The new update might ask you if you want to import some save games. Here's the deal:
I had to change the save game location from its hidden application directory to your documents folder. It might not be ideal, but I was already creating a folder so you could plug in your own music, so I just put them in there.
The reason for this change is because Unity (the game engine) changed it's terms of service to charge for each install of the game. It's unclear if they'll be able to tell what's the full paid version and what's a demo, so to protect everyone involved, I've decided to break them into two separate folders. This should make it clear to whatever method that unity is using to collect data, that the demo is not the paid version.
The problem being that the full game can't read save game files from the demo's folder. Thus I've had to put the files in a user accessible location, the best location being "documents."
The save games are all in plain text, and are human readable, so this might be a good thing for many of you. (Hack away!)
Besides that, the new version contains:
Better auto-equipping of cars and characters from the airport
New tutorials for party creation and demo limits
Tooltips on the "next" button during party creation
Improved descriptions for encounters
A bug fix that prevents mis-clicks when skipping the death cam
It’s the one year anniversary of Hiding Spot’s cute and creepy storybook adventure, Beacon Pines! Join us in wishing Luka a very happy birthday!
We’re kicking off celebrations right now: as part of the Fellow Traveller Publisher Sale on Steam where you can pick up Beacon Pines for an awesome 40% off. This is for a limited time only, so make sure you grab it now - and tell your friends!
To join in on the festivities, we sat down with Hiding Spot Games for a few words on their journey so far:
Fellow Traveller (FT): Every developer team has a backstory. How did you meet, and what made you decide to make a game together?
Matt: When I was searching for an artist to work with on Beacon Pines, I started by looking through ArtStation. Lots of great artists post their portfolios there along with their work availability. Ilse’s illustrations instantly caught my attention. We had an informal chat and clicked really well on ideas we had for making a game.
Brent and I met through a mutual friend years ago and worked together on a game for iPad called “Ephemerid: A Musical Adventure”. He created the art for Ephemerid by painstakingly cutting it out of paper and photographing it. Though Ilse was already creating the art for Beacon Pines, I knew Brent had great storytelling chops and so it was a natural fit for him to join the team to help tackle the writing.
FT: Beacon Pines has a lovely storybook feel to it. Being able to change the story outcome feels very satisfying, how did you come up with that mechanic?
Matt: One of the early ideas for the game was that of finding words through exploration and then using those words to make choices in the story. From there, it was a whole lot of prototyping and difficult design iteration to determine how that would function as a game. At a certain point, we discovered that it was most interesting if the words stayed with you, as a sort of inventory of potential choices to make. So, you could find a word and use it at a later point to change the trajectory of the game.
It really started to feel good when we added the Chronicle. It’s a sort of built-in visual save system that lets you go back to any previous decision point and use a different word to alter the story. Even better, after finding new words in one story branch, you can use the Chronicle to take them back to a previous “Turning Point” and go down a completely different path. We leaned into that idea pretty hard. The word-choices in Beacon Pines dramatically alter the direction of the story. The Chronicle makes this basically frictionless, as it means you can see every branch of the game without restarting.
FT: There are a few themes that run throughout Beacon Pines’ story. What were your inspirations for the game - did any games, movies, or particular art styles stick with you while you were developing the game?
Ilse: We took inspiration from the visual novel genre in general, the main visuals like the portraits changing expressions as they progress in their conversation for example. Unlike most visual novels, we wanted the player to be able to walk around in this small diorama-like environment to enhance the exploration!
Brent: Matt and I drew a lot from the many 80’s movies that revolved around putting normal kids in wild situations, stuff like The Goonies, The Neverending Story, and E.T.. Choose Your Own Adventure books and young adult mysteries like Nancy Drew and The 3 Investigators were also big sources of inspiration.
FT: All of the Beacon Pines characters are lovable or hateable, in their own way. You’re not supposed to play favourites but, be honest. Who’s your fave and why?
Matt: I like Beck a lot. Her personality is similar to mine in many ways. But more than anything, I just really like her art. Ilse did a great job (as with all the characters) giving her distinct and evocative facial expressions. Then again, it’s hard to top some of the Iggy story beats.
Brent: I’m with Rolo, ride or die. I love how he approaches every obstacle in his path with enthusiastic positivity.
FT: Launching a game is a huge deal. What was it like?
Ilse: It’s one thing to create a game in silence, the moment the game was announced and marketing started made it all very real and scary. There is always the fear that your hard work won’t be received well by the players before and during launching the game.
Matt: After almost 5 years working on the game, it was absolutely stressful leading up to launch. You can’t help but be glued to twitch, watching everyone’s reactions, and crossing your fingers hoping that it was all worth it. Now, having had a year of seeing the wonderful reception that Beacon Pines has gotten, and how kind and heartwarming the fans have been, I’m really happy with what we accomplished.
FT: Massive congratulations are in order. Well done on an incredible launch, Beacon Pines is a touching story with plenty of depth, emotion, and just the right amount of creepiness. Do you have any more plans for the game, or as a team?
Matt: While further updates to the game aren’t likely in the near-term, we still have some fun announcements for Beacon Pines fans coming up.
As for future plans for the team, we definitely would like to work together again, and have been percolating some ideas that will hopefully scratch an itch for the Beacon Pines audience and bring in some new fans as well.
Additionally, you can win a Luka plushie by jumping onto Twitter/X right now and sharing your favorite Beacon Pines moment. Make sure you tag us (@FellowTravellr) and use the hashtag #BeaconPinesParty with your submission.
The Competition begins on 9am PT, Friday 22 September 2023 and ends on 9am PT, Friday 6 October 2023.
We recently laid out a Roadmap of what’s coming to Steel Division 2. One of the major reveals was a new Army General expansion, the details of which - the Battle of Dukla Pass (working title) - were revealed last week.
Instead of detailing the other new DLC, a Tribute-style expansion, we decided to make a quick detour and focus on some balance changes coming to several in-game divisions.
Keep reading to find out more!
A bit of balancing work
You might wonder where this rebalancing of several divisions is coming from. With the launch of Steel Division 2: Men of Steel, our most recent expansion, we set ourselves to work on a long-planned, but yet unrealized, rework of two existing “Normandy” divisions: the 3. Fallschirm-Division and the 21. Panzerdivision.
One thing led to another, and we realized more fine-tuning could be done on other divisions. At the root of it all was an inaccuracy we ported from the original Steel Division: Normandy 44. As you know, we introduced some battlegroups in Steel Division 2 through several expansions, including Steel Division 2: Back to War and Steel Division 2: Tribute to D-Day.
Artistic License versus History
Steel Division: Normandy 44 featured some artistic license, while Steel Division 2 veered towards following more accurately the historical Tables of Organisation & Equipment and Order of Battles. For instance, originally, we gave the 3. Fallschirm-Division some Luftwaffe-Jäger attachment “because they were both Luftwaffe.” In real life, when the 16. Lw-Felddivision was disbanded, its personnel were used to reinforce… the 21. Panzerdivision and other infantry divisions. Meanwhile, the 3. Fallschirm was, in turn, reinforced by a regiment from the green 5. Fallschirm-Division, which we treated as regular paratroopers.
Long story short: after MadMat punished himself severely by putting himself in the coal shed for a self-imposed “reflective” time-out, we got ready to fix some of these inconsistencies and historical errors that had snaked their way from Steel Division: Normandy 44 to Steel Division 2.
Fallschirm-Jäger Rework
While the 3. Fallschirm is the main focus of the upcoming rebalancing, we have extended the changes to all in-game Fallschirm-Jäger divisions. This lets us make each of the battlegroups a bit more special. What can you expect?
3. Fallschirm-Division
The division will lose all its Lw-JÄGER units (passed on to 21. Panzer).
Existing Fs.-JÄGER will be renamed to Fs.-JÄGER (FG-42) to differentiate them from new Fallschirm-Jäger loadouts.
The G-43 and FG-42 small arms were not that common. We have created several new loadouts to reflect better the diversity found in Fallschirm-Jäger armaments.
Fs.-JÄGER (ZF) squad with MP-40, Kar. 98, and two l.MG-42 plus one sniper rifle. The 3. Fallschirm-Division was rather well-equipped with these scoped rifles.
Fs.-JÄGER (MG-34), as above but retaining the l.MG-34 and featuring a Panzerfaust instead of a sniper rifle.
Fs.-JÄGER featuring MP-40, Kar. 98, and one l.MG-42, plus PzFaust. More soldiers in a squad, but less experienced, representing 5. Fallschirm-Division reinforcements.
While the 3. Fallschirm had eight cards of the FG-42 variant, they will now only have two. The other six will be either Fs.-JÄGER (ZF) and Fs.-JÄGER (MG-34), with additional green Fs-JÄGER replacing Lw-Truppen in latter phases.
The above changes will also affect other Fallschirm-Jäger divisions.
The 1. Fallschirm-Division will replace one of its three Fs.-JÄGER (FG-42) with one of Fs.-JÄGER (ZF).
And historically, the 4. Fallschirm-Division never received its consignment of FG-42. This means that the current six cards of Fs.-JÄGER (FG-42) will be replaced by four Fs.-JÄGER (MG-34) and two Fs.-JÄGER (ZF).
Some love for the 21. Panzer
As you can expect, one of the main changes coming to the 21. Panzer is getting hold of the 3. Fallschirm’s Lw-JÄGER and Lw-FÜHRER infantry as late-game reinforcements. But that’s not all.
The 21. Panzer didn’t use GRILLE fire support guns. It used its own specific SDKFZ. 135/1 instead. The same vehicle was also used to replace the HUMMEL in artillery battalions, as we already depict in-game. This is why:
We have reworked the SDKFZ. 135/1 as a fire support gun, replacing the GRILLE, which has been removed from the division.
The same SDKFZ. 135/1 has been duplicated under the LORRAINE(f) 150mm name (to match the smaller counterpart, the LORRAINE(f) 105mm) and given the very same stats. It replaces the SDKFZ. 135/1 in the ART tab.
Another defining feature of the 21. Panzer was that it contained two entire companies of PAK 43 88mmAT guns (not just one, which, besides, was already unusual). Therefore, we doubled the number of cards for this unit.
REIHENWERFER and U304(f) FLAK cards were also increased to better match historical numbers.
Another rework concerns the attached s.Panzer-Abteilung 503, which was made up of two companies of regular TIGER E and only one of the mighty KÖNIGSTIGER. This heavy tank battalion only arrived in the Normandy theatre in July, a good month after the battle had started. This means the heavy armor will arrive later in-game, not from the beginning.
The four cards of 1/2/- KÖNIGSTIGER will be reworked to one single card with -/2/4 availability.
Two additional cards of TIGER E with -/4/6 availability have been added.
1. Pancerna
Not all the changes are related to Axis divisions. The Allied Polish 1. Pancerna will also make its way through the workshop. Though not initially planned for a rebalance, it got swept up as happenstance collateral damage.
The 1. Pancerna landed in Normandy with a shortage of personnel (meaning it couldn’t man as many tanks as other commonwealth divisions). However, the formation was (together with the French 2e Division Blindée) the only division for which the replacement issue improved during the course of the battle, with volunteers flocking in. These came from two sources: German POWs of Polish origins having been pressed into the Heer and a large community of local Polish miners in Normandy willing to join Maczek’s division. As a result, we have added a large, veterancy-locked Combat Phase B & C-card only of REKRUCI infantry, on par with the 2e DB’s VOLONTAIRES.
As we were made aware, the 1. Pancerna’s tank destroyers, although generically labelled as “M10”, underneath were historically two variants deployed, the ACHILLES and WOLVERINES. To better reflect this, we removed two cards of the former and added one of the latter unit.
We added a single Combat Phase A-only card of vetted STAGHOUND. Two were found at HQ, and we hadn’t considered adding them before due to their low number (not enough to make an unvetted card). This oversight has now been addressed.
A reminder! When this next patch is released, make sure to check your decks, especially if you have any Fallschirm-Jäger or 21. Panzer. Units will have been moved from category to category, while some might have disappeared altogether to be replaced (manually) by new ones!
See you on the battlefield
Other changes on top of the ones detailed will come, but these three updated divisions will be the main feature of Steel Division 2’s upcoming patch.
That’s all for this DevBlog. 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!
Mob Factory is participating in the Steam China Showcase 2023
We'll be running a stream for the duration of the event.
Joining the community
If you want to meet other people who play Mob Factory, you have feedback for us, or you want a voice in the direction of the game, join us on the Discord.
If you want to get in contact with us for business reasons, email us at mobfactorygame@gmail.com