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Broken Arrow - Allied Command Update - Out Now

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Published on December 16, 2025



Update 1.0.12

Dear players,

We are pleased to present Update 1.0.12 “Allied Command”. This update introduces an important new feature, several gameplay improvements, and a number of resolved issues.

The development team made the decision to dedicate this update primarily to technical enhancements, separating them from balance-related changes. However, this in no way means that work on balance has ceased. On the contrary, we are preparing the global update, which will include not only significant balance adjustments but also deeper changes to core game mechanics, based on extensive feedback from our players. 

We closely monitor your feedback, carefully review your suggestions, and take your comments seriously. Your input helps us identify issues, find growth points, and move toward solutions that will make the game more stable, enjoyable, and comfortable for every player.

 

Allied AI Bots in Skirmish

The key feature of this update is the introduction of allied bots in Skirmish mode. Our goal was to ensure that bots act as reliable, predictable teammates while still remaining flexible enough to adapt to dynamic in-game situations.

To support this new functionality, we expanded the lobby settings. Bots can now be assigned to any available slot on either side, while retaining familiar options such as difficulty and specialization. This gives players more room to experiment - assembling custom teams, balancing sides, or testing new tactical approaches.

Skirmish mode has also received several quality-of-life improvements aimed at enhancing convenience and gameplay variety. Lobbies are now private by default and automatically filled with bots upon creation, allowing matches to start more quickly. Additionally, you can now change the time of day, making each battle more atmospheric and adding greater variability to battlefield conditions.

 

Changelog:

Added:

  • Skirmish mode now features allied AI bots for each map;

  • Some skirmish QoL improvements (such as you can now change time of day in skirmish mode, skirmish lobby is now private by default, skirmish lobby will now be populated with bots as soon as such lobby has been created, etc);

  • Post match screen: added display of scores, match duration and the reason why the match ended;

General fixes & improvements:

  • Fixed an issue where units would execute orders to incorrect position (aka reverse bug);

  • Fixed performance issues some players started to encounter after EAC has been added to the game;

  • Fixed an issue where the game could end as “Victory” or “Defeat” instead of “Match cancelled” in some cases;

  • Fixed an issue where player may be stuck during loading;

  • Refactored game’s network message handler which should minimize network issues in game (such as desyncs, invisible units, etc);

  • Fixed an issue where players who closed the game via alt+f4 during the match search were not removed from the search and could be assigned to a match

  • Fixed an issue where player.log size could be too excessive;

  • Fixed an issue with supply order (RMB on supply item) didn’t properly sync over the network;

  • Fixed an issue where units couldn’t be spawned but were removed from the deck;

  • Fixed an issue where player may get default deck in scenario lobby;

  • Fixed an issue where reconnect option was available even if the game has been started without EAC;

  • Fixed an issue with pause node not working properly in MP (Co-op scenarios);

  • Fixed an issue where Wargoals UI may not correspond to the amount of objectives on the map;

  • Fixed an issue where players may lack deserter status during post match screen;

  • Fixed lofting missiles (Javelin, Hellfire, Hermes-A and other top-down attack missiles) sometimes not reacquiring correctly if the shooter lost line of sight while the missile was still guided by the shooter;

  • Fixed an issue where bombs and artillery didn’t apply their damage to top armor in case of direct hits;

  • Attack drones’ logic has been improved: now clicking RMB on a target will lead to direct attack order (drones’ ammunition will be used as soon as possible) instead of moving closer to the target and then auto-attack;

  • Fixed an order related exploit allowing planes to fly outside of playzone;

  • Fixed an issue when units inside the transport were able to laze targets while being inside of a transport;

  • Fixed an issue when cover bonus from both stress and buildings has been applied at the same time in some cases;

  • Fixed an UI issue with scenario carousel in the main menu;

  • Fixed various crashes due to entity misuse issues;

  • Fixed various issues with overcast ambient on some maps (they’re too dark).

  • Fixed some minor issues in "Blackout" and "Self Service" campaign missions.

 

Mission editor fixes & improvements:

LuaNode update:

  • Fixed LuaUnit (and its conversion method into orange pin data)

  • Fixed Lua arrays (tables) can’t be passed to other lua nodes

  • GameAPI is now always available to use, "IncludeGameApi" checkbox was removed

  • Added examples page to Lua documentation

  • Fixed an error in RandomData node when exclusion mode was turned on;


We continue to develop the game and are preparing updates that will make the gameplay deeper, more stable and engaging. We have been working on the game every single day since its release and there are many important milestones and improvements ahead.

We want to express our sincere gratitude to each of you for your support, involvement, and genuine commitment to this wonderful adventure. Thank you for being with us!

We wish you all happy holidays and a well-deserved break. We’ll be doing the same, and we’ll see you in 2026.

Target Games
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