch attempts to compensate. Details follow. Visibility while moving is now increased by 25%, up from 10%. The 10% value didn't feel impactful enough, 25% is more visible and should have a bigger effect on planning. Increased S range from 2600 to 3200, but reduced its durability from 400 to 300. In the last patch, S has had its range drastically reduced. While it felt like it needed a nerf, this wasn't it. It resulted in S's requiring lots of micromanagement and becoming easily suppressed and helpless. The current change restores some of it s lost range, while further reducing its durability. It is now closer to the harrasing unit it's supposed to be. H health reduced from 340 to 300. H's still didn't feel fragile enough. This should make it more important to protect the…
- Patch 2019.03.31.a - Game Mode Rework - Is Now Live - 31 March 2019
Greetings Commanders This patch replaces Basic Games with single-player scenarios, intended to teach the game to beginners and advanced tactics to more experienced players. The requirement for 10 Basic wins before playing full games is now removed. Some unit stats tuning is also included, along with some fixes and tweaks. Since launch, players have been almost solely playing Basic Games. This was NOT the intended outcome. Basic Games were meant to act as a more fun form of tutorial, played by beginners to get a grip on the game before playing Full Games - the "real game". What happened instead was that the population was too low, causing players who unlocked Full Games to be unable to find opponents online. So, of course, they reverted to Basic Games, where at least they could find someone to play against. The result: almost nobody played full games. So, Basic Games are out. Everyone ca…
- Balance Patch 2019.03.24.b Is Live - 24 March 2019
Greetings Commanders This patch addresses the numerous complaints concerning game pacing. Hopfeully, the game will feel more dynamic without adding too big a cognitive burden on new players. Also, a few fixes, tweaks an option to invert mouse buttons. Previously, game pacing had been nerfed drastically by applying a 25% slowdown on all game events. While this did slow down the action, it caused many games to end in a draw that shouldn't have. The global reduction has been removed, with targeted reductions added instead: movement is now nerfed by 10% (instead of 25%) while damage dealt stays reduced by 25%. This should increase the pace of the game while still leaving some time for command decisions in the heat of action. Further tweaks to these parameters are very likely, but this should be a step in the right direction. Dead units are now less likely to occlude living ones. This happen…
- Update 2019.03.24.a Is Now Live - 24 March 2019
This patch adds a new control scheme to the game, essentially right-click to move and left-click to do everything else. Also, some matchmaking tuning for the game's current low player count and a few smaller fixes. The default scheme stays the same, you can switch to the new controls from the Options menu. The new control scheme makes more use of the right mouse button. Left-click to select your units and target enemy units. Left-clicking the currently selected unit issues a "cease-fire" order but lets the unit continue moving. Right-clicking issues a movement order, except if you right-click the selected unit. Then, it just stops (but keeps attacking, if it has a target in range). Since players aren't too numerous currently, matchmaking has been tuned to more quickly find distant players. A larger balance patch is in progress, should arrive soon(tm), when it's done(tm) Until then, good…
- Big Balance and Mechanics Patch 2019.03.22.b Is Live - 22 March 2019
Greetings Commanders The biggest change in this patch are updates for the game's movement and visibility mechanics. Also, several units have had small-ish stat updates. The "SEARCHING" menu page is also improved. Details follow. New movement mechanic: suppression. Units under attack move at 50% speed. This is meant to increase the defensive potential of static units, like H and I. An attacker must think twice before going into an enemy's field of fire, because he might not escape before taking significant casualties. C are immune to suppression, so they move at their full move speed even under enemy fire. This is in line with their intended role as melee chargers. New visibility mechanic: while moving, visibility increases by 10%. This will make static units slightly better hidden than moving ones, possibly increasing the utility of R and I. The effect of this change is not certain, and…
- Balance Patch 2019.03.21.e - 21 March 2019
Greetings Commanders Balance changes: Reduced H firepower from 250 to 160. This should make it easier to approach turtling groups of H. Reduced overall game speed by 25%. Currently, games feel a bit too click-heavy and the action can become overwhelming, especially for new players. Looking forward to your thoughts The dev
- Tactical Control Is Live ! - 21 March 2019
Greetings commanders Tactical Control is now live and playable! Looking forward to your feedback and (hopefully few) bug reports. The Custom Games DLC is also available for purchase. I strongly recommend playing a few free games before buying. Thanks for your interest and good hunting! The dev
- Release Delayed - 4 March 2019
Greetings Commanders. Regrettably, Tactical Control is not yet ready to be released, even in Early Access. While the estimated release date was in February 2019, this turned out unrealistic and could not be achieved. The game's Early Access release is now scheduled for the second half of March 2019. The only reason for this postponement is that the game was felt insufficiently polished and tuned to be displayed to interested players. In other words, it's working, but it's still not good enough. Thank you for your patience and interest in Tactical Control The dev