1. Last Train Home
  2. News

Last Train Home News

Dev Diary #6: Missions in Last Train Home

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.



[h3]Dozens of handcrafted missions [/h3]

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.



[h3]Types of missions & quests [/h3]

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.

[h3]First designs [/h3]

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, as the core gameplay revolves around strategic positioning and movement between those points.

Every object ranging in height from 30 centimeters to 1.5 meters was crafted to serve as a cover. We classify them into two main types: soft and hard. Soft covers include objects that are relatively easy to shoot through, such as thin wooden fences or boxes. Conversely, hard cover consists of things resistant to gunfire, such as boulders or sandbags. These distinctions are visually represented by their respective icons, providing clear indicators during gameplay.



[h3]Evolution[/h3]

Since the start of development, the missions underwent significant transformations. Initially, the plan was to create an extensive collection of short missions with simple objectives, intending to reuse maps for multiple missions. However, as development progressed, we shifted towards crafting unique and detailed maps for each mission, aiming to make them more immersive and engaging.

Integrating new mechanics drove the evolution of missions and features into the game. As soldiers gained additional skills for battles, missions became more complex, requiring players to employ strategic thinking and utilize available features effectively.

We experimented with different sizes of maps, too. Initially, missions were designed on larger maps to accommodate more units. However, as we adjusted their number to optimize gameplay, we correspondingly scaled down the size of the maps. This adaptation ensured that missions remained enjoyable and engaging.

A significant change to the mission gameplay was the introduction of the Fog of War, which was uniquely designed to introduce exploration mechanics. Thanks to this feature, you must explore and reveal the maps piece by piece. It also enabled quests such as 'explore the designated part of the city' and similar objectives.

Another important addition was the introduction of Silent Mode, which aimed to restrict enemy awareness and prevent them from being omniscient. This addition wasn't intended to force players into stealth gameplay throughout the mission but rather to provide them with strategic options and varied approaches to completing objectives.



[h3]Challenges of the environment [/h3]

Transitioning from working on first-person shooters to a different genre posed a notable challenge for most of our Level Designers. It required a shift in focus to accommodate the game's isometric view.

Designers had to ensure that most elements were visible from the default camera angle, minimizing the need for camera rotation. This influenced various aspects of level design, such as spacing between buildings and consideration of verticality. For instance, the number of stories in buildings, height differences in terrain, and foliage density were adjusted to streamline gameplay and reduce complexity.

As for the depiction of cities and villages in Last Train Home, it leans towards a romanticized aesthetic. As mentioned in the Dev Diary dedicated to Worldbuilding, adjusting the real environment for gameplay was necessary. For instance, abundant vegetation and fences were added to enrich the visual experience and provide strategic elements despite not being common during the era.

Furthermore, the game offers diverse environments, ensuring you encounter varied landscapes as you progress. In addition to villages and cities, you can explore airports, factories, enemy camps, and fortifications.



[h3]Three gameplay tips by the Level Designers [/h3]

  1. Players often resort to frequent save loading, but it's not always necessary. For instance, reloading a save isn't the only solution when an alarm is triggered. Often, a simple change in approach, such as seeking cover, can resolve the situation.

  2. It's not necessary to eliminate every enemy on the map. Sometimes, it's more advantageous to evade them altogether.

  3. A thorough exploration of missions is encouraged, as alternative routes and strategies may offer better outcomes. The most direct or obvious path isn't always optimal, so experimentation and creativity are crucial to success.


https://store.steampowered.com/app/1469610/Last_Train_Home/

[h2]Important links[/h2]

[h3]Last Train Home [/h3]



[h3]Ashborne Games[/h3]



[h3]THQ Nordic [/h3]

Challenge yourself: A short guide to AI Mission Modifiers in Last Train Home

[h3]Hello, Legionaries! [/h3]

We're excited to share a practical guide detailing the Mission Modifiers incorporated into Last Train Home. If you haven't noticed, you can now adjust Information Sharing, Loud Noise, and Proximity Awareness distances and intensify enemy behavior this way. Tinkering with these settings will make the gameplay more challenging and force you to try different mission approaches.

However, there are some implications you need to consider. In this article, you will learn about the areas influenced by these modifiers and a tip on configuring them effectively.



[h2]Loud noise [/h2]

Loud noise is one of the primary methods of enemy perception. It always comes from a specific source (e.g., in the case of a rifle, it is where the shot came from) and is heard by everyone within a particular range. While this range is set to 100 %, it equals 36 meters. Setting it to 200 % means all units within 72 meters will hear the shot and run to investigate this place. A question mark is displayed above their heads in this state.

[h2]Information sharing [/h2]

When enemies enter a combat state, indicated by an exclamation mark above them (signifying their engagement with the player's forces), they signal nearby comrades within the information-sharing distance to join the fight. This range differs among units but averages around 25 meters. Doubling this value to 200 % means that when an enemy initiates combat, they rally their allies within a 50-meter radius. However, specific units, such as officers, can alert reinforcements as far as 70 meters away.

[h2]Proximity awareness radius [/h2]

The proximity awareness radius is represented by a small red circle that surrounds the enemy soldier when hovered over. Within this circle, enemies will immediately detect the player's units, even those in concealment. Typically, its width averages around 2 meters. Doubling it to 200 % generally expands it to 4 meters. Consequently, executing a stealth kill becomes unfeasible without additional abilities.

[h2]Facts to consider [/h2]

  • If set to extremes, loud noise, and information-sharing distance adjustments can have unexpected consequences. They can cause various complications, such as being stuck in a mission, unable to complete a quest, or summoning enemies from previously inaccessible parts of the map into battle.
  • Proximity awareness is safe to play with but keep in mind that it makes completing the two stealth-kill-focused tutorial side quests at the beginning of the game nearly impossible.


If you want to try amping up the combat difficulty with these modifiers, our Lead Level Designer recommends setting Loud noise to 120 %, Information Sharing to 120 %, and Proximity Awareness to 200 %.

We hope you will find this short guide helpful. Give the new settings a try and let us know how it worked for you!

https://store.steampowered.com/app/1469610/Last_Train_Home/
https://store.steampowered.com/app/2617710/Last_Train_Home__Legion_Tales/

[h2]Important links[/h2]

[h3]Last Train Home [/h3]



[h3]Ashborne Games[/h3]



[h3]THQ Nordic [/h3]

Last Train Home - Update 3.0 - Patch notes



[h3]Greetings, Legionaries! [/h3]

We're excited to inform you about the third update for Last Train Home. This patch includes many bug fixes and balancing based on your valuable feedback. We sincerely appreciate your time and effort in reporting bugs and sharing your opinions about the game! Enjoy the update!

[h2]Update 3.0 - Patch Notes[/h2]

[h3]Major fixes [/h3]
- Problems happening after save/load:
  • Empty vehicles are no longer suddenly becoming hostile.
  • Squad info refreshes correctly.
  • Coal for heating is consumed only when it should be.
  • The train can properly leave the station it has already visited.

- Text Event following the end of Chany mission and Drunk Driver Text Event do not block progress in the game.
- Sudden item duplication in train management is no longer happening.
- Machine gunners' Suppressive Fire skill works properly.
- Healing and the Stabilize skill used on a downed soldier work properly.
- It is better communicated that the Stealth Kill can’t be used in close succession.
- Rifle Ammo Bag research now applies not only to Riflemen, but also to Scouts and Grenadiers.
- Tanks are able to hit even if the target is fairly close.
- The explosive barrels no longer explode after they have been already destroyed.


[h3]Additions and improvements[/h3]
- Improvements in the Edit Squad Screen to achieve better communication of relevant Soldier Traits
  • Added: Beneficial Traits Filter that provides an idea of who you should select for the deployment.
  • Enabled: Point of Interest screen element is visible in Edit Squad Screen for better overview.
  • Added: Highlight of soldiers when hovering over Beneficial Traits.

- Added: Attack Ground command, thanks to which is now possible to target ground with artillery vehicles.

[h3]Mission-related fixes[/h3]
  • Vladivostok: The issue of disappearing ammo for soldiers in trucks after loading the game is fixed. Soldiers can reload properly from the shared stash.
  • Sukhinichi: Sudden mission failure following killing a civilian is no longer happening.
  • Canyon: All the new soldiers get rescued correctly no matter which exit area is used.
  • Barabinsk: Bridge explosions at the beginning moved and timed in a way that player- controlled units shouldn’t be harmed by them.
  • Pisky: ‘Patchwork Makes Dream Work’ challenge now works properly.
Note: While mission-specific issues were fixed, we recommend that you replay such missions from the beginning and do not load a previously created in-mission save where you experienced the problem.

[h3]Balancing changes[/h3]
  • Balancing of the frequency and timing of punishing events in train management. There should be fewer harsh events happening in a short period of time and in starting segments.
  • Balancing of Traits impact (Herbalist, Hunter) on resource gathering in Points of Interest (lakes, forests, villages).
  • Balancing of Operational Damage on train cars and respective Endurance upgrades (Improved Leaf Springs, Metal Plating, Advanced Framing). Train cars now receive damage from a traveled distance, and it should feel more beneficial to make Endurance upgrades.
  • Balancing of metal costs on car upgrades, fixing car statuses, research and crafting recipes.
  • Balancing done to make ammo crafting less expensive.

[h3]DLC-specific fixes and improvements (spoilers included)[/h3]
- Narrative squads balancing and tweaks:
  • All narrative squads now should have at least two soldiers with Stabilize or Heal skills and should feel stronger while playing the missions.
  • Profession levels were increased together with attributes to improve soldiers’ health, weapon handling, range of throwable skills (e. g. throwing a grenade).

- Our Efforts/The Baikal Story:
  • The ‘Massacre’ challenge can be finished as intended.
  • The armored car can no longer be entered to avoid unexpected explosions.
  • The playable area no longer locks back after getting to the pier.
  • Added: Covers in important locations.

- Czech Revolutionary/The Incident Story:
  • The mission is finishable even without completing ‘Save the civilian’ challenge.
  • ‘Smooth and cool’ challenge now works properly.

- Our Company/The Blockade Story:
  • The challenge to eliminate all enemies now works properly.
- The Swings/The Long Story:
  • Soldiers and tanks no longer disappear at the edge of the map; making it possible to leave the mission properly.
- Barlie/The Cat Story:
  • The falling rocks no longer block the way out.
- Maxim/The Machine gunner Story:
  • The time pressure challenge works correctly now.
- The Whip/The Cheka Story:
  • The ‘Brutes’ challenge works properly for all enemy units.


[h3]Other fixes and polishes[/h3]
  • Problems to reach Points of Interest were fixed by adjusting waypoints.
  • Researched winter uniforms are showing properly in missions.
  • Howitzer now starts rotating to the new target immediately instead of finishing rotating to the first target.
  • Soldiers should no longer talk about themselves in third person in Text Events (blockades, gathering in Points of Interest).
  • Soldiers showed as reward in Text Events, should correspond to the soldiers the player has on board the train.
  • Numerous other fixes and polishes for performance, stability, gameplay, and audiovisuals.


We'd also like to remind you of the recently added startup option on Steam: 'Play with DLSS Safe Mode for older graphics cards’, which may help players with problems with launching the game. On top of that, we will bring you a separate article explaining the consequences of using new Mission Modifiers that can be used to make enemy behavior more aggressive.

Enjoy the update!

https://store.steampowered.com/app/1469610/Last_Train_Home/

[h2]Important links[/h2]

[h3]Last Train Home [/h3]



[h3]Ashborne Games[/h3]



[h3]THQ Nordic [/h3]



The Making of Last Train Home: Episode 7

[h2]Greetings, Legionaries! [/h2]

Welcome to the seventh episode of the Making of Last Train Home documentary series! This installment presents an exclusive behind-the-scenes glimpse into the game's marketing.


[previewyoutube][/previewyoutube]

In this captivating documentary series, you will find out details about Ashborne Games's history, familiarize yourself with the members of the studio, and discover interesting facts about Last Train Home's development. If you haven't seen the previous episodes, make sure to catch up.

Here is the list of the previous episodes:

Establishment of the studio Narrative
Creation Process World Design & Art Game Building & Quality Control Audio & Video Production


Last Train Home is a survival strategy in which players lead a group of Czechoslovak soldiers back home in the aftermath of World War I. You're welcome to try out the demo, available on our Steam page.

Enjoy the seventh episode of the documentary, and share your thoughts with us!

https://store.steampowered.com/app/1469610/Last_Train_Home/
https://store.steampowered.com/app/2617710/Last_Train_Home__Legion_Tales/

[h2]Important links[/h2]

[h3]Last Train Home [/h3]



[h3]Ashborne Games[/h3]



[h3]THQ Nordic [/h3]

A fix for troubles with launching Last Train Home



[h3]Greetings Legionaries, [/h3]

We're reaching out to share a potential solution for the challenges some of you have encountered when launching Last Train Home. We're pleased to announce that on Steam, you now have the option to start the game using 'Play with DLSS Safe Mode for older graphics cards.'

This option enables you to run the game with the command parameter '-ngxdisable,' effectively disabling the Nvidia DLSS plugin. This adjustment addresses startup issues that may arise with certain combinations of graphics cards and drivers.

We hope that this solution can address the difficulties some of you may have encountered. Please do let us know if it proves effective for you!

[h2]Important links[/h2]

[h3]Last Train Home [/h3]



[h3]Ashborne Games[/h3]



[h3]THQ Nordic [/h3]