Added scaling to the player asset tabs and turn prompts so they now change the number of them displayed as you scale the UI.
Added the feature request of being able to build the same ship over and over without the shipyard menu panel resetting after every time a new ship is added to its construction queue.
Fixed a bug where the Sectoid bases spawned brood ships way to often, they were using my testing values instead of the intended ones.
Character customization is now saved! Your character is no longer randomized on its own, and the name is no longer reset to "Player".
Changed to a different system for generating spell types and upgrades, and in doing so rebalanced the appearance rates. Common types are seen much more often now.
Improved spell auto-identification so that it's more generous and helpful. Trap spells and other indirect spells will now identify their effects properly if the effects are ultimately seen. Some spell attributes will auto-identify as well now.
The effect type dropdown in the manual identification menu now only shows effects that you've seen before (starting now). This makes the screen less confusing for new players.
Upgrades for elemental spells have been reworked.
You can now only choose one elemental Specialty upgrade, and each one instead makes that element more common and stronger for you.
The Specialty can then be followed up by an additional, Elemental upgrade, which grants the previously-known extra effect to your spells, as well as making your wizard actually take on that elemental type!
Changed how Shared Blood Costs and Borrowed Blood Costs upgrades work, and they now split the cost up among all characters.
Spell combination (which happens via altars) is now more generous, trending more toward the higher of the two strengths/durations, and toward more attributes, especially if both the combined spells share one.
Add missing sounds for software keyboard shortcuts.
Made enemies spawn more often under some circumstances, as later levels had become a bit too easy.
Fixed animation crashes under some obscure situations.
Fixed "angry" AI sometimes delaying a turn before acting upon their anger.
Fixed Blink trap spells, which had stopped working.
Fixed ownership of summons with a dead parent (like Bloblings) who would sometimes fight each other.
Fixed Treasure Golbins being basically invincible. That was probably frustrating.
A temporary inspection will be conducted on March 16th (Thu). Please refer to the schedule below to avoid any inconvenience while using the game.
[Maintenance Time] - March 16, 2023 (Thursday) 09:40~10:10 (UTC)
[Precautions] - The game service will not be available during the inspection and the inspection schedule may change.
[Update Details]
<Maintenance Content> - Fixed the issue where disconnection occurs when using the storage box - Increased experience points obtained in elite dungeons - Fixed the issue where the sentence for the fate's stair mission does not appear in the Chinese version - Fixed the issue where NPC names appear in Korean in the Chinese and Thai versions mini-maps - The order of Chinese item description has been corrected - The issue of the skill registration window not being saved has been fixed - The issue of the disappearance of the high-grade magic stone has been corrected.
<New Content> 1. Automatic Hunting Ground added To reduce the burden of hunting and maximize the growth fun, the automatic hunting ground content has been added. 1) Admission Requirements: - Level 40 or higher - Clear all hard dungeons in the village - Admission is possible through the dungeon entrance in each village - Automatic Hunting Ground admission ticket required ※A certain number will be given out every day when you log in ※It can be purchased with "grang" at the tool shop or dungeon guide store.
<Product Notice> - Heart Orchestra Dress Package will be sold from March 16 to April 13. - The Harlequin Dress Package will be discontinued on March 23. - On March 23, Popping Sam, Unlimited Health/Mana Herbs, Green Star Balloons, Green Star Name Tags, Royal Balloons, Royal Name Tags will be discontinued in the mileage shop. - On March 27, Kawai Box will be discontinued. 1) Ruby Shop will also close on March 27, and remaining Rubies will be changed to Radiant Rubies. 2) Radiant Rubies cannot be used in the next season's Ruby Shop and can be sold for Grang at the shop. - On March 30, Dandy Dress Package, Madou School Uniform Package, Tough Guy Package, Maid Dress Package will be discontinued.
To help players of the Japanese version enjoy the game more, we have compiled the following Hiragana notation for the main character names. We hope this will serve as a useful reference during gameplay!
Hi! I've been working on the third stage for a long time now, but I've been feeling like something was off. I created many new wide and big rooms for the third stage and started playtesting them. After playing with them for a few iterations, I found out that they play just like the previous stage. This was a problem. Moreover, creating new wide rooms was quite a long and hard work. I had to manually set up every piece of the room to finish one. For a proper experience, I wanted at least 15-20 new super wide rooms.
When I was working on stage 2, the whole idea was to make the game feel different from other stages. I wanted to increase chaos and intensity with every new stage and update. With this problem in my mind, I slowed down my development a lot. I still worked on small content updates and stuff like this, but this problem still wasn't solved.
I stumbled upon the MEATGRINDER demo and thought it was a good idea to try out something different for the third stage. It turns out that it was an interesting concept that would easily fit into the structure of my game. For now, I am trying to work in this direction. Yes, a lot of content was scrapped, but I think this is why early access exists. It's fine as long as I can provide a better experience with my game. Also, seeing how much you guys love this game, it not only adds more motivation and power to work on it but also a lot of responsibility to deliver at least the same fun experience that you had in the first two stages.
For now, I will test this new type of rooms and work on some mechanics that would help players in this type of movement. I want to give you guys more of this game, but I can't say how much time I will need to polish it and provide the experience that I wanted to give you. I will write small update notes like this to keep you in touch with development.
Thank you for playing Force Reboot; you're the best!
Strap in and dive deep into one of World War II’s most prolonged (and somewhat overlooked) operations: the Siege of Dunkirk.
Deploy either as the hard-fighting but encircled Festung Dunkirchen or the armored forces of the Czechoslovakian CIABG battlegroup in our new mini-expansion, and see who prevails on the battlefield!
Keep reading to find out everything that is to know about Nemesis: Siege of Dunkirk.
What does Nemesis: Siege of Dunkrik bring?
Nemesis: Siege of Dunkirk centers on a long-running campaign, far behind the front, that began in September 1944 but only finished after World War II. The remarkable Allied siege of Axis-held Dunkirk on the French coast of the English Channel.
Tasked with holding on to the critical port of Dunkirk, Axis Festung Dunkirchen kept up the fight until the war’s end. Unlike similarly surrounded formations, the motley German battlegroup kept up high morale and aggressivity, allowing commanders to deploy elite Stosstruppen and Jagdkampf raiders. The true strength of the division lies in its powerful artillery, support, and AA units, from Soviet-made Flak 31(r) 88mm to emplaced aircraft guns Erdkampflafette 43 and captured French K 419(f) 155mm guns. Festung Dunkirchen excels in defensive combat.
The Czechoslovak Independent Armoured Brigade Group (CIABG) was formed by Czechoslovakian troops who got their first taste of combat at Dunkirk in 1944. Augmented by British, Canadian and Free French units, including FFO Fusiliers-Marins assault scouts, the CIABG can call on a wide array of armored vehicles, from the new recon Humber LRC Mk. III to the Cromwell VII and up-armored Cromwell VIII. Strong artillery and AA forces, even siege guns, such as the BL 7,2-inch 182,9mm, can be deployed. The CIABG can field an impressive selection of armor on the battlefield.
We also take this opportunity to express our gratitude to community members Libik & Skautz CZ who provided invaluable help with the Czech & Slovak translations.
Some additional reading
If you want to dive deep into the history behind this Nemesis DLC or want to know more about the divisions, look no further!
The very first preview of Nemesis: Siege of Dunkirk can be accessed here. Lots has changed since, especially the in-game representation of both battlegroups, but it gives you a nice sneak peek at what was to come. Based on this showcase, the community voted on Nemesis: Siege of Dunkirk.
A detailed preview of how the hardy Axis garrison of Festung Dunkirchen would look in Steel Division 2 can be found here.
And a detailed preview of the Czechoslovakian “tank fist” of CIABG in-game can be read here.
The full Nemesis DLC list
If you were curious about which Nemesis DLC have been released for Steel Division 2, you came to the right place.
Our first Nemesis DLC is available for free! It highlights the Battle of Sandomierz Bridgehead and transports us to August 13th, 1944, to the war-torn heart of Poland. Nemesis: Sandomierz features two hard-hitting divisions, and two new Aces, with the 16. Panzer bringing the mighty Königstiger (H) and the Allies the Soviet 97-y Gv. Strelk. Div featuring new units such as the Razveddozor heavy recon patrol.
We remain on the Eastern Front with our second Nemesis: DLC - the Nemesis: Lvov Offensive. This mini-expansion brings two brand-new divisions: the Axis German 20. Panzergrenadier-Division and the Allied Soviet 10-y Gv. Tank. Korpus. New units include the Elefant heavy tank destroyer, as well as the unique Bef. Tiger (P) and Bef. Panzer V/IV command tanks and captured T-5 Pantera put in use by the Soviets.
Moving the action to the Mediterranean, our third mini-expansion is the Nemesis: Battle of Rimini, set on the Italian Adriatic coast. It pits the veteran Axis German 1. Fallschirmjäger against the Allied 2nd New Zealand Division. Two new Aces are included, as well as a host of units such as the British Bristol Beaufighter, Greek Martin Baltimore bomber, German (commandeered) Re.2005 fighter, as well as various new infantry units such as Greek Oplites mountain infantry and New Zealander Maoris.
We transport the player to Operation Dragoon, the Allied invasion of the French Riviera in August 1944, with our fourth Nemesis DLC, the Nemesis: Storming Toulon. The Axis defensive-focused Verteidigungsbereich Toulon and the multinational veterans of the 1e Division Française Libre await your command. New units include Kriegsmarine Marineinfanterie, Commandos d'Afrique special forces, heavy Flak 38 105mm guns, M3 Gun 37mm, and many more.
Our fifth offering is Nemesis: Raid on Drvar, highlighting the ambitious Axis air assault to neutralize Yugoslav partisan leader Tito in the spring of 1944. This DLC features two unique battlegroups: the Axis light troops of Unternehmen Rösselsprung and the partisans of the Yugoslav NOV. New units include fanatical SS-Fs-Jäger, partisan Snajper, M.28 heavy AA gun, pre-war Yugoslav IK-2 fighter, and South African Ventura GR.V bomber.
See you on the battlefield
That’s all, commanders. We can’t wait to hear what you think of the latest Nemesis: Siege of Dunkirk!
We will return next week with our Men of Steel's versus format.
Be sure to join the Steel Division 2 community on our Steam forums. The latest Steel Division 2 news can also be encountered on our Instagram.
Looking for an online game? Visit the Discord server or Reddit page and get involved with the lively Steel Division 2 community!
It’s been a while since Next Fest. We've been engaging in a closed development phase based on your demo suggestions and survey feedback since then, fixing crashes and working on weapon optimization & new gameplay content.
In the following few months, we will continuously share our dev progress and secrets behind the Dulce Base, and first of all, let’s talk about the weapon system - one of the core components of Oblivion Override.
Overview
In Oblivion Override, there are different main types of weapons such as daggers, swords, hammers, axes, and fists. Whether it's slaying through splashing blood with a big axe or dodging through groups of enemies with daggers, we hope the unique skill and random attributes possessed by each weapon can always make your hack-n-slash gameplay refreshing.
Amongst Next Fest demo feedback, we found several main issues about weapons that players are concerned most:
The skill design of some weapons doesn’t lead to smooth slashing experience during battles as we expected;
Some weapon attributes are not powerful enough and cannot fully show the weapon speciality;
Weapon balance is not good enough that some weapons are much less used than others.
Based on these feedbacks, we immediately set out to optimize and even redesign those weapons, hoping to bring a diverse and balanced weapon gameplay experience to you at launch.
Weapon Changes
From your feedback, we found that daggers (such as Bayonets), Jet Fists, Supre Slugger, Sawpop, and Storm Coil have a lot of room for improvement in skills and attributes.
For example, the skill of the Bayonets in the DEMO is Binary Vortex, which will cause the character to fly up a bit. We designed it to make Bayonets more flexible, but this brought movement inconvenience in the real game.
So we've modified the original skill to Roundhouse Kick - a powerful forward kick that breaks the enemy's guard and triggers rupture. The vertical movement now becomes lateral movement, and the skill can even evolve into a bursting combo.
Besides, we have merged the original attribute "Rupture" into skill, and created a new attribute "Bloodthirsty" for replacement: 35% chance to restore 1% of max HP when killing an enemy in rupture. This will make Bayonets more useful in fight.
Another typical weapon, Supre Slugger, has also been optimized - the original attribute was catching the baseball resets its cooldown. We found that during the game, especially in complex situations, it is quite difficult to predict the direction of the baseball and reset cooldown.
So we changed this skill to "Division": 15% chance to divide a baseball each time it hits an enemy. This makes the weapon more powerful and visually striking.
Additionally, since many demo players reported Jet Fists are not that wieldy because of the low attack speed and long attack animation, we also reworked the attack animation and the skill effect of "Jab": always strike a heavy punch in 5s after using Flying Fists. Now Jet Fists are more flexible and its power has been noticeably improved.
Some other weapons have also been modified, but in general, we have appropriately upgraded most of the weapons in terms of performance, ease of use, and skill balance, so that players can fight more smoothly with enjoyment of fast-paced intense combat.
New Weapons Preview
In addition to those playable weapons, you can also see some weapons that are only for display in store during the demo playtest, such as Violet Dagger, Grasscutter, and Ascendance. We've also optimized these weapons, and they'll be available upon launch with a new look.
For example, the Grasscutter that appears in the store — compared to fast daggers and powerful hammers and axes, the performance of the Grasscutter is somewhere in between. Its four-shot combo has a wide range in front, and can even attack flying enemies.
As its name suggests, its blade is designed to be leaf-like with its handle also in the shape of a four-leaf clover, and its skills are naturally related to plants: After smashing, placing a random plant cannon to shoot enemies automatically. It can be surprisingly helpful in some long boss fights if cannons are placed in the proper location.
Another weapon, Violet Dagger, has a "Ambush" skill that can move behind enemies in a flash and deal high damage. With quick movement, this skill allows you to get close to enemies instantly to backstab. We've adjusted the skill animation, now backstab is more useful in real game, you can attack immediately after ambush.
Weapon Recast System
Besides different skill effects, each weapon in Oblivion Override is also given a variety of random attributes, some of which increase the charge effect, and some can increase the damage to enemies in certain debuff. In the current developing version, you can also unlock the Weapon Recast Room at the NPC ‘Mr. Xie’ to refresh the weapon attributes, crafting the most suitable weapon for yourself.
In our future dev blogs, we will continue to share more about weapon optimizations, as well as a little more sneak peek into some new weapons in development. If you have any suggestions for the game, please leave a comment below or join our official Discord server to discuss together with fellow adventurers!
Over hill, down dale, and even through the clouds, your mounts carry you bravely and safely to the most secluded corners of Shenzhou. In this shop update, we’re putting the very best on show. Treat your current mount to some well-deserved R&R or simply add another fine beast to your collection!
Plus save when you visit the Crimson Coin Shop – everything listed is discounted from 16th March to 23rd March, so don’t hang around!
Mounts
Mysterious wings, mythical creatures and cute rascals – we’ve got something for everyone:
Falcon Wings
Little Chick Su
Blackflame Qilin
Ice Moon Qilin
Black Swallow
Silver Wings
Fuzzball
Icy Whale
Festive Clothing
Mesmerise the other residents of Shenzhou by donning one of these elegant cloaks before you leap abreast your new mount: