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Full Last Train Home update
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What changed
- Maps
- Gameplay
- Events
Last Train Home changes
- Trainmap
Welcome to our sixth Dev Diary! Join us for an exclusive behind-the-scenes look into the development of Last Train Home, a survival strategy game centered on the Czechoslovak Legionaries and their challenging odyssey following the Great War. In this edition, we shine a spotlight on in-game Missions.
Dozens of handcrafted missions
Last Train Home uniquely combines real-time missions with a tactical pause feature and train management. It includes nearly 40 missions, and the game spans 40+ hours on average. All of the mission maps are meticulously handcrafted and, therefore, unique.
In the main game, you assume command of small squads of soldiers, ranging from a minimum of three to a maximum of ten members. We intended to emphasize the individuality of each soldier, reflected not only in combat but also in train management.
Your soldiers are equipped with Combat Roles, such as Machine Gunners, Medics, Riflemen, Grenadiers, and Scouts. Each profession possesses a unique skill set. That means you must carefully consider each member's abilities when composing the squad and navigating the challenges ahead.
Additionally, our recently launched DLC, Legion Tales, introduces an extra ten missions, further expanding the game's depth and replayability. In the DLC, you embark on missions with pre-set narrative squads and gradually unlock new selectable challenges for them to conquer.
Types of missions & quests
Last Train Home features various mission types to keep you engaged and challenged. Some missions revolve around defending or capturing specific objects, while others focus on sabotage, aiding civilians, or carrying out assassinations. Additionally, a few missions are centered on stealth gameplay, requiring players to utilize mechanics such as Silent Mode and Concealment to navigate and succeed.
However, most missions in Last Train Home are multifaceted, blending various types of main and side objectives to offer a rich and dynamic gameplay experience. For instance, you may start by aiding villagers in repairing fences and carrying heavy boxes, only to later receive a main quest to eliminate enemy soldiers. Optional objectives allow you to make progress in the main quests easier or earn valuable resources as rewards.
Additionally, we intend to inspire you to explore the maps further by concealing numerous loot opportunities. Certain loot caches are strategically placed behind locked gates, enticing you to engage in thorough exploration and complete quests to unlock them. This approach provides tangible rewards for players who invest time and effort into thoroughly exploring the game world.
An intriguing aspect of the development process is that each Level Designer takes ownership of their missions, resulting in a distinct signature style infused into the game. Some focus on realistic military scenarios, while others highlight civilian suffering. Despite these differences, a clear standard ensures players can navigate all missions easily.
First designs
The Level Designers dedicated extensive effort to crafting mission designs and refining various gameplay mechanics, collaborating closely with Technical Designers and Programmers to bring these visions to life.
Coordination with the Art Department was also crucial in the development process. Based on thorough research, the Level Design team created detailed wishlists outlining the necessary models for each mission, such as diverse building types. In most cases, placeholders were initially utilized, allowing for seamless integration until the Art department created the final models.
For example, one of the significant tasks in our model creation process was to develop a large set of objects designed to function as cover elements,
Source
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