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Offline Asid

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Re: Holdfast: Nations At War
« Reply #90 on: November 16, 2018, 12:23:29 AM »
Game Update. New Map! Ernest Ridge
15 November - AGS | Refleax



Holdfast: Nations At War has been updated. We have a new map for everyone to check out in this week’s update! Ernest Ridge.

Ernest Ridge
Situated atop a hill lies a small village where we expect a lot of mayhem to ensue as both teams push one another back and forth for control over the position. If you’re not looking forward to a frontal assault, there’s plenty of natural cover that will allow for flanking manoeuvres.

Have a go at the map yourself by joining one of the Army Front official servers! Ernest Ridge is playable on the Army Battlefield and Army Conquest game modes.







Do you have any ideas for maps that you’d like to share with us? You’re more than welcome to do so. Post in the thread below and we’ll get back to you. We’ve taken inspiration from a community-designed game level for one of our upcoming maps.

Map Concepts - Share with us your Ideas!: http://www.holdfastgame.com/forum/index.php?topic=821.60

Optimisation. Client Stability
Once again, we’ve spent a good majority of this update’s development time on plugging leaks that degraded client-side performance over long periods of play time. Here are a few more details on what we’ve been up to.

List of Optimisations
•   Optimised various instances which were causing framerate to plummet when a lot of players spawn at the same time.
•   Optimised client-side VoIP performance.
•   Optimised an instance that occurred when a player switches their weapon.
•   Optimised the scoreboard.
•   Optimised player name tags.
•   Optimised the terrain shaders.



Optimisations targeted toward improving frame-rate will be ongoing throughout Holdfast’s full release.

Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events were players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community throughout the week.

https://discordapp.com/invite/holdfastgame



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.


Changelog 21 - Game Version 0.19.6893.28555

Game Features
•   A New Map! Ernest Ridge. Now playable on the Army Front official servers.
» Designed by Pierre.

Optimisations
•   Optimised various instances which were causing framerate to plummet when a lot of players spawn at the same time.
•   Optimised client-side VoIP performance.
•   Optimised an instance that occurred when a player switches their weapon.
•   Optimised the scoreboard.
•   Optimised player name tags.
•   Optimised the terrain shaders.

Bug Fixes
•   Attempted a fix towards solving more instances were players experienced bad quality audio when other players spoke using VoIP in the game.
•   Attempted a fix towards an issue which sometimes causes the server to hang.

Expect more map releases to follow in the next few weeks as we progress through the artillery focused update.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios


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Offline Asid

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Re: Holdfast: Nations At War
« Reply #91 on: November 18, 2018, 12:04:48 AM »
Game Update. Engine Upgrade
17 NOVEMBER - AGS | REFLEAX



Holdfast: Nations At War has been updated! During the previous week, we set our sights on upgrading the game’s engine and in this update, we’ll be doing just that. There’ll also be various bug fixes and quality of life additions being added.


Changelog 22 - Game Version 0.20.6895.29194

Core Development
•   Holdfast: NaW's underlying game engine has been updated to the latest stable release. We’ve done this in an effort to improve both server and client-side stability.

Features
•   A dedicated ‘Recruitment’ chat channel that regiments (game clans) can use to advertise their own group has been added into the game.
» Player’s advertising their regiment in the chat channel will be displayed in a different colour to help distinguish them from the rest gathering greater visibility.
» If you aren’t too keen on seeing recruitment messages, we’ve also included an option that allows you to disable the channel through the ‘Game’ options.

Quality of Life Additions
•   The ‘Round’ chat has been renamed to ‘All’ chat.
•   You will now always find chat channels in the same order irrespective of the class you are playing.

Bug Fixes
•   Fixed a bug which caused all players to become invisible forcing everyone in the match to re-join the server.

More game updates to follow soon.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios


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Offline Asid

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Re: Holdfast: Nations At War
« Reply #92 on: December 07, 2018, 12:36:39 AM »
BETA Testing. Moveable Artillery!
6 December - AGS | Refleax   



Holdfast: Nations At War - BETA has been updated! As the upcoming major update is nearing its release, it’s now due time to host the very first BETA Test for the Artillery focused update. We won’t be going into all the fine details just yet as development is still ongoing but here are some of the things we’ve been up to.

Moveable field guns, a new artillery shot type, carriable ammo boxes, a new class, multiple adjustments to most of the existing maps and more! This new gameplay mechanic has been designed with team-play in mind.



Participate In The BETA!
Would you like to have an early go at what’s to come? Come join us in the BETA! Simply hop in on our Community Discord to do so. You'll find all the details in the #announcements channel.

It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

https://discordapp.com/invite/holdfastgame



A Work In Progress
Everything present in this BETA is still a work in progress and bugs are to be expected. We’ll be working on stabilising and balancing all the new features throughout the coming week.



Once again, thank you for your support and until next time, may good health be yours.

- Anvil Game Studios   

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Offline Asid

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Re: Holdfast: Nations At War
« Reply #93 on: December 19, 2018, 12:13:29 AM »
A New Class. Cannoneer! Moveable Artillery
18 December - AGS | Refleax   



Holdfast: Nations At War has been updated. Make ready the guns as the all-new teamplay oriented artillery mechanics are here! Move artillery on the field of battle, carry ammunition, bring a quick end to nearby infantrymen with grapeshot and support the fight from the rear with the new Cannoneer class.

There’s plenty to look out for in this update. Better spot enemies at the distance with the improved spyglass, another map to continue adding to an already vast selection of game levels, user interface additions and more.

Before you have a read at the blog post, check out the trailer.



New Artillery Mechanics! Teamplay
Assemble the artillery crew and support the fight from the rear! Well trained crews will triumph over others as the new artillery mechanics have been designed from the ground up with teamplay at the forefront.

With plenty of mechanical changes centred around artillery, we’ve sectioned the blog post into several steps that one must go through to operate a moveable field gun. You’ll also find some of these mechanical changes present on various stationary guns.

Moving The Field Gun - Stage 0
Nearby the spawn locations for each faction, you’ll now find field guns that can be moved around on the battlefield. Look at either of the gun’s wheels, press the ‘E’ key and you’ll be able to move the gun around.

Moving an artillery piece isn’t restricted to a specific team. Want to go for the rather risky endeavour of stealing the opposing team’s cannon? You can very well do so with these new mechanics.



Full Blog here

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Re: Holdfast: Nations At War
« Reply #94 on: December 20, 2018, 12:37:02 AM »
Game Update. Fixes & Balance
19 DECEMBER - AGS | REFLEAX



Holdfast: Nations At War has been updated! We’ll be pushing forward additional bug fixes and iterations focused on game balance.

Here’s the entire changelog for this update.


Changelog 25 - Game Version 0.23.6927.34248

Bug Fixes
•   Multiple attempted fixes towards spawning related issues on the Naval Battlefield and Coastal Siege game modes.
•   Fixed an issue which caused blood effects not to appear when a player was killed by grapeshot.
•   Fixed an instance which caused the player to get stuck with a ramrod in hand if they got hit while ramming a cannon.
•   Fixed an instance which caused the player to get stuck with a ramrod in hand if a ship sunk while they’re ramming a cannon.
•   Fixed an issue which caused the swivel guns on the 8-Gun Schooner to retain the cooldown timer that was present pre the introduction of the time-based loading and ramming for artillery pieces.
•   Fixed an issue which caused the player’s user interface to disappear after the match ended on the Melee Arena game mode.
•   Fixed an issue which caused the gaussian blur present behind the end of match and spawn menu interfaces not to be visible.
•   Attempted fix towards an issue which sometimes causes the player to get stuck in an animation if they’re killed while moving a field gun.
•   Fixed an issue which prevented other players from seeing cannons animating while you’re using them.

Game Balance
•   Increased the damage of the larger variation of the grapeshot.
•   Reduced the drop of the larger variation of the grapeshot.
•   Prevented the mortar’s barrel from recoiling after firing as it is already increasingly difficult to line up a shot with this particular artillery piece.
•   Slightly increased the speed at which a cannon moves and rotates.
•   Reduced the health points of wooden palisades found on various maps so they can be destroyed more quickly.
•   Reduced the health points of the chevaux-de-frise props found on various maps so they can be destroyed more quickly.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios


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Offline Asid

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Re: Holdfast: Nations At War
« Reply #95 on: December 21, 2018, 01:28:31 AM »
Vive L'Empereur! Holdfast: NaW is now 60% Off
20 December - AGS | Refleax   



Vive L'Empereur! Fight for your Emperor with a musket in hand as Holdfast: Nations At War is now 60% off for the duration of Steam’s Winter Sale. Join the community and participate in weekly organised events.


-60%  £14.99  £5.99

https://store.steampowered.com/app/589290/Holdfast_Nations_At_War/


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Re: Holdfast: Nations At War
« Reply #96 on: February 17, 2019, 06:01:07 PM »
Game Update! Engine Upgrade. Optimisations
15 Feb - AGS | Refleax   




Holdfast: Nations At War has been updated! This time around we’ll be pushing forward more performance optimisations and another game engine upgrade. It was a hefty bunch of work but we’re sure that the community will appreciate the increase in performance.

We have also been keeping ourselves busy with gameplay-oriented content that will be coming your way relatively soon! Be sure to have a good read at our blog post for a sneak peek of what’s to come.

First and foremost, we’ll be starting with a recap of everything that has been going on during our previous BETAs leading to this update’s release.


Full Blog here


Changelog 26 - Game Version 0.24.6984.29141

Game Core
•   Project Cleanup. Optimised our development workflow as this contributes towards producing content at a faster pace.
» Removed all unused meshes, textures and terrains to lessen the load on our project and reduce wait times.
» Refactored multiple scripts to make them more accessible to the developers.
» Restructured the entire project for the developers to more easily locate particular items.
•   Game Engine Upgrade. A necessary step forward before we could deliver on our promise to further optimise the game as this exposes the team to newer technologies that can be utilised towards this effect.

Optimisations
•   Character Optimisations. One of the major bottlenecks in performance when a lot of players are on screen have received direct optimisations. Players will experience a better framerate on those massive 150 Player servers pending that they weren’t already previously limited by an older GPU.

Graphical Additions
•   Time of Day & Weather System. Players can now enjoy a much better-looking dynamic skybox and weather system due to changes we had to undergo while performing the game engine upgrade.
» The volumetric clouds introduced with this new time of day and weather system utilise more GPU resources than the one present in the version before this update.
» If you’d like to trade off looks for performance, simply go to your ‘Video’ settings and lower down the ‘Skybox Quality’ to ‘Medium’ or ‘Low’.
•   Additional commands to better control the time of day and weather system have been included. You can find all the commands detailed below.
» rc nature weather preset <Weather Preset> <Transition Time>
- Weather Preset: Calm, Calm2, Calm3, Calm4, Fog, Fog2, Fog3, Snowy or Storm
- Transition Time: 5 - 60
» rc nature time timeOfDay <Time>
- Time: 0 - 24, 13.5 = 1.30 PM
» rc nature time dynamicTime <Input>
- Input: true or false
» rc nature time dynamicTimeSpeed <Speed Multiplier>
- Speed Multiplier: 0.01 - 1

Quality Of Life
•   Admin Chat Channel. We’ve introduced an admin chat channel that is specifically reserved for discussion amongst those with administrative privileges on a particular server.
•   Admin Shortcut Commands. You’re now also able to more easily access some of the most common administrative tools by typing shortcut commands in the admin chat.
Administrators can broadcast a message by typing ‘/bc’ in the admin chat channel followed by their desired message: /bc <message>
Administrators can switch to a map by typing ‘/mr’ in the admin chat channel followed by a value according to the rotation set in the server configuration file: /mr <map rotation id>
•   Made muting functionality more easily accessible through the Round Players ‘P’ panel.
•   Players are no longer able to hide private messages sent by server administrators by toggling the ‘Broadcasted Messages’ user interface settings.
•   You can now separately control weather sounds through the ‘Weather’ slider under ‘Master Volumes’ in the Audio settings.

Bug Fixes
•   We’ve pushed forward a tentative fix for the sudden latency spikes that players sometimes experience on the Naval Battlefield game mode.
•   Fixed a bug where the confirmation text was being incorrectly displayed after a particular administrative action was clicked on in the Round Players ‘P’ panel.
•   Fixed a spelling mistake on one of the spawn points present on Fort Imperial.
•   Fixed various issues related to naval vessel destruction.
•   Fixed an issue where players could go inside one of the props present on Dutch Canals.
•   Fixed an issue with one of the bridges on Dutch Canals not being correctly placed.
•   Fixed a bug were one of the mortars on Fort Imperial could sometimes incorrectly collide with an invisible object causing it to explode prematurely.
•   Fixed a bug that was causing one of the ammo boxes on Fort Winston to become invisible.
•   Fixed a bug were players couldn’t spawn as a Cannoneer on the Highlands map.
•   Fixed various floating props on Ernest Ridge.
•   Fixed an issue with players getting stuck underneath the watchtowers on King George.
•   Fixed an issue on the Sacred Arena map which sometimes caused players to spawn behind the map’s border inside the church.
•   Players are no longer able to walk on the metal flag poles present on Fort Arena.
•   Fixed an issue with incorrect textures being assigned to the Prussian fife.
•   Fixed an issue with players floating when interacting with cannons aboard ships or near the coast.
•   Fixed an issue with players floating when interacting with the captain’s wheel on the 2-Gun Schooner.

We’d also like to convey our heartfelt thanks to all those good fellows that joined us during our BETA Testing! Thanks to your gracious efforts we can ensure that fewer hiccups occur during an update’s release.

Due to the unprecedented amount of development work that had to be undergone during this update, something could always have gone amiss even after all the testing. If you do experience any issues, please do let us know by posting on our Steam Tech Support board. You can also do so on Discord[discordapp.com].

We have plenty of great content lined up for this year! Be sure to stay tuned. Until next time, may good health be yours.

We’re working on the next update.

- Anvil Game Studios


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Offline Asid

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Re: Holdfast: Nations At War
« Reply #97 on: March 16, 2019, 11:25:44 PM »
A New Class. Rocketeer! Scale The Walls
15 Mar - AGS | Refleax   



Holdfast: Nations At War has been updated. Rain fiery hell on allies and foes alike with the all-new rocket artillery! Carry ladders through the ongoing onslaught and scale those towering walls in an attempt to capture a fortification before the artillery makes its first breach.

There’s plenty more to look out for in this update! Exclusively available for the British Empire, the rocketeer class has been included in the empire’s army selection of classes. You’ll also find that round shot fired from field guns now bounces off the terrain.

Have a read at our latest blog post for all the details. Before you do so, take a quick look at the trailer for this gameplay-oriented update.




Artillery. Rocket Launchers!
Intended for long range bombardments, rockets can be relatively inaccurate. Fear not, however! You’ll be able to send rockets flying at a relatively fast pace and one of them is bound to hit your intended target.

We always place team-play at the forefront with the use of artillery pieces and the rocket launcher is not an exception to the rule. Well trained crews are sure to triumph over others.

Here are some of the steps a crew must go through to operate the rocket launcher. From moving it about on the field of battle to sending your very first rocket flying its way.

Carry The Rocket Launcher - Stage 0
Nearby the spawn location of either faction, you’ll find a rocket launcher present. These launchers can be moved around on the battlefield as you can already do so with cannons. Look at either end of the packed launcher and press ‘E’ to take control over the launcher.




Full Blog here

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Re: Holdfast: Nations At War
« Reply #98 on: April 18, 2019, 10:16:37 PM »
Game Update. Camp Salamanca! Combat Changes
18 Apr @ 5:14pm - AGS | Refleax   



Holdfast: Nations At War has been updated! There’s a new map to dive into for this week’s release. Situated atop hilly areas, you’ll find plenty of natural and man-made defensive positions to make your stand on Camp Salamanca. We’ll also be pushing forward changes to combat mechanics within this update.

Have a read of our latest blog post for more on what’s to come.

A New Map. Camp Salamanca!

Rich with natural resources, the garrison in the area made good use of all that is available to fortify one of the highest positions. Camp Salamanca sits overlooking a farmhouse close to its vicinity leading to a secluded church.

Expect plenty of combat to occur on this terrain as the attackers attempt to capture the fortified camp in a siege. Salamanca is playable on the Siege, Battlefield, Conquest and Deathmatch game modes. Hop in on one of the Army Front official servers to check it out.





Combat Changes

There are some changes to existing combat mechanics coming with this update. We redesigned the way damage is dealt to players when struck with a melee weapon, improved player to player collisions, blocking responsiveness and various other changes.

Damage Mechanics
The mechanic which dictates the damage received by a player when struck by a melee weapon has been redesigned to favour consistency.

Bayonets
When it comes to the use of bayonets, striking your opponent with this weapon on their upper body will guarantee a one-hit strike. The only exception to this rule is if you significantly drag your strike after you release your left-click. In this case, you must end your opponent by landing another strike.

When it comes to strikes that hit the lower body, you must land no more or less than two strikes to finish your opponent off.

Swords
You are guaranteed to end a player in two strikes by landing a right or left swing on your opponent while having a sword equipped. The same goes for a lunge strike. Upswing strikes are still as deadly as they were before and your enemy will meet their end with a single strike.

Player To Player Collisions
We have worked on improving player to player collisions to reduce instances of players clipping inside one another while staying up close and personal. A preventive measure to reduce instances where players clip inside one another while aiming downwards with a strike has also undergone development.

Blocking Responsiveness
Blocking mechanics have undergone a few adjustments to improve their responsiveness. We have also slightly reduced the pace at which players can feint a strike to further aid with this.

Sword Strikes
Right and left swings from sword strikes no longer collide with the terrain. This will further responsiveness when a player using this weapon is engaged in combat on uneven terrain.

Arena Game Mode
Players are now able to switch classes as well as the faction they initially joined without disconnecting from the server. We’re sure that players actively playing this mode will find it a welcoming addition as teams can be balanced more easily.



What’s Next? Work In Progress

Prepare to set sail once more as there’s going to be a relatively sizable naval oriented update hitting the decks! The Coastal Siege game mode, a favourite amongst players on this warfront, will be making its way back into the game.

With the same update, multiple server configuration settings to make events more interesting will be introduced. They’ll pave the way ahead for engaging roleplay scenarios to occur. Those with an avid interest in organised events will indeed be delighted to hear that we have more plains maps in the works.

Pending that we won’t require shifting some of our development efforts on hotfixes for the most recent additions, we estimate that the BETA for the naval oriented update will kickstart in two weeks.



Holdfast NaW. Development Roadmap

During the coming weeks, we’ll be updating our development roadmap to keep you abreast on our progress. For all those good fellows reading our blog posts, by now you should already be aware that we have multiple developers working on different updates. Player-built defences, destruction and various other game-play oriented features much requested by the community.

Be sure to keep a look out for this!



Community. Join The Discord!

Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events were players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week.

Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 29 - Game Version 0.27.7046.36487

New Game Features & Additions
•   A New Map! Camp Salamanca. Join one of the Army Front servers to check it out.
» Input the following parameter to play this map on your community server: map_name campsalamanca
•   Revisited the rotation present on the Army Front official servers based on community feedback.
•   Players are now able to switch classes as well as the faction they initially joined on the Melee Arena game mode without disconnecting from the server.

Combat Changes
•   The mechanic which dictates the damage received by a player when struck by a melee weapon has been redesigned to favour consistency. Strikes will now deal a set amount of damage pending on if they land on the upper or lower body.
•   Player to player collisions have been improved to reduce instances of players clipping inside one another while staying up close and personal.
•   Introduced a preventive measure to reduce instances where players clip inside one another while aiming downwards with a strike.
•   Blocking mechanics have undergone a few adjustments to improve their responsiveness.
•   Slightly reduced the pace at which players can feint a strike to further aid with blocking responsiveness.
•   Right and left swings from sword strikes no longer collide with the terrain.
•   Increased the stun timer that disallows a player to commit to another strike after they get hit to favour blocking.

Game Balance
•   Reduced the rate of fire of rocket artillery by increasing the time it takes to load a rocket by 2 seconds.
•   Reduced the blast radius of the rocket.
•   Solved an issue which caused the cannon ball’s hitbox to be larger than that of the model itself.
•   Reduced the damage done in an area when a round shot hits the terrain or an object on the world map.

Game Core
•   Performed a minor game engine upgrade.

Optimisations
•   Client-side optimisations to improve framerate when a lot of players are on screen.
•   Server-side optimisations to reduce data throughput.
•   Lobby optimisations to reduce data throughput.

Bug Fixes
•   Solved an instance which caused the map to randomly switch to the first one in rotation in the middle of the match.
•   Solved an issue which caused the player’s ragdoll when killed by a grape shot to animate incorrectly.
•   Solved an error that was sometimes being outputted when playing on Tahir Desert.
•   Solved an error that was sometimes being outputted when shooting at a rocket launcher with a firearm.
•   Solved an issue on the Melee Arena game mode which caused a team to win rounds repeatedly if no players remain in the opposing team.
•   Solved an issue which caused a player to always strike upwards if they rotate to the left and strike.

Quality Of Life
•   Player name plates when having the ‘Show Player Names’ options enabled, will now continue to rotate with the player even if the player dies.
•   The ‘Show Player Names’ option no longer switches back to its default value after closing the game.
•   The ‘Escape’ menu no longer appears if you minimise the game while in freeflight or spectate mode.
•   Flattened out the terrain on Palisade Arena and removed the poles present on the map.
•   Removed the tress present on Watchtower Arena to improve visibility when playing.

Once again, we thank you for your support and may good health be yours.

We’re working on the next update.

- Anvil Game Studios


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Re: Holdfast: Nations At War
« Reply #99 on: May 02, 2019, 01:01:58 AM »
Holdfast: Nations At War. Development Roadmap!
1 May @ 7:45pm - AGS | Refleax   



Greetings ladies and gentleman. We have updated our development roadmap to keep you abreast with our progress. Go have a look at what’s to come! There are also a few sneak peeks to look out for showing some of the features most sought out by the community.



View The Roadmap
A link to the roadmap can be found to the top right of the game’s main menu scene. Alternatively, you can access it directly by going to the below link on our website. Be sure to keep an eye out on this as we’ll continue to update it as development progresses.

Holdfast NaW - Development Roadmap: https://www.holdfastgame.com/News/Post?p=1027




Expect the BETA for the upcoming major content update to hit the decks relatively soon! You're most welcome to join in the discussion on our Discord[discordapp.com].

Once again, we cannot thank you enough for your support and until next time, may good health be yours.

- Anvil Game Studios   

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Re: Holdfast: Nations At War
« Reply #100 on: May 04, 2019, 12:37:10 AM »
Public BETA V1. Naval Warfare & More!
3 May @ 9:39pm - AGS | Refleax   



Prepare to set sail once more as the relatively sizable naval update has entered its BETA phase! We need all hands on deck as the new game-play additions will require plenty of testing to make sure everything is in order before the update sees a full release.

Have a read at our latest blog post for a brief look at what’s to come.

What To Expect? A Brief Rundown
Well, where to start? When we said that the update is relatively sizable, it is indeed relatively sizable.

Starting from the largest of additions, the 50-Gun Frigate based on the ‘La Proserpine’ is truly a sight to behold! She packs enough arsenal to make quick work of other vessels pending that its crew is sufficient to the task. Rocketboats will also come in especially handy during the bombardment of coastal fortifications. Work your way through the enemies’ defences and create a breach before the landing parties do their deed.



g

Speaking of coastal fortifications, the Coastal Siege game mode will also be making a comeback! We have done extensive development to ensure smoother server performance. Prior to this update, servers on both the Coastal Siege and Naval Battlefield game modes idled at a 100% CPU usage due to several inefficiencies with how a third-party plugin functioned.

Now that this is over and done with, monthly costs for renting a coastal or naval server can be reduced by providers to almost match that of servers hosting army-based game modes. We do certainly hope to see crews forming up and more events taking place on this front.

It’s going to be quite the task to consolidate all that was done into one ‘brief’ summary. Row-able rowboats, completely redesigned the Naval Battlefield game mode so it functions according to a score-based mechanic, a new interface detailing the ship’s current statuses, designated rowboat spawns ensuring that players always find an available spawn point to join the round irrespective if a particular ship has been sunk, players are now rewarded with personal score for contributing towards the primary objective of sinking enemy ships and a whole lot more.



If you’d stick with us for a while longer, we’d like to let you know of other game-play oriented features present in this BETA besides all the naval and coastal goodness. Roleplay sits quietly in the current of a game like this and seeing the popularity and daily occurrence of community-hosted events, more functionality in support of this would indeed make for a great addition.

Providing solid groundwork for various roleplay scenarios to occur, hosts can now configure limits for classes, define the allowed spawn-able classes per spawn point and the equipment they spawn with, spawn props on a pre-defined location per map rotation, allow players to equip weapons from racks or even replenish ammunition and the list continues. Guides detailing how hosts can make use of this new functionality will be provided for.

Be sure to check out our updated roadmap if you’re interested in knowing more about our plans for both the naval and coastal scenarios. A new coastal siege map currently in the works is planned for release with the same update.

Holdfast NaW - Development Roadmap https://www.holdfastgame.com/News/Post?p=1027



Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

Everything present in this BETA is still a work in progress and bugs are to be expected.

https://discordapp.com/invite/holdfastgame



Once again, thank you for your support and until next time, may good health be yours.

We're working on the next update.

- Anvil Game Studios   

I stand against Racism, Bigotry and Bullying

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Re: Holdfast: Nations At War
« Reply #101 on: May 17, 2019, 12:28:04 AM »
Game Update. Prussian Grenadiers! Canyon Makes A Comeback
16 May @ 5:11pm - AGS | Refleax   



Holdfast: Nations At War has been updated! Charge with musket in hand as the Grenadier class makes its way to the Kingdom of Prussia. Representing the Duchy of Berg, you will find them playable on all Army Front game modes. Canyon, a community-favourite map has also made it back into the game.

There’s more to look out for before you set sail once more in the update next to come. You’re most welcome to check out the BETA if you’d like to have a go at it before the naval gameplay oriented updated sees a full release.

Grenadiers! Kingdom of Prussia
More men in uniform. Clad in red, white and blue, this one is certainly quite the sight to look at. You’ll now find the Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.



Canyon. Army Front Map
Canyon, a community-favourite map makes its way back into the game! Many last stands where had inside its church as reinforcements deplete. This has been made possible thanks to an addition we’ll be discussing next.





Quality of Life. Muting & More

Player Based Map Rotations
To better tailor the experience on the official servers, smaller maps like Canyon will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high.

Have a read of our changelog for a better understanding of how to make use of this new functionality on your community server. It can also be used to define a map in the rotation that an administrator can rotate to using the mapRotation command but the map itself doesn’t automatically rotate.

Easier Player VoIP Muting
Scrolling through the entire list of players to look for that individual you wouldn’t like to hear from any longer can sometimes be quite the task. Based on community feedback, we came up with an addition to facilitate this.

Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for. If you know the player’s name, you can also make use of the search bar in the same panel.

Mute A Player From Chat
Not too keen on a particular fellow’s conversation in chat? You now have the option to mute specific individuals through the Round Players ‘P’ panel. Similar to how VoIP muting functions, muting a player through chat also persists through rounds.

Spectate A Specific Player
When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. Clicking on the all-seeing eye icon present in the Round Players ‘P’ panel will allow you to do this.



What’s To Come? Naval Warfare
Keep your boots dry for a short while longer! It won’t be too long now before we take the relatively sizable naval update out of BETA. The 50-gun frigate based on the French vessel ‘La Proserpine’, rocket boats, a new coastal siege map, tools to provide a solid groundwork for various roleplay scenarios to occur and much much more.

Don’t forget to join us on Discord if you’re interested in participating in the BETAs.

Holdfast NaW - Community Discord[discordapp.com]


Holdfast: Nations At War Announcement    12 May
Public BETA V2. A New Coastal Siege Map!
We’ve been plenty busy this week getting the relatively sizeable naval update up to speed. Even though there’s more that needs doing, progress has been smooth-sailing.


Holdfast: Nations At War Announcement    3 May
Public BETA V1. Naval Warfare & More!
Prepare to set sail once more as the relatively sizable naval update has entered its BETA phase! We need all hands on deck as the new game-play additions will require plenty of testing to make sure...





Changelog 31 - Game Version 0.29.7075.25477
New Game Features
•   Prussian Grenadiers. Clad in red, white and blue, this one is certainly quite the sight to look at. The Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.
•   Canyon makes its way back into the game.

Quality of Life
•   Player based map rotations. Smaller maps like Canyon, for instance, will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high.
» Input the below commands as global configuration settings to define the minimum number of required players for the low, medium or high population settings.
- population_low_min_players 30
- population_medium_min_players 50
- population_high_min_players 100
» Input the below command per map rotation to define on which population setting a particular map should be played on. Setting all of the below values to false will prevent the map from rotating automatically but administrators can still access and rotate to that map using the mapRotation command.
- population_verylow_playable true or false
- population_low_playable true or false
- population_medium_playable true or false
- population_high_playable true or false
•   Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for.
•   You now have the option to mute specific individuals from chat through the Round Players ‘P’ panel.
•   When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. You can do this by clicking on the eye icon in the Round Players ‘P’ panel.

Bug Fixes
•   Solved various issues with Canyon when played on Conquest.

Do look forward to what’s to come. You’re more than welcome to have a read of our development roadmap if you haven’t done so already.

Holdfast NaW - Development Roadmap


Once again, thank you for your support and until next time, may good health be yours.

We're working on the next update.

- Anvil Game Studios

I stand against Racism, Bigotry and Bullying