We've put together a patch to address the following issues and improvements:
*[Bug] Fixed stat related achievements *[Bug] Wrong collectibles count fix *[Bug] Fixed control issue when riding out of slippery surfaces *[Bug] Fixed a rare issue when players could be stuck in menu navigation *[Improvement] Better regions handling in replay editor
We've had a busy time lately with the release of the prologue and the first sets of patches... Even more so, we wanted to thank you for every feedback and bug report!
There are many improvements and bug fixes in this update - here are the main ones:
We have added a save for boards repairs and many other interactive elements in the game
We have rebuilt the interaction system - from now on, objects should behave better and not pass through other objects, you can also interact with an object in your hand
We have rebuilt the mission and tutorial system to eliminate most of the problems of playing through the game
We rebuilt the soldering system - from now on it has a new UI and should be more intuitive (more changes coming soon)
We have improved and smoothed out decor mode
We have made improvements to the inventory and item storage system
We have improved the system of moving the player and moving in the workstation - also added a switch to the power supply
We have made improvements to the game's translations and UI
We have added a shelf for your orders! We have also updated the list of crate's in the game
We have made improvements to in-game lighting and performance optimization
From now on you can sell smd components that are in boxes!
A lot of minor fixes and improvements
A follow-up patch will be released in the near future, and will include:
Further improvements to the save (the last ones!)
New tutorial videos
New interactions and a few surprises!
đ» We encourage you to keep sharing the bugs you find and your suggestions with us - here or on our discord đ»
ăUpdate detailsă ă»Fixed the avatar's position shifting when performing a motion. ă»Fixed an issue where the amount of movement would double if body tracking was started while the avatar's position was moved. ă»The facial expression when starting the avatar for the first time has been modified so that the blend shapes are not all zero, but NEUTRAL is 1.
4 additional CGs have been added in update patch 1.3.4 Gemini Flame Alpha Dragon, providing more CGs in the main story of the campaign mode. Can't tell much because it would spoil the story haha :)
Campain Mode update: -. Added new main story CG for 4 images.
Fixed Bug -. Some items are not displayed. "Who can equip it?" now fixed.
We are back again. You might have noticed a bit of radio silence, but rest assured, the Eugen team is hard at work on all things Steel Division 2.
We have some exciting details to share with you in todayâs post - the preview of a new upcoming map for Steel Division 2, Valley of Death!
Letâs dig in.
The Valley of Death
The new Valley of Death will be the first of two new maps delivered for Steel Division 2. This was promised in our post-summer roadmap, which you can read here. Both maps will be free and released as soon as they are ready. The maps will act as a precursor to the next Army General expansion, the Dukla Pass (check out the details here).
You might think that the Valley of Death is a catchy name thought of by us, but as a matter of fact, it was a real nickname given to a small valley on the border between Poland and Czechoslovakia in the autumn of 1944. The Slovak National Uprising (talked about in this post here) was characterized by one big issue. When sprung, its inability to seize the Dukla Pass, to allow Soviet reinforcements to pour into Slovakia, doomed the uprising from the start. This pass, very narrow and heavily fortified by the Axis, allowed a few determined troops to hold out against many (like a Thermopylae of old).
With the Dukla Pass firmly in German hands, the Soviet plans to reach the PreĆĄov and KoĆĄice basin - prime tank country - within five days turned instead into a bloody fifty-day meat grinder. The advance was barely half the way of the original plan. By then, although the Axis forces withdrew, the Slovak National Uprising had been crushed, with Soviet casualties being terribly high.
Forcing the narrow pass wasnât the only issue. When Soviet units finally reached the end, thinking the worst was behind them, they brought up their armor for a breakthrough operation. However, instead, they faced fortified anti-tank defenses between Dobroslava and Svidnik (the location of our map) and local counter-attacks by Panzer forces.
The once pleasant valley was so littered with Soviet burning and destroyed tank hulls it got the nickname âValley of Death.â Still to this day, as a reminder, T-34/85 watch over the old battlefieldâŠ
The Valley of Deathâs Gameplay
The Valley of Death relies on the Svidnikâs real-life terrain height variations. A river splits the area. The actual plain follows the riverâs path, creating enough space in its center for a village. You might imagine that most of the inhabitants work in the factory situated on a cultivated plateau on the opposite bank. Nearby farms benefit from rich soil, ideal for livestock farming. Forests are thick, with clear viewing lines.
The other side of the combat zone is defined by very large forests on small hills. Navigating through them is possible but carries risks. Itâs easy to ambush a tank column with some well-aimed Panzerfaust shots of infantry hiding behind the trees. The four hills in this sector are on high plateaus, separated by a geological rift. Taking advantage of the rocky edges will give your units excellent sight lines, plus there are some patches of wood to find cover. It might be a vulnerable place, as it is one of the places to get to the enemy flags.
The clear lines of sight and the lightly forested areas are ideal for AA and anti-tank guns to be enplaced. Watch out, as heavy tanks can easily fall prey to well-camouflaged ambushes.
See you on the battlefield
Before we leave you, a short housekeeping note. To better accommodate our workload, we need a bit more time for each blog post. From now on, weâll be moving to a Steel Division 2 DevBlog, every other week.
Donât be shy, 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!
ăăăMigrantăDLC has begun production and is expected to be completed and released in 2025. Before that, we will launch a crowdfunding campaign that includes content and peripherals related to the main body and DLC. In order to better meet everyone's needs, we are now conducting a preliminary research, as described in the questionnaire: ăăClick here to open the survey
Ages of Conflict: World War Simulator - JoySparkGames
Hi everyone!
This update adds in Rich Presence integration with Steam and Discord. This allows your friends to know a bit more what you are doing in the game when playing, like are you editing a scenario or how long has your simulation been running. On Steam the info can be found in your Friends panel below the game name you are playing. If you have logged into Discord before starting the game, the info can be found in your profile like this:
The color options for new nations have also been expanded!
v3.0.6 Full Changelog
Additions
Added Rich Presence integration with Steam and Discord. With this, your friends will be able to better tell what you are doing in the game through your profile
You can turn off Rich Presence from the Settings
New nations now have a larger selection of colors, including more darker and more saturated ones
Default Alliance names are now localized
Added a tooltip to the Alliance name label on Nation's info panel
Bugfixes & Improvements
Improved performance of annexations, nation defeats and maybe revolts too
Fixed a bug where Audio Settings were still from -40 to 0 in simulation view
Fixed a bug where during a war the highlighted border sometimes had small gaps
Workshop Scenarios and Maps are now listed in alphabetical order
Minimum amount of random nations to spawn is now correctly set to 2