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Offline Asid

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Re: Holdfast: Nations At War
« Reply #105 on: June 15, 2019, 09:02:08 PM »
Public BETA V2. Constructible Defences
15 Jun @ 7:08pm - AGS | Refleax



The very last stretch before the update sees a full release! We’ve been hard at work bug fixing, polishing and implementing various additions based on community feedback. Come check out our latest BETA release featuring player-built defences.

What To Expect? A Brief Rundown
Here’s a list of some of the changes and additions that we have undergone during this update. The sooner we get the testing done, the faster our update release schedule goes so please do join us in the BETA!

Player-Built Defences
•   Server administrators can now configure limitations per buildable object as well as the starting material points. Take a look at out our Wik https://wiki.holdfastgame.com/Holdfast_Nations_At_War_Wiki for more information on how to make use of these new additions.
•   Solved an issue which caused players to get stuck on map load.
•   Explosions caused by explosive barrels are no longer able to kill teammates.
•   Solved an issue with UI remaining on screen after another player opts to replenish ammo from a spawn-able firearm ammo box.
•   Increased the palisade’s health points so they take longer to destroy.
•   Solved an issue with incorrect sandbag placement when positioned on earthworks.
•   Sappers can make use of the larger deconstruction hammer to damage enemy defences.
•   Solved an issue with explosions occurring on an incorrect position when an explosive barrel does its deed.
•   Solved an issue where two players could carry and ignite a barrel at the same time causing an exception to occur.
•   Players now gather score when killing enemy players with an explosive barrel.
•   Players can now press the ‘F’ key to quickly access the mode selector. This allows the Sapper to switch between constructing, deconstructing, digging and un-digging.
•   Solved multiple issues with the destruction of buildable objects.
•   Solved multiple issues that occurred when repairing destroyed artillery pieces.
•   Solved multiple issues with buildable chairs. Just make sure you have a Sapper about and you’ll finally be able to gather a good rest as mayhem ensues.
•   Solved an issue that occurred when players collided with the palisade.
•   Redesigned the palisade model so players can better distinguish the position the platform attaches to.
•   Introduced multiple audio and particle effects to compliment the new player-built defences mechanic.
•   Carriable swivel guns are no longer able to fire round shot.
•   Improved the effectiveness of the smaller variation of the grapeshot. This was done by increasing its effective range and shots it fires.

Other Additions
•   Training dummies now provide feedback when shot at. They can also be spawned using the spawn override commands.

Naval Gameplay
•   Reduced the health points of all coastal cannons. If you manage to land a single shot, the cannon will be no more.
•   Reduced the coastal cannon’s range and projectile travel velocity.
•   Increased the time it takes to reload coastal cannons by 2 seconds.
•   Solved an issue with a red-line showing underneath the water in naval scenarios.
•   Solved an issue which caused swivel guns present on all coastal scenarios to be indestructible.
•   Reduced the health points of Fort Imperial’s walls.



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 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.

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

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Offline Asid

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Re: Holdfast: Nations At War
« Reply #106 on: June 23, 2019, 03:14:22 PM »
New Class. Sapper! Fortify Your Position
21 Jun @ 4:44pm - AGS | Refleax   




Equip hammer in hand and fortify your position with the new sapper class! Construct well-placed defences, earthworks and artillery to turn the tide of battle in your favour. Carry explosives to breach the adversary’s strongholds, repair damaged artillery pieces and more.

Come check out our latest update release! There’s more to this update than what has been mentioned above but before you do so, have a look at the trailer.




Read on
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Offline Asid

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Re: Holdfast: Nations At War
« Reply #107 on: June 24, 2019, 11:30:18 PM »
Bug Fixes. Player-Built Defences
24 Jun @ 5:08pm - AGS | Refleax



Holdfast: Nations At War has been updated! This patch brings with it multiple bug fixes after the release of a major update featuring the Sapper class during the previous week.

Here’s the full changelog.



Changelog 34 - Game Version 0.32.7114.28816

Bug Fixes
•   Solved an issue that allowed players to place down defences with the Sapper class even after they met an unfortunate end.
•   Solved an issue with moveable field guns and carriable swivel guns being present in an incorrect location or turning invisible while in spectate or free flight.
•   Solved an issue with an error occurring on the client due to an incorrect hand pose.
•   Solved multiple issues related to audio.
•   Removed various debug logs.

Game Balance
•   Decreased the health points of the constructible palisade walls and platforms.

Thank you for your support and until next time, may good health be yours.

Feel free to join in on our Discord[discordapp.com].

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 #108 on: July 16, 2019, 02:03:41 AM »
Public BETA V1. Class System
14 Jul @ 6:02pm - AGS | Refleax   



Yet another major update hits the BETA with more game-play focused content! Valiantly lead men into battle as you issue orders to the rank and file, a unique system composed of multiple traits and abilities to define, distinguish and characterise the relatively huge selection of classes and so much more.

Come have a read at our latest blog post. You can also perhaps gather a first-hand play through for this recent BETA release. There’s plenty of new additions to check out which are by no means limited to what has been mentioned above!

What To Expect? A Brief Rundown
There wasn’t much that helped distinguish the great selection of classes that Holdfast: Nations At War features prior to this update. Officers, line infantryman, guards, grenadiers, musicians, rifleman, marines and indeed all of the classes in the game which make part of either the army, naval or coastal military branches are now assigned specific roles that distinguish them from the rest in the field of battle.

Take lead of others in the rank and file with the Infantry Officer class! Order those good men in the ranks to fire volleys while standing shoulder to shoulder or gloriously charge with bayonet equipped. Officers can request others in high-command to come to their aid which will certainly come of use while performing strategic manoeuvres or when suffering heavy losses in defence of pivotal positions.



If leadership isn’t your forte, heed your nation’s call and do your duty in the ranks! Line infantryman, grenadiers and guards receive additional bonuses by following an officer’s command. These range from benefits in firearm accuracy to improve your chances of hitting your intended target or increasing your melee damage.

Officers purchasing their commission for the sake of fame and glory at the cost of needless loss of life in the ranks due to strategic blunders was certainly of no shortage during those times. We’ve made sure to focus our design on allowing players to cease taking orders from these murdering officers. You are by no means required to follow the lead of an officer whilst playing with one of the classes in the rank and file but are rather encouraged to do so.

Not too keen on standing in ranks? Select one of the skirmishing classes. Riflemen excel at picking targets at longer ranges while light infantrymen move about faster on the battlefield and benefit from an increase in firearm accuracy thanks to one of their traits.



Speaking of traits, you’ll find over 17 different traits designed with the intent to further distinguish and characterise one class from the other. It’ll end up being a relatively long list to go through all the traits and we’re already exceeding what one would consider a brief rundown.



Support roles now gather score for their good deeds as they play an equally important role. You will receive points for healing other players with the surgeon class or assisting with the operation of artillery pieces.

There’s plenty more to check out in this update including a whole slew of new firearms and melee weapons to choose from! You’ll also find additional game-play features of which there’s no hint or mention of in this blog post. We’ll leave it up to those fellows participating in the BETA to discover them before the update sees a full release.



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 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.

Everything present in this BETA is still a work in progress and bugs are to be expected. We’ll be undergoing balance changes as development progresses.

https://discordapp.com/invite/holdfastgame



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

You'll be hearing from us again soon.

- Anvil Game Studios   

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Offline Asid

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Re: Holdfast: Nations At War
« Reply #109 on: July 21, 2019, 08:56:16 PM »
Public BETA V2. Class System Additions
21 Jul @ 7:14pm - AGS | Refleax



As the release of the upcoming major update featuring multiple gameplay mechanics to define, distinguish and characters the huge selection of classes looms on the horizon, we’ll be pushing forward yet another BETA.

Come join us for a swim or have a read of our blog post.
What To Expect? A Brief Rundown

Here’s a list of some of the changes and additions that we have undergone during this update. The sooner we get the testing done, the faster our update release schedule goes so please do join us in the BETA!

Gameplay
•   Swimming is no longer restricted to the naval and coastal scenarios. Multiple maps present on the army scenarios now sport this functionality as well. Arendan River, Sharpton and various other maps.
•   Orders have been ordered to favour the ones used most. Here’s how it has all been sorted out.
» Form Line, Make Ready, Fire, Fire At Will, Cease Fire, Charge, Break Rank & Follow, Reinforce
•   Classes that don’t have the rank and file ability can no longer see line markers placed by infantry officers.
•   You are now required to stand behind the line marker to gather a buff.
Infantry Officers are now able to place a line marker over the one they have placed themselves. It’ll certainly come in handy when you’re looking at quickly wheeling the man in the ranks to face the enemy.
•   Gentleman in the rank and file that are standing nearby a form line marker will see its colour change from grey to white. This will serve as an extra indication that the player is able to gather orders.
•   Reinforce beacons are now visible by other classes in high command, the rank and file as well as surgeons and musicians.
•   Players now receive score when healed. This is done to incentivise players to replenish their health by looking for a surgeon rather than respawning.
•   Reduced the number of playable infantry officers to 6.
•   Half-built gabions no longer provider cover from firearms.
•   Reduced the run speed bonus gathered from light footed trait for the light infantry skirmisher class.
•   Light infantryman now deals less damage with a bayonet.
•   Light infantryman’s skirmishing ability now only applies when crouching.
•   Increased the light infantryman’s firearm accuracy provided by the skirmishing trait.
•   Reduced the firearm accuracy gathered from line infantryman when crouching and firing due to the rank discipline trait.
•   Increased the pistol’s base damage from 80 to 85.

User Interface
•   Classes have been split into 6 distinctive roles. Command, Rank & File, Skirmisher, Artillery, Crewman and Support.
•   Orders are now displayed separately in the Infantry Officer’s attributes window. Hover on them to see the buffs they gather.
•   Redesigned the indicator visible on the line marker.
•   Reordered the list of officer orders in the key binds menu to logically follow the new order stipulated above.
•   Increased the size of the hotkeys visible on issue orders interface. We don’t want mini-map compass directions all over again now, do we? We’ll consider increasing this even further as we gather feedback from players with different resolutions.
•   Rebinding an order to another key from the key bind’s menu will now have that change displayed on the hotkeys present on the issue orders interface.
•   Various amendments to the text present on the hints next to the mini-map.
•   The order interface no longer closes when you press ‘Enter’ to type in chat.
•   Officer names are now displayed above the beacon when a reinforce order is issued.
•   Golden borders now mark down the last issued order in the officer orders interface.
•   Redesigned the received officer orders panel.
•   Pressing the ‘Esc’ key no longer hides the officer orders action bar.

Audio
•   Lowered the audio feedback when clicking on a user interface element.

Bug Fixes
•   Solved an issue were the received officer order’s panel got stuck showing after respawn.
•   Solved multiple issues with the reinforce beacons.
•   Solved an issue with blurry icons present on the hints next to the mini-map.
•   You are no longer able to heal enemy players with the surgeon class.
•   Solved multiple issues with reloading.
•   Solved a bug which enabled musicians to crouch and play tunes.
•   Solved multiple issues with infantry stakes. Stakes placed by allied Sappers no longer deal friendly damage.
•   Solved a bug which enabled players to ignite than carry an explosive.
•   Solved instances of missing icons for death by fires, infantry stakes and chavexaus de frise (s) in both the kill feed and the death screen.
•   Solved an issue with animations while running with a 2H Axe.
•   Solved an issue with incorrect weapon loadout order for flag bearers, artilleryman and sappers.
•   Solved an issue with loaded artillery pieces not exploding.
•   Solved an issue with pistols not finishing off an unfortunate fellow with a single shot to the head.



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 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.

Everything present in this BETA is still a work in progress and bugs are to be expected. There’s an issue with melee combat inside confined spaces such as houses. We’ll make sure to fix this before it sees a full release.

https://discordapp.com/invite/holdfastgame



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

You'll be hearing from us again soon.

- Anvil Game Studios


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Offline Asid

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Re: Holdfast: Nations At War
« Reply #110 on: August 24, 2019, 11:20:35 AM »
Class System! Onwards To Victory
26 Jul @ 4:29pm - AGS | Refleax



Charge valiantly into battle and onwards to victory! Lead men as you issue orders to the rank and file, a unique system composed of multiple traits and abilities to define, distinguish and characterise the relatively huge selection of classes and so much more to be seen in this game-play focused major update release.

Come have a read at our latest blog post. There’s a whole lot more to grab your hands on to besides what has been mentioned above! But before you do so, as with every other major release, there's a new trailer to check out.




Class System. Roles Redefined
There wasn’t much that helped distinguish the great selection of classes that Holdfast: Nations At War features prior to this update. Officers, line infantryman, guards, grenadiers, musicians, rifleman, marines and indeed all of the classes in the game which make part of either the army, naval or coastal military branches are now assigned specific roles that distinguish them from the rest in the field of battle.

Command
Steadfast the men in the rank and file and take lead with the infantry officer class! Order those good men in the ranks to fire volleys while standing shoulder to shoulder or gloriously charge with bayonet equipped.

Officers can request others in high-command as well as others in the ranks to come to their aid. It will certainly come of use while performing strategic manoeuvres or when suffering heavy losses in defence of pivotal positions.

You’ll find more details about this new gameplay mechanic further down below in our blog post.




Read on...
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Offline Asid

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Re: Holdfast: Nations At War
« Reply #111 on: August 24, 2019, 11:24:02 AM »
Public BETA V1. Game Polish
17 Aug @ 8:46pm - AGS | Refleax   



Game polish on all fronts! Optimisations, multiple bug fixes, user interface amendments, better error handling, combat additions and gameplay balance. We’re also making good headway on those long-awaited gameplay features similar to what you’ve experienced in our prior major update releases featuring naval warfare, player-built defence as well as the class system.

Come have a read at our latest blog post. You’ll be able to gather a first-hand look on some of the new features present in this BETA release.

What To Expect? A Brief Rundown
Optimisations sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen. Everything from functions used to animate players, movement, the minimap, name tags, player markers and various other implementations in the game’s ever-growing code base received iterations. Pending that you’re not already limited by dated hardware, you will experience a better framerate.

Towards the same effort, our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection on both the naval, coastal and army war fronts to cut down on draw calls.



Bugs which saw an introduction due to the massive number of additions in the recent major update releases are being tackled and undergoing testing in this BETA. Work on improving error handling when a player is unable to connect to a server is in progress. We’re aware that there are still issues with this system and development will continue in the coming week to flesh things out before release.

As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience. Players are now provided with the option to auto-join the round, the spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections, a new launch splash screen, changes to the server browser and multiple other additions.



Up next are the gameplay integrity changes. Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. Due to this integrity change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.



Combat mechanics will be seeing changes, bug fixes and new additions in this update. You are now able to quickly bash and stun an opponent through secondary attacks. Kick an opponent while having a sword equipped or your fists at the ready. Similarly, you can push them away when wielding a bayoneted musket, axe, boarding pike or even a flag by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.

We’ve also ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. Crouching animations have been changed to help players better distinguish the direction a strike is coming from. Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.



Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props! Buildings, fortifications, artillery pieces, rocks, trees, shrubs and more. You’re now able to override and define your own spawn point locations on maps supporting the Army Battlefield and Assault game modes thanks to one of our recent additions.

We look forward to continuing expanding on similar functionality in future game updates. It’s been great seeing event hosts make good use of these features. Rest assured that you’ll be seeing more support from us on this matter. Have a look at our Wiki for a list of spawn-able props.

Holdfast Wiki - https://wiki.holdfastgame.com/Spawnable_Props



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



We greatly appreciate your participation in the BETA. Do let us know if you face any issues.

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

You'll be hearing from us again soon.

- Anvil Game Studios   

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Re: Holdfast: Nations At War
« Reply #112 on: August 24, 2019, 11:30:17 AM »
Update Released. Game Polish
23 Aug @ 5:56pm - AGS | Refleax




Game polish update now sees a full release! Optimisations, user interface amendments, multiple bug fixes, better error handling, gameplay balance and combat additions. We’ve also continued to expand on the selection of spawn-able objects in this update.

Come have a read at our latest blog post for all the details.

Game Optimisations. Client
Optimisations sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen. Everything from functions used to animate players, movement, the minimap, name tags, player markers and various other implementations in the game’s ever-growing code base received iterations. Pending that you’re not already limited by dated hardware, you will experience a better framerate.

Towards the same effort, our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection on both the naval, coastal and army war fronts to cut down on draw calls.



Game Bugs. Error Handling
A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. Improving the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also apart of this update’s objective. You will now be accordingly informed if Steam isn’t running before launching the game for instance.

Holdfast: Nations At War is in Early Access and therefore things are still a work in progress. With the massive number of changes and additions we daily undergo to push forward new features, optimisations or quality of life additions, some bugs may indeed slip through the cracks albeit all the testing we conduct.

It would go highly appreciated if you take your precious time to inform us on Discord should you face any issues. We’ll get working on it.

Holdfast Discord - #Bug-Reports https://discordapp.com/invite/holdfastgame




As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience.

You are now provided with the option to auto-join the round, the spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections, a new launch splash screen, changes to the server browser and multiple other additions.



Gameplay. Classes & Weapons
Up next are the gameplay integrity changes. Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. Due to this integrity change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.



Combat Mechanics
Combat mechanics will be seeing changes, bug fixes and new additions in this update. You are now able to quickly bash and stun an opponent through secondary attacks. Kick an opponent while having a sword equipped or your fists at the ready. Similarly, you can push them away when wielding a bayoneted musket, axe, boarding pike or even a flag by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.

We’ve also ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. Crouching animations have been changed to help players better distinguish the direction a strike is coming from. Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.



Spawnable Objects. Events
Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props! Buildings, fortifications, artillery pieces, rocks, trees, shrubs and more. You’re now able to override and define your own spawn point locations on maps supporting the Army Battlefield and Assault game modes thanks to one of our recent additions.

We look forward to continuing expanding on similar functionality in future game updates. It’s been great seeing event hosts make good use of these features. Rest assured that you’ll be seeing more support from us on this matter. Have a look at our Wiki for a list of spawn-able props.

Holdfast Wiki - Spawnable Props https://wiki.holdfastgame.com/Spawnable_Props



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.



Discord has undergone a complete redesign! Are you an officer in command of a crew or regiment? Hop in on Discord to register your in-game clan. With over 12,000 members strong and growing, it’ll surely serve as a great step forward to better your regiments standing and gather new recruits.

If you’re a fellow in the ranks, go declare your enlistment. Through this you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame


Here’s the full changelog for all the bug fixes and additions we have undergone in this update.



Changelog 37 - Game Version 0.34.7174.32299

Game Optimisations
•   Player Optimisations. It sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen.
» Optimised functions used to animate players.
» Optimised player movement.
» Optimised the minimap.
» Optimised the name tags.
» Optimised the player markers.
•   Map Optimisations. Our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection in an effort to cut down on draw calls.
•   Memory Optimisations. Conducted multiple optimisations to reduce memory.

Error Handling & Bugs
•   Game Bugs. A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. We are aware that some remain in the game and we’ll be tackling them in future updates.
» Solved an issue where the charge command didn’t provide a buff which increases melee damage at times
» Solved an issue where a cannoneer was still able to take control of a cannon when another cannoneer was already operating the piece.
» Solved an issue where players would take priority over carrying a ladder irrespective of the class.
» Solved an issue with class priorities when carrying a rocket.
» Solved an issue which caused extra score gathered from killing a Guard to be shown as support. Players will now receive the correct message informing them of their ‘Guard Kill’.
» Solved an issue which allowed players to grief teammates by igniting an explosive barrel.
» Solved an issue which allowed players carrying an explosive to kill their own teammates if they got shot while carrying the barrel. Should you get shot when carrying an explosive barrel, only damage to players in the enemy faction will be applied.
» Solved an issue which caused the server to crash when playing on the Watchtower Arena map.
» Solved an issue where gabions and infantry spikes placed through object overrides couldn’t be destroyed.
» Solved an issue which caused bonfires placed through object overrides not to deal any damage.
» Solved an issue which allowed surgeons to reload and heal.
» Solved multiple instances which caused recurring exceptions causing dips in framerate.
» Solved an issue with weapon racks missing their localisation.
» Solved an issue which enabled players to clip through constructible earthworks.
» Attempted fix towards an issue which sometimes caused players to immediately die after they respawn.
» Solved an issue with a swivel gun clipping through one of the windows present on Linburg.
» Solved multiple issues with destruction pieces on Balamor Bay’s lighthouse.
» Solved an issue when dynamic snow was enabled on Sharpton.
» Solved issues with missing faces on some ruin props.
» Many more map-related fixes.
•   Error Handling. Improved the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also a part of this update’s objective.
» You will now be accordingly informed if Steam isn’t running before launching the game for instance.

User Interface Polish
•   You are now provided with the option to auto-join the round.
•   The spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections.
•   Classes, naval vessels, land-based spawn points or factions that are unable to be selected are now being greyed out serving as an additional indication that all slots have been taken.
•   An all-new launch splash screen.
•   New functions to facilitate navigation in the server browser along with other additions to improve its looks.
•   Several changes and additions to polish the main menu user interface.
Introduced additional tips tackling new game functions, game modes and community-related matters.
•   Cleaned up the map loading screen interface and implemented new map loading screens that feature up to date graphics. This is still a work in progress.
•   Improved the looks of the flag and infantry stakes kill log icons.
•   Players that are experiencing framerate or latency related issues will be accordingly informed through the use of multiple warning indicators. You can disable this through the ‘Game’ settings by looking for ‘Warnings’ under ‘User Interface.
•   Players can now view the cooldown and duration of each order by hovering on one of the icons present in ‘Attributes’ panel before spawning with the Infantry Officer class.
•   And multiple other minor additions.

Gameplay Balance
•   Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes.
•   Due to the above change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.
•   Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%.
•   Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%.
•   Reduced the health points of palisade walls and slightly increased the time it takes to build them making them more susceptible to artillery fire.
•   Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.
•   Surgeons now receive more score for their good deeds.
•   Infantry Officers can now toggle on and off beacons issued through the ‘Reinforce’ order.
•   Fort Schwarz. Ladders on this map have been moved near the initial infantry spawn location instead of at the back were the artillery resides for the attackers.
•   You are now able to spawn with the carpenter class on the Crosshills map. Same goes for Desert Ruins when played on Army Siege.
•   You can now jump over the fences present on Balamor Bay.

Combat Mechanics
•   You are now able to quickly bash and stun an opponent through secondary attacks. Kick or push an opponent by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.
» Equip the spyglass by pressing the ‘G’ key or a lantern by pressing the ‘H’ key.
•   Ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection.
•   Crouching animations have been changed to help players better distinguish the direction a strike is coming from.
•   Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.
•   Solved an issue which caused players to became almost invulnerable to melee strikes if they had their back facing against the wall.
•   Functions used to determine if a strike has hit the player’s chest or legs have been redesign to improve accuracy.

Object Overrides
•   Spawnable Objects. Events. Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props and customisable spawn points!
» Visit our Wiki for more on how to make use of these new props.
Holdfast Wiki - Spawnable Props[wiki.holdfastgame.com]
» More information on how to utilise the newly introduced spawn override functionality can be found on our Wiki.
Holdfast Wiki - Spawn Overrides[wiki.holdfastgame.com]
» You will also find a short guide explaining how to make use of this map editing functionality.
Holdfast Wiki - Map Editing[wiki.holdfastgame.com]
» Thanks to Falo for all his hard work on the Wiki!
•   Introduced two completely empty maps that are perfect to let your imagination run wild.
» Input the following parameters to play this map on your community server: map_name custommap or map_name custommapnaval

Server Configuration
•   Server administrations are now able to teleport players to their location by using the rc teleport player <Players> <Destination> command.
» Players is able to accept the following parameters: player id, me, attackers, defender or all.
» Destination is able to accept the following parameters: player id, me, co-ordinates using the usual ‘x, y and z’ format as floating-point numbers.
•   Server administrators can now disallow melee strikes from bouncing off friendly players if friendly fire is disabled.
» Input the following parameter on your community server to enabled or disable this functionality: friendly_fire_melee_bounce true or false

Graphical
•   Improved the looks of the Training Grounds, Sharpton, Caribbean and multiple other game levels.
•   You will now find more ruins on the Desert Ruins maps.
•   Camps on Fort Winston are now enterable.

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

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Re: Holdfast: Nations At War
« Reply #113 on: September 15, 2019, 01:25:32 PM »
Leaderboards! Rise Through The Ranks
Sat, 14 September 2019



Sound the drums of competitive fervour as the latest update sees a release! Better your standing in the class-based leaderboards and rise through the ranks as you gather battlefield experience. You’ll be awarded medals for your honourable feats and achievements to distinguish yourself from the rest.

Come decorate yourself with Steam achievements! There are 50 of them to unlock in this release. Have a read of our blog post for all the details.

Leaderboards. Better Your Standing

Excitement and revel as those good folks in the rank and file, artilleryman, skirmishers, crewman, those playing a support role as well as the ones in high-command strive to better their standing in the newly introduced class-based leaderboards.

Particularly good at playing your preferred class? We’ll surely be seeing your rise to the top! Score you’ve accumulated after the round ends whilst playing with one of the many classes that make up for Holdfast: NaW’s selection will be put towards bettering your standing in the leaderboards. You’ll also have a few medals to show for it.



Leaderboards. Medals

Leaderboard medals are awarded based on a particular bracket you fall under. As you reach your way to the top 500, you’ll gather your first bronze medal followed by a silver medal once you make it to the top 100 and eventually the prestigious gold medal should your standing reach its way to the top 25. Amongst those distinguished few that made their way to the top 3? You’ll similarly be rewarded with a unique decorative medal specific to your standing.

Show-off your honourable feats to those good men standing shoulder to shoulder. These medals will be displayed right next to your name whilst playing the game.

Read on....


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Re: Holdfast: Nations At War
« Reply #114 on: September 20, 2019, 01:09:52 PM »
Update Released. Bug Fixes & Additions
Wed, 18 September 2019




Holdfast: Nations At War has been updated! There’s going to be plenty of bug fixes amongst other minor additions coming in this one. Come have a read at our latest blog post to keep abreast with our on-goings.

We'll remain on the lookout for any issues that may occur.

Check out the full change log below.



Changelog 41 - Game Version 0.36.7200.32417

Game Polish
● There’s now more leeway for players to move about while a surgeon is healing them. It will not immediately cancel it as a player moves away.

● Improved the surgeon’s healing animation.

● Rockets, round shot and grapeshot assist and kills now contribute towards your leaderboard standing and soldier rank.

● Reduced the damage dealt when standing on a campfire. You’ll be instantly killed should you try to make your way into a larger fire. We’re looking at you good fellows unfairly rising through the ranks with the surgeon class.

● You can now see the server your Steam friend is playing on through your Steam’s friend list.
» You may need to restart Steam to be able to view this new addition.

Server Administration
● Server administrators now have the option to enable a command which restricts game play to first-person view.
» rc set forceFirstPersonMode true or false

Bug Fixes
● Solved an issue with older ATI graphics cards crashing when the spawn button was pressed on. The game will now launch using a different DirectX for the graphics cards players reported issues with.
» For these older cards, the terrain will appear to be white once launched using an older DirectX. We will push a fix towards this in a future update.
» If you’re still experiencing issues with crashes upon clicking the spawn button, please be sure to make this known to us on the #bug-reports channel on our Discord.
» https://discordapp.com/invite/holdfastgame

● Experimental fix towards an issue which causes players to get stuck while loading the map.
please be sure to make this known to us on the #bug-reports channel on our Discord.
» https://discordapp.com/invite/holdfastgame

● Solved an issue which caused the game to freeze and only show a black screen on launch due to missing pre-requisites.

● Solved a recurring exception which caused framerate to plummet when a player was carrying an object.

● Solved an instance which caused players playing with the surgeon class to be unable to reload.

● Solved an issue where some of the images present in the spawn menu appeared white when a spawn point becomes full.

● Solved an issue with missing localisation for the Korean, Japanese and Chinese languages on the leaderboards.

● Solved an issue which sometimes caused nameplates of enemy players to show.

● Solved an issue which sometimes caused player nameplates while in spectate to show.

● Solved an issue which sometimes caused nameplates of players who already faced their end to continue to show.

● Solved an issue where nameplates would flash when switching between spectating players.

● Solved an issue which prevented leaderboards from populating and player medals from showing.

● Solved an issue which caused soldier rank medals in the game to be offset by one. You would have received your first medal upon gaining the 6th rank instead of the 5th.

● Solved an issue where you could sometimes be unable to see yourself on the leaderboard.

● Solved an issue with white squares appearing in the leaderboards that are supposed to be representing medals.

● Solved an issue where the highest soldier rank medal wouldn’t show.

● Solved an issue that caused soldier rank progress to sometimes not be accounted for while playing on the Melee Arena game mode.

● Solved an issue with an incorrect set of medals showing next to the player’s name for both his leaderboard standing and soldier rank.

● Solved an issue where the leaderboard would show the player’s Steam name instead of the custom name set from within the game. You can now represent your regiment in the leaderboards without having to change your Steam name.

● Solved an issue where the leaderboards would display multiple players as [Unkown] instead of their custom name.

● Solved an issue which caused increased leaderboard loading times.

● Improved the reliability of the Steam friend minimap tracking pointer. In the game, your steam friends show in yellow on the minimap.

● Solved an issue where sometimes the extended leaderboards view showing the Top 100 players would not display the correct results.

● Solved an issue where the player’s playtime wouldn’t show on the leaderboards.

● Solved an issue where sometimes the extended leaderboard button would become unresponsive.

● Solved an issue with underpopulated leaderboards not loading correctly.

● Solved an issue with achievements which required progress not to function.

● Solved an issue with the 'Conscientious Objector' achievement still being awarded if the player killed someone using a cannon.

● Solved an issue where the destroyed guns aboard the 50-Gun Frigate would produce an invisible collider making it difficult for the crewman to move about on deck.

● Solved an issue which allowed players to go inside one of the ruins present on Fort Schwarz.

● Solved an issue with textures on the spawnable Martello Tower prop.

● Solved an issue where one of the rock slabs on Desert Ruins was missing a face.


Changelog 42 (Hotfix) - Game Version 0.36.7200.35090

● Solved an issue which was causing the server to get stuck after the map loads.


Once again we thank you for your support and until next time, 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 #115 on: September 21, 2019, 01:19:18 AM »
Update Released. Fixes & Admin Tools
Fri, 20 September 2019



We’re pushing forward yet another update for Holdfast: Nations At War! Similar to our previous release, you’ll find plenty of bugs being tackled and administrative tools to make use of further facilitating the hosting of community events.

Have a read of our latest blog post.



Changelog 43 - Game Version0.37.7202.30892

Game Balance
● Players are no longer able to use buildable ammo boxes and rocket stacks to block pathways.

● Player-built ammo boxes and rocket stacks are now destructible.

● Similar to other melee weapons, you will now find yourself killed within a single strike if someone lands a hit on you with a flag while you’re reloading a firearm.

Administrative Tools
● The ‘rc ForceFirstPersonMode’ command now immediately forces players in third-person view to the first-person view.

● Server administrators are now able to parse multiple commands within a single line. The syntax goes as follows. Use a semicolon between commands and don’t repeat the rc parameter.
» You must always log in as an administrator first before issuing a remote command.
» rc <Command 1>;<Command 2>;<Command 3>;...
» rc broadcast Form a line!; set characterRunSpeed 5

● Server administrators are now able to prevent players from shooting with firearms through an rc command. You’ll certainly find a use for this when a melee all charge is issued during events.
» Keep in mind that rc commands persist through rounds. If a command is enabled in one round it must be manually disabled on the next by setting it to false.
» rc set allowFiring <true or false>
» rc set allowFiring false

● Server administrators are now able to delay the application of a particular rc command to a specific time. For instance, you could set ‘rc delayed 300 broadcast All Charge!’ to kick in at the 5-minute mark followed by a command to prevent players from firing during the charge by issuing ‘rc delayed 300 set allowFiring false’.
» Keep in mind that rc commands can also be inputted in the server configuration file per map rotation.
» rc delayed <Time To Be Issued> <Command>
» rc delayed 300 broadcast All Charge!
» rc delayed 300 set allowFiring false

Bug Fixes
● Players making use of older AMD cards will no longer be presented with texture-less terrain.

● Players making use of older AMD cards will now correctly render ocean while playing on the Naval Battlefield, Naval Assault or Coastal Siege game modes.

● Solved an issue with audio when player-built or static defences where destroyed. It could be heard from a great distance afar and was otherwise quite loud.

● Experimental fix towards an intermittent issue which causes players to spawn with their hands always pointing towards a carriable object.

● Solved an exception that occurred when a player requested to auto-join a round.

● Solved an issue where the player’s score breakdown overlapped the spectate text.

● Solved an issue where graphics preset would instead show as vsync in the settings.

● Vistula, 92nd, friekorps and musician classes now show their correct medals in game.

● Solved an issue which causes the Top 5 leaderboards to not refresh correctly.

● Solved an issue where players could gather the 'Pomp & Circumstance' achievement without playing as a musician.

● Solved an exception that occurred during the end of round when the leaderboard standing was being displayed.

● Solved an issue with medals showing next to a player’s name becoming blurry when a player selects one of the lower graphical settings.

● Solved an exception that occurred when an administrator slayed another player.

Optimisations & Others
● Conducted multiple server-side optimisations for when players connect to a server.

● Optimised the scoreboard accessed through the ‘Tab’ key.

● Update the ‘Join Custom Server’ panel.


Once again, we thank you for your generous support and as always, 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 #116 on: October 12, 2019, 03:28:36 PM »
Lamarsh Fen! Holdfast: Nations At War is now 50% Off
Fri, 11 October 2019



Holdfast: Nations At War embarks on a two-week long game sale presenting the opportunity to gather the game at half the price! Leading to the much-anticipated release of the next major update we’ll be introducing 2 maps to engage in heated battle - Lamarsh Fen and Causeways. You’ll also find that the game is now available in more languages.


It would be great if you can help us spread the word around about the sale to bring this genre of Musket Warfare games that we all love in the limelight. We want to continue strengthening the following behind the game as it grows and develops.

Come have a look at what’s to come. Check out our recent blog-post.

2 Maps! Lamarsh Fen & Causeways

Present and playable with the latest game update, you will find two new maps to sink your teeth into on the Army Front rotation. Lamarsh Fen is designed to encourage and promote action-packed engagements as players can quickly get into the fray. Capture and hold key positions on the Army Conquest game mode or co-ordinate assault on Army Battlefield.

Lamarsh Fen






Causeways is making a comeback. Long-time followers of our on-goings may keenly remember that a concept for this level was undergoing BETA testing but didn’t just make it to release due to its sheer size. We’ve gone back and revisited the map to bring the engagement closer.

Causeways






More Languages! Localisation

In support of niches within our dedicated community, we’ve expanded the selection of available languages to Polish, Italian, Czech as well as Dutch. Existing languages have also been revisited to improve upon their translation. Our sincere thanks go to all of those who supported this community-wide effort!

New Languages
● Italian - Barba Rossa, Aranos92, Jack Aubrey & Helbert.
● Polish - Czechu, Wiking & Samowar.
● Dutch - Wordsmith, Plastie, Timsel, Xeha, Fireman & VergerNL.
● Czech - Billy Mays, Moley, Fainey, Kockonos, Svatda & Mimu.

Update Languages
● Chinese (Traditional & Simplified) - FeX Xcd, Marshmallows & Kamoeth.
● French - Persess, Spitch & Mcfloy.
● German - Loler, Mendoza, Pixelfall, Darknightmare100, Friedrich, Jan v. Richthofen & Airborne.
● Japanese - Sato.
● Korean - SNG.
● Portuguese (Brazil) - Tatic, Frex20K & Blonde Mechanics.
● Russian - Cortez, Paul & Progylkin.
● Spanish - Belle, Voli, Humsl, OGNrazer, Zarko985, Carlos Pedretti, Dionant, Arsen & Fischer.



What’s Next? Cavalry Units

It won’t come as a surprise to many but we are indeed gearing up for the much-anticipated cavalry release! They will be seeing an introduction in Holdfast: Nations At War with the next major update.

It is quite the undertaking for our rather small development team and there's a lot that needs doing but our sights are still set on releasing the update this year and to this date, things are still very much on schedule.

Here’s a little something for your eyes to feast upon.





Changelog 44 - Game Version 0.38.7223.25126

Game Features
● 2 New Maps! Lamarsh Fen and Causeways are now playable on the Army Front rotation.
» Input the following parameters to play these maps on your community server: map_name lamarshfen and map_name causeways
● Amended the Army Front rotation to include one instance of Ernest Ridge on Conquest.
● New Languages! In support of niches within our dedicated community, we’ve expanded the selection of available languages and improved on existing ones.
» Italian, Polish, Dutch, Czech, Chinese (Traditional & Simplified), French, German, Japanese, Korean, Portuguese (Brazil), Russian & Spanish.

Quality of Life
● You can now type in chat while auto-running.
● Implemented a command to reset the server configuration back to its default state.
» rc set default

Bug Fixes
● Solved an issue where the highest level 50 soldier rank medal wasn’t showing correctly.
● Solved an issue which caused the time played in the extended leader board to display incorrectly.
● Solved an issue which caused certain piano tunes to play less often then others.


Once again, we thank you for your support and as always, 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 #117 on: December 18, 2019, 03:01:59 AM »
Major Update. Cavalry! Ride To Glory
Tue, 17 December 2019



Gallop away gentleman as tides of glory await! Ride into battle with your trusty steed and engage the enemy from horseback with the new Hussar, Cuirassier and Dragoon classes. Come have a read of our blog post as there’s plenty more to look forward to in this much-anticipated major update release.

Before you do so, as is well deserved of all this mounted goodness, there’s a new trailer for your viewing pleasure.











Read on


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Re: Holdfast: Nations At War
« Reply #118 on: January 02, 2020, 11:26:16 PM »
Launching a few rockets



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Re: Holdfast: Nations At War
« Reply #119 on: January 21, 2020, 03:55:13 PM »
Public BETA V1. Game Polish
Mon, 20 January 2020




Following the release of consecutive major content releases during the past year featuring rocket artillery, the 50-Gun Frigate, player-built defences, leaderboards and the much-anticipated introduction of cavalry units, it is now due time to place our focus towards game polish.

Come have a read of our latest blog post for more on what we’ve been up to.

What To Expect? Changelog

Game polish encompasses a wide spectrum of improvements, additions and changes so what better than a changelog to detail it all? Here’s a relatively lengthy list of optimisations, gameplay balancing, quality of life additions and bug fixes present in this BETA release.

Client optimisations, server optimisations as well as changes to how map loading logic functions all required unprecedented development efforts. Do let us know should you face any issues whilst playing.

Server Optimisations
● Solved multiple issues which resulted in increased memory over longer periods of runtime.

● Solved multiple issues which resulted in decreased server responsiveness over longer periods of runtime.

● Performed several server-side optimisations on maps playable on different game modes.

● Solved an issue where an error was being produced when a player hits a mounted cavalryman with an artillery shot.

● Solved an instance where an error was being produced on the server when a player makes use of the auto-join function to spawn.

● Solved an instance where an error was being produced on the server when a player attempts to fire a rocket from the emplacement.

● Solved an instance where an error was being produced on the server when a player places sandbags on earthworks.

● Solved an instance where an error was being produced on the server when trying to process the ‘Hornblower’ achievement.

● Solved an instance where an error was being produced on the server when a player damages another ship using an artillery piece and disconnects.

● Servers which become full will have their connect button greyed out.

Client Optimisations
● The logic for how maps load within the game has received a complete overhaul to improve load times and reduce inconsistencies. An issue where the player would occasionally load the map of the previous round has also been taken care of.

● Performed multiple optimisations on Cavalry Units to improve framerate.

● Performed multiple optimisations on the Scoreboard to improve framerate.

● Performed multiple optimisations on various User Interface elements to improve framerate.

● Performed multiple optimisations on VoIP to improve framerate.

● Performed an optimisation on the water shader present on land-based maps to improve framerate.

● Solved an instance where players experienced a sudden spike in framerate when they launched the Voice Acting panel for the first time.

● Ragdoll Corpses are now adjusted according to the player-selected graphical preset. Using lower graphical settings will reduce the number of corpses in the field of battle, therefore, improving the framerate.

● Players are now able to toggle off horse-related effects through the game options. They are disabled by default when using the low and very low presets.

● Players are now able to toggle off destruction debris through the game options. They are disabled by default when using the low and very low presets.

● Players are now able to toggle off environmental clutter to prevent birds and other small props from showing through the game options. They are disabled by default when using the low and very low presets.

● Performed various optimisations on the Causeways map.

● Solved an instance where an error was being produced on the client when a player dies or dismounts from horseback.

● Solved an instance where an error was being produced on the client when scrolling through the scoreboard.

● Solved an instance where an error was being produced when a player fired a chain shot.

● Solved an instance where an error was being produced when a player interacted with an artillery piece.

● Solved an instance where an error was being produced when a player gets trampled.

● Solved an instance where an error was being produced when attempting to connect to the lobby.

● Solved an instance where an error was being produced when the naval vessel you’re crewing sinks.

● Solved an instance where an error was being produced when the player gathered a score.

Game Responsiveness - Server Configuration
● You are no longer able to host game servers capped to run lower than 60 FPS.

● You should ensure that your community or event servers are running at a stable framerate by using the ‘rc get serverFPS’ command.
» Issue 10 instances of the above command during gameplay and if it shows that your server’s framerate was constantly below 60 FPS, you should expect melee combat amongst other mechanics within the game to be delayed.

Gameplay - Melee Combat
● Removed the cooldown previously applied to disincentivise feint over-use as this introduced unnecessary block delay.

● Decreased the rate at which players can issue secondary attacks. Shoves and kicks now have a longer cooldown.

● Reduced the damage shoves and kicks deal when the ‘Resilient’ trait is in effect for both the Infantry Officer and Grenadier classes from 5 to 2. Classes sporting the ‘Resilient’ trait will now meet their end within 4 secondary attack hits instead of 2 if they have already been stricken with a bayonet in their upper body.

● Preventive measure towards players utilising crouching to hide melee strikes. Strikes will now remain in hold position for a longer duration if actioned from a crouching position.

● Going from standing to crouching and crouching to standing is now more responsive.

● Players will now have their movement speed slightly reduced when holding a strike or striking.
» An additional tip is now present in the game informing players of this mechanic.

● Players can no longer amend the settings file to increase their melee combat sensitivity gathering advantage over others.

● Prussian Infantry Officers now come equipped with a sword which matches the length of other factions.

● Players will now display a new indicator informing them of the direction they will block or strike towards. You’ll find multiple settings to adjust this new user interface additions including its position in your game options.

● Players will display a new indicator informing them that their combat experience is impacted should they be experiencing high latency (ping). We recommend that you play on a server correct to your region.

● Introduced a tip informing players that they will instantly face their demise should they be stricken by a melee weapon while aiming or reloading.

● The mechanic will be undergoing more improvements in future updates.

Gameplay - Cavalry Units
● Reduced the number of cavalry units available for each faction from 12 to 10 when Open Plains maps are in rotation.

● Reduced the number of cavalry units available for each faction from 8 to 6 when Causeways is in rotation.

● Hussar, Dragoon and Cuirassier class now take longer to spawn. The wave spawn timer for all cavalry-based classes has been set to 20 seconds while the infantryman retained their previous 10 second timer.
» Server administrators can configure wave spawn timers by inputting the following commands per map rotation: wave_spawn_time_seconds 10 and wave_spawn_vehicle_time_seconds 20

● Players are now immune to all damage for a maximum of 5 seconds after they spawn. Cavalrymen can quickly traverse the field of battle and make their way to the enemies’ spawn. You’ll have to think twice before attempting this rather ungentlemanly feat.
» Canyon, Fort Salettes and all Army Siege maps have their spawn immunity timer set to 2 seconds.
» Server administrators can configure spawn immunity timers by inputting the following command per map rotation: spawn_immunity_timer 5

● Strikes to the right with a sword from horseback are now swifter. The quicker slash makes for better fluidity.

● Secondary hits with a singular sword slash from horseback now deal less damage and more so than often won’t result in the player’s demise.

● Horses travelling at the slower gaits no longer trample infantryman.

● Horses no longer rear on the first shot from a firearm allowing them to continue moving. Instead, the horse will reduce its speed to the first gait. Should the horse be once again injured, it will rear consequently exposing the cavalryman to more vulnerabilities.

Gameplay - Officers The Rank & File
● Line Infantry, Grenadier, Guard, Coast Guard and Marine classes now sport a new trait - ‘Orderly’. Those in the rank and file no longer make for easy pickings while following their officer’s orders. You must be standing in line in order for this trait to become active.
» It increases your chances of surviving shots from firearms at longer distances by diminishing the damage dealt while standing in formation.
» Should your shot find its way to an enemy player also standing in line, the diminishing effect will not apply. Line versus line engagements remain just as deadly.

● Score gathered by players for maiming or killing someone when standing in line has been increased to 35.
» Amended the ‘Rank & File’ ability to include the following descriptive text - ‘You gather additional score for maiming or killing someone while standing in line.’

Gameplay - Musicians
● Increased the firearm accuracy bonus provided by musicians from 7% to 8% with the bonus stacking upwards to 12% from 10% when another musician is playing a tune along.

Gameplay - Flagbearers
● Flagbearers now further increase the chances of survival to those in the ranks sporting the ‘Orderly’ trait when shot at by firearms from longer distances.
» This is in addition to the buff they provide which improves reload speed.

Gameplay - Infantry Officers
● Infantry Officers are no longer able to tank canister or shots fired from a blunderbuss at a close-distance when being assisted by a Guard unit. Prior to this update, a bug allowed Infantry Officers not to be hit by two consecutive shots from a blunderbuss or canister.

Gameplay - Artillery & Ladders
● Increased the speed at which field guns can be moved.

● Increased the speed at which rocket launchers can be carried.

● Increased the speed at which ladders can be carried.

Gameplay - Game Modes & Maps
● You no longer have to play on the same map following a server restart. Game servers won’t always launch with the first map defined in the map rotation come to this update.
» This new feature remains true to the set player population settings.
» Server administrators can enable or disable map randomisation on server launch by inputting the following command: map_rotation_start_randomise true or false

● Reinforcements available to the defenders whilst the Army Siege game mode is playing have been increased by the following amounts.
» Fort Christina - 35 Additional Reinforcements
» Fort Pierre - 45 Additional Reinforcement
» For Schwarz - 45 Additional Reinforcements
» Camp Salamanca - 50 Additional Reinforcements
» Desert Ruins - 40 Additional Reinforcements
» Sharpton - 30 Additional Reinforcements
» Highlands - 50 Additional Reinforcements
» Arendan River - 30 Additional Reinforcements

● Hussar, Cuirassier and Dragoon units have been made available for the attackers on the following maps while the Army Siege game mode is playing.
» Fort Christina - 1 Hussar and 1 Dragoon or Cuirassier
» Fort Pierre - 2 Hussars and 2 Dragoons or Cuirassiers
» For Schwarz - 2 Hussars and 2 Dragoons or Cuirassiers
» Camp Salamanca - 1 Hussar and 1 Dragoon or Cuirassier
» Sharpton - 2 Hussars and 2 Dragoons or Cuirassiers
» Highlands - 2 Hussars and 2 Dragoons or Cuirassiers

● Moved one of the base spawns present on Causeways closer to the other when the Army Conquest and Army Battlefield game mode is playing.

● Players will now find more props which can be used as cover on the Causeways game level.

● Rotated the initial position of the carriable rocket launcher present on Desert Ruins to face towards the objective.

● Naval borders for the Martello Tower, Open Waters and Harouti Islands maps have been brought slightly closer to contain the engagement.

● Reintroduced Snowy Plains 1 & Grassy Plains 3 to the Army Front map rotation for additional variety.

● Removed the ability for Sappers to construct palisades and shooting platforms on all Plains maps, Tahir Desert and Causeways in the Army Front map rotation.

Quality of Life
● Eliminated the use of the mouse hover when using the scoreboard. Simply make use of the scroll wheel to scroll down the scoreboard.

● You no longer zoom in and out with your camera while in free-flight mode and scrolling through the scoreboard.

● Players are now provided with the ability to pan and tilt the camera while in Cinematic or Free-flight mode by using the arrow keys.

● You can make use of the new ‘Depth of Field Focus Point’ slider in your ‘Game’ setting to make your shots look crisper when in Cinematic or Free-flight mode.

Server Administration
● Server administrators can now enable a command to instantly build player-built defence.
» rc set instantBuildMode true

● Server administrators are now able to enable God mode per team. Players in one faction become invincible while the others won’t.
» rc set characterGodMode 1 true - Everyone becomes invincible.
» rc set characterGodMode 2 true - The Defenders become invincible.
» rc set characterGodMode 3 true - The Attackers become invincible.
» rc set characterGodMode false - Disable invincibility.

Bug Fixes
● Solved an instance which prevented players from launching the game and get stuck viewing the ‘Anvil Game Studios’ logo.

● Solved an instance which prevented players from launching the game if the 'HoldfastOptions' settings file was deleted.

● Solved an issue which caused the spawn menu to appear in white if the player joined the round using the ‘Auto-Join’ function.

● Solved an issue with the terrain popping in and out when using free-flight mode.

● Solved an issue which prevented the French Infantry Officer from equipping a lantern while holding a sabre.

● Solved an issue with incorrect localisation for the Polish language.

● Solved an issue on the Custom Map (Land) where the Army Siege game mode wouldn’t function as intended.

● Corrected the amount of available class slots for the Cannoneer on Lamarsh Fen.

● Corrected the amount of available class slots for the Cannoneer on Snowy Plains (S).

● Solved an issue with cracks within the terrain appearing on Causeways.

● Solved an issue which caused the ‘Graphic Preset’ setting to be incorrectly labelled as ‘VSYNC’.

● Solved an issue which caused players to speed up when moving up the stairs present on Fort Winston and Fort Arena.

● Removed an invisible object that players could collide with near the barn on Camp Salamanca.

● Solved an issue where a player’s volume would be automatically set to zero once you unmute them from the Round Players ‘P’ panel.

● Solved an issue where players could sail outside the boundaries of the naval borders present on Harouti Islands.

● Solved an issue where two bells where overlaying one another on Canyon.

● Solved an issue where explosives barrels were able to kill friendly players when being carried.

● Solved an issue where if you get damaged while carrying an explosive barrel and animation that the barrel exploded would play but deal no damage.

● Solved an issue where the explosive barrel would be stuck in an endless loop of being ignited if you ignite it then someone tries to extinguish the fuse and dies in the process.

● Solved an issue where multi-kills from cannon explosions weren’t counting as assist kills for the loader.

● Solved an issue which caused text to appear broken in the scoreboard.

● Solved an issue which caused some UI elements to appear blurry when playing on the lower graphical settings.

● Solved an issue where the VoIP indicator didn’t show for the player you are spectating.

● Solved an issue where the destroyed model of the rocket launcher wouldn’t match the correct rotation of the launcher before it was destroyed.

● Experimental fix towards an issue which causes cavalry units to take flight on the Desert Ruins map.

● Experimental fix towards an issue which causes rounds to prolong when playing the Naval Battlefield game mode.

● Experimental fix towards an issue which sometimes causes the player to be unable to fire a cannon when playing on the Naval Battlefield or Coastal Siege game modes.

● Experimental fix towards an issue which causes rain sounds, horse-related sounds and musician tunes to cut off.

● Experimental fix towards an issue where the leading faction indicator on the top bar UI would sometimes show incorrectly.

● Solved an issue where you would still be presented with the UI detailing your personal leaderboard standing when the round ends even if you didn’t partake in it.

● Solved an issue where your personal leaderboard standing wouldn’t show when the round ends if you’re playing with any of the secondary Line Infantry classes, Fifers, Drummers or Violinists.
» You still retain your progress in the leaderboards with these classes as the bug was specific to the end of match user interface.

● Solved an issue where sometimes your in-game soldier rank medal wouldn’t match the one present in the leaderboards.

● Solved multiple issues with overlapping UI elements in the spawn menu.

Graphical
● Adjusted the visibility of horse dust particles.

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 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.

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

https://discordapp.com/invite/holdfastgame



Community. Join The Discord!

Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame




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

- Anvil Game Studios

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