Today we're excited to share with you our final topic on our upcoming Greece DLC for Euro Truck Simulator 2! Let us tell you more about some of the new unique Depots and Special Transport routes coming with this highly anticipated expansion.
Travel and tourism play a prominent role in supporting the Greek economy. In 2023, Greece welcomed over 32 million visitors. As you can imagine, this creates a phenomenal demand for accommodation, including larger hotel resorts, one of the new and unique depots you can deliver to in this DLC!
Hotel Resorts
You can deliver to 5 custom hotel depots on your travels across the Greece DLC. We spoke with Adrien, who was responsible for creating them, to learn more about their development process. "All of the hotels in this DLC are based on real-life locations, and each one of them is unique," Adrien tells us "I look forward to seeing the community find their real-life counterparts as they discover them in-game, however, one of our hotel references located in Rhodes had to be relocated to Lesbos due to size limitations"
"The biggest challenge with this project was that custom depots as a new technology was relatively new to ETS2, so we didn’t have the advanced procedures we use today; we learnt a lot along the way!"
"Researching hotels and choosing specific locations was particularly difficult, as some locations lacked the space needed for gameplay. To address this, I had to adjust the designs to ensure there was enough space for parking spots of varying difficulties while preserving the picturesque charm of Greek hotels."
"When designing the hotels, I focused on making the hard parking spots more challenging than in other depots. These spots are really meant for skilled players, and I can’t wait to see how players handle them!"
BIG in Greece
Special Transport operations are expanding! Drivers looking for speciality work in the Greece DLC will be pleased to know that oversized loads will be on offer in the Job Market.
Truckers who are ready to take on these mighty loads will find several new Special Transport routes. Whilst our dispatchers have carefully pre-planned these routes, you can expect to have some challenging manoeuvres on the road to your final destination. As always, trained escort teams and local police will assist in guiding you along the correct route, and where necessary, help block traffic to allow safe passage.
Think you got what it takes? Special Transport DLC owners will find contracts on offer between the following cities:
Athens to Athens
Thessaloniki to Trikala
Ioannina to Vlore (West Balkans DLC required)
So whether you are delivering Special Transport loads or supporting the tourism economy, we truly hope you enjoy all that Greece has to offer in Euro Truck Simulator 2 on December 4th! If you'd like to be notified and reminded of its release, be sure to add it to your Steam Wishlist! Until next time, keep on truckin'!
If you wish to use the leaderboards you will first need to opt-in to them. You can do this from the privacy settings section of the settings interface.
Then click on the 'community' interface (the same place your friends list is displayed) to see your rank.
Patch notes for 24th Nov 2024
Quality of life improvements
• Add an additional reward to the quest 'The Brannof Inheritance'. If you have already completed the quest you can claim the additional reward from the treasure chest. • Change the 'Target is already engaged with another player.' message to be a notification, instead of a dialog. • Add damage kind icon to the weapon crafting design books. • Players in a passive activity can no longer be engaged in combat by aggressive monsters.
Graphics improvements
• Improve rapier attack animations.
Bug fixes
• Fix incorrectly applied XP penalty (when doing a passive activity that is higher level than you via a level boost potion). • Fix all spottable thieves disappearing if you are on a particular step in The Battle for Fortunehold quest. • Made it harder to miss out on the reward for minecart work by skipping the chat. • Stop the player crawling in various places. • Fix oak tree not outlining in Treeway Trail. • Fix sense spell sometimes highlighting things which are outside the current room. • Fix various places where other players skip across a tile, instead of travelling across it normally. • Fix long keybind names not rendering correctly on the combat interface. • Fix some tiles on the map not clickable. • Fix some tiles which the player incorrectly could not walk on. (for example Bramble Path). • Fix missing damage kind icon sometimes missing on the weapon crafting interface. • Fix player portraits not always being updated when the player changes equipment. • Further improve the route finding of large npcs. • Fix various typos.
Another unique event that will allow you to participate in the race for the RP reward. To do this, just enter Shop-> Generals and use the refresh officers, after this you will receive a certain number of points that will be displayed in the rating, as well as accumulate in the form of GP points, which can exchange legend generals!
This event is extremely suitable for anyone spending gold coins. By spending gold coins, you can get into the gold rating and at the end of the event you will receive an excellent package of rewards.
These episodes will explore the evolution of warfare and fortifications and tell a story of innovation driven by conflict. Early wooden towers, quick to build but vulnerable, gave way to formidable stone fortresses like Krak des Chevaliers, influenced by lessons from the Crusades and advances in engineering. These fortifications symbolized power and protection, safeguarding growing economic hubs.
Alongside this, siege warfare advanced with engines like catapults and trebuchets. Often built on-site, these machines demonstrated resourcefulness and adaptability in medieval campaigns.
Medieval strategies diverged from ancient ones, relying on levies and feudal knights rather than professional armies. Chivalry shaped noble conduct, while mercenaries introduced new dynamics to warfare. Together, these elements transformed military tactics and society, leaving a lasting legacy.
Join historian Claire Kennan as she guides you through these fascinating topics, enriching your understanding of the rich backdrop of Field of Glory: Kingdoms.
Matchmaking is a crucial element of the Hunt experience, and is something we are always working to improve. The MMR system is key to creating fair and competitive matches, so today we’re providing some insight into how it works, the challenges we sometimes face, and why your matchmaking experiences might sometimes feel uneven.
MMR Calculations
MMR is determined by your performance in-game — not by your playtime, rank, or prestige. The system uses a modified version of the OpenSkill algorithm, which includes a certainty variable that adjusts over time. This means that when you’re new to the game, your rank will fluctuate more often than when you have hundreds of hours racked up.
As the system learns about your skill level, it can more accurately determine your rank and as such your MMR stabilizes, leading to less radical changes after each match.
When the current matchmaking system was introduced, we recalculated all players’ MMRs by running historical data through the updated algorithm. To speed up the calibration process, a higher certainty value was applied across the board.
Additional factors, such as team composition and win/loss streaks are also considered. These modifiers don’t alter your actual MMR but influence how matches are created to make them as fair as possible.
Why Do Lower MMR Players Sometimes Face Higher MMR Players?
This disparity sometimes occurs in regions or times with low player populations. To prevent long queue times exceeding 5 minutes, the matchmaking system broadens its search parameters automatically.
This can mean that if there aren’t enough players within your skill range, the system matches you with the closest available players, even if there’s a noticeable skill gap.
While this may result in uneven matches, it ensures that all players can enjoy the game without excessive delays.
Calibrating Matchmaking After Updates
Large updates and events attract both new and returning players, and this influx temporarily disrupts the balance of the matchmaking ecosystem.
Returning players may not have an accurate skill rating when they re-enter the game, meaning the system has to recalibrate their MMR over several matches.
A sudden influx of players means a larger player base for the matchmaking system to distribute, and this can lead to tighter match pools, making mismatches more noticeable when they do occur.
Why Do New Players Face Opponents with Thousands of Hours of Experience?
Playtime isn’t a factor in the matchmaking system, and this can mean situations arise where newer players encounter vastly more experienced opponents.
As we said earlier, new players often have unstable MMRs as the system tries to establish an accurate skill level from less data. A strong early performance can temporarily place these individuals in matches against higher-skill players.
Then we have players with thousands of hours banked, but they may still have low MMRs due to their performance. Because of this they will be matched with newer players who have a similar skill rating, even if the experience gap is significant.
Building a Better Matchmaking System
We are continually refining the MMR system to balance fairness and accessibility. There will always be new challenges for us to navigate, the system aims to create engaging matches that cater to players of all skill levels.
If you’ve noticed irregularities, it’s likely due to the system adapting to evolving player dynamics, ensuring a fairer experience in the long run.