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Offline Asid

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Re: Holdfast: Nations At War
« Reply #120 on: January 31, 2020, 12:11:49 AM »
Public Beta V2. Game Polish
Sat, 25 January 2020




There’s been plenty done during the previous week! With new features being introduced, plenty of bug fixes as well as optimisations, we’re going to be needing more testing done before the update sees a full release.

Come have a read of our latest blog post and join us in the BETA.

What To Expect? Changelog

Here’s the entire changelog detailing all the changes, additions and fixes we’ve undergone in this second BETA release - All focused around game polish.

Client Optimisations
● Further optimisations to reduce framerate hiccups when opening the Voice Acting ‘V’ panel.

Server Optimisations
● Solved an instance where the server could crash when the players interacted with an object.

● Solved multiple warnings being outputted on the server impacting performance.

Game Responsiveness - Server Configuration
● Introduced functionality allowing servers to automatically restart based on a specific set schedule.
» Anvil Game Studios Official servers will be set to restart daily improving game responsiveness.

● Game servers will now automatically relaunch themselves following an unexpected crash.

● Players that join game servers not running optimally will be warned that their gameplay experience is consequently being impacted.
» Game servers running below 60 FPS will result in delayed melee combat, shooting and interactions irrespective of the player's ping.

Gameplay - Cavalry
● Increased the volume of horse-related sounds. You can still control this through a specific audio slider from the game’s settings.

● Reduced the number of cavalry units available on Grassy Plains 1 whilst playing on the Army Battlefield game mode to 2 Hussars and 2 Cuirassiers or Dragoons per faction.

● Players can now rebind the mount and dismount key from the key bind settings.

Gameplay - Game Modes & Maps
● Multiple changes targeting balance on Fort Salettes when playing on the Army Battlefield game mode.
» Introduced an additional entry point to the left of the fort.
» Factions now spawn to either side of the fortification and must make their way to the fort where the battle ensues. One faction no longer spawns inside the fort when the Army Battlefield game mode is playing.

● Multiple changes targeting balance on Fort Salettes when playing on the Army Siege game mode.
» Increased the health points for the fort doors leading to Fort Salettes allowing the defenders more time to mount their defence.
» Ladders on Fort Salettes must now be carried and raised adjacent to its walls. You’ll no longer find them pre-placed.

Gameplay - Sappers
● Countdown timers leading to a barrel’s explosion now also show if you ignite a barrel belonging to the enemy faction.

● The health indicator for the player-built chair that you’re sitting on while playing with the Sapper class no longer shows. It was rather intrusive and obstructed visibility for the fellow enjoying a moment of respite.

Bug Fixes
● Solved an issue where the ‘Leaderboard Standing’ user interface still continued to show even if the player didn’t participate in the round.

● Increase the reliability for rank retrieval showing your standing in the leaderboards after the match ends.

● Solved an issue where a continuous ticking audio cue could sometimes be heard during the end of match screen.

● Solved multiple instances where the count-down timer informing players when they’ll spawn was showing incorrectly.

● Solved an issue where the server’s player count shown in the lobby would reset back to zero for a few seconds when the game server changes the map.

● Solved an issue with the Portuguese translation showing in German when hovering on traits and abilities.

● Solved an issue where sometimes players weren’t able to sit on chairs built by the Sapper class.

● Solved an issue where sometimes the player would fall through the terrain when killed by an enemy on horseback.

● Solved an issue with incorrect sounds being played when a player hits the terrain with a melee weapon.

● Solved an issue where sword strikes from dismounted cavalrymen can sometimes be invisible for other players.

● Solved an issue where sometimes warning indicators would continuously flash.

● Solved an issue where names wouldn’t show when the player is moving a field gun.

● Solved an issue where if you’re playing a tune with a musician and opt to spawn with another musician class, the music menu will open upon clicking on the spawn button.

● Solved an issue with Army Siege and Army Conquest capture point indicators not scaling correctly.

● Solved an issue where players would die a slow painful death if they stood atop a small campfire.

● Solved an issue with the health indicators for player-built defences resetting to a random value.

● Solved an issue with weather transitions not correctly resetting when a map changes.

● Solved an issue where voice-acted Prussian cheers, shouts, insults and commands would sometimes cut-off.

● Solved an issue where players could get stuck on map load if the server goes offline when the player is loading.

● Solved an issue where a small number of reinforcements still continued to show even if the respective faction was out of reinforcements.

● Solved an issue where the melee combat indicator continued to show when sitting on chairs, carrying rockets or moving field guns.

● Solved an issue where the melee combat indicator continued to show when auto-joining a round.

● Solved an issue where the melee combat indicator appeared to flash and constantly switch between block and strike states irrespective of the player’s movement.

● Solved an issue where score gathered from killing cavalry units wouldn’t contribute towards bettering the player’s leaderboard standing or soldier rank.

● Solved an issue where the ‘Ambience’ slider would also raise or lower the volume of tunes played by the musician class.
» Musician tunes can now be separately controlled through the ‘Musician Song’ audio slider.

Quality of Life
● Players will now display a hint next to the mini map for the first minute after they join the round informing them that they can mute other players by pressing the ‘P’ key.
» You can disable this hint through the game options - ‘General Hints’.

Graphical
● Solved multiple issues with texture parallax mapping for buildings present on Desert Ruins.

Public BETA V1 - Changelog
● Should you wish to view the changelog for the first BETA release, you can do so below. These changes will also make their way to Game Version 0.41's release.

https://steamcommunity.com/games/589290/announcements/detail/3453632564275532841


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




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

- Anvil Game Studios


I stand against Racism, Bigotry and Bullying

Offline Asid

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Re: Holdfast: Nations At War
« Reply #121 on: January 31, 2020, 12:12:01 AM »
Update Released. Game Polish
Thu, 30 January 2020




Holdfast: Nations At War has been updated! Following the release of consecutive major content updates during the past year featuring rocket artillery, the 50-Gun Frigate, player-built defences, leader boards and the much-anticipated introduction of cavalry units, it is now due time to place our focus towards game polish.

Due to the unprecedented number of changes tackling all fronts, we’ll be going straight to the change log in this blog post. Should you face any issues whilst playing, please do report them to us on Discord and we'll be sure to see to it.

Holdfast Community Discord - #bug-reports
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



Come have a read for all that you’ll find in this release.





Changelog 47 - Game Version 0.41.7333.32655

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.
» Toggling off horse-related effects will also disable audio related to horse movement. We want to look into this in a future update.

● 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.

● Players that join game servers not running optimally will be warned that their gameplay experience is consequently being impacted.
» Game servers running below 60 FPS will result in delayed melee combat, shooting and interactions irrespective of the player's ping.

● 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.

● Introduced functionality allowing servers to automatically restart based on a specific set schedule.
» Anvil Game Studios Official servers will be set to restart daily improving game responsiveness.
» You can find more information detailing this system's use below.
» Documentation - Holdfast Automated Shutdown Systems

● Game servers will now automatically relaunch themselves following an unexpected crash.

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
● 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.

● Increased the volume of horse-related sounds. Pay attention to your surroundings and take action before you find yourself killed.
» You can control horse-related audio through a slider from the game’s settings.

● Players can now rebind the mount and dismount key from the key bind settings.

● 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.

● Reduced the number of cavalry units available on Grassy Plains 1 whilst playing on the Army Battlefield game mode to 2 Hussars and 2 Cuirassiers or Dragoons per faction.

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.

● Musicians are now able to see line markers set by Infantry Officer so they can better follow manoeuvres by those in the rank and file.

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.

● Flagbearers are now able to see line markers set by Infantry Officer so they can better follow manoeuvres by those in the rank and file.

● Introduced a hint instructing players how to equip their flag when playing as a flag bearer.
» Press ‘3’ to equip your flag

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 - Sappers
● Countdown timers leading to a barrel’s explosion now also show if you ignite a barrel belonging to the enemy faction.

● The health indicator for the player-built chair that you’re sitting on while playing with the Sapper class no longer shows. It was rather intrusive and obstructed visibility for the fellow enjoying a moment of respite.

● 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.

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

● Multiple changes targeting balance on Fort Salettes when playing on the Army Battlefield game mode.
» Introduced an additional entry point to the left of the fort.
» Factions now spawn to either side of the fortification and must make their way to the fort where the battle ensues. One faction no longer spawns inside the fort when the Army Battlefield game mode is playing.

● Multiple changes targeting balance on Fort Salettes when playing on the Army Siege game mode.
» Increased the health points for the fort doors leading to Fort Salettes allowing the defenders more time to mount their defence.
» Ladders on Fort Salettes must now be carried and raised adjacent to its walls. You’ll no longer find them pre-placed.

● 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.

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

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

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

● 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

Gameplay - Soldier Rank
● Redesigned the end of match user interface to feature your soldier rank advancement instead of the leaderboard standing.
» Score you've gathered during a round with a specific class will accumulate and contribute towards advancing your soldier's rank.
» Unique medals are awarded every 5th level.

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.

● Players will now display a hint next to the mini map for the first minute after they join the round informing them that they can mute other players by pressing the ‘P’ key.
» You can disable this hint through the game options - ‘General Hints’.

● 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 an issue where the ‘Soldier Rank' user interface still continued to show even if the player didn’t participate in the round in the end of match screen.

● Increased the reliability for rank retrieval showing your soldier rank after the match ends.

● Solved an issue where a continuous ticking audio cue could sometimes be heard during the end of match screen.

● Solved multiple instances where the count-down timer informing players when they’ll spawn was showing incorrectly.

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

● Solved an issue with the Portuguese translation showing in German when hovering on traits and abilities.

● Solved an issue where sometimes players weren’t able to sit on chairs built by the Sapper class.

● Solved an issue where sword strikes from dismounted cavalrymen can sometimes be invisible for other players.

● Solved an issue where names wouldn’t show when the player is moving a field gun.

● Solved an issue where if you’re playing a tune with a musician and opt to spawn with another musician class, the music menu will open upon clicking on the spawn button.

● Solved an issue where players would die a slow painful death if they stood atop a small campfire.

● Solved an issue with the health indicators for player-built defences resetting to a random value.

● Solved an issue where voice-acted Prussian cheers, shouts, insults and commands would sometimes cut-off.

● Solved an issue where players could get stuck on map load if the server goes offline when the player is loading.

● Solved an issue where a small number of reinforcements still continued to show even if the respective faction was out of reinforcements.

● Solved an issue where score gathered from killing cavalry units wouldn’t contribute towards bettering the player’s leaderboard standing or soldier rank.

● Solved an issue where the ‘Ambience’ slider would also raise or lower the volume of tunes played by the musician class.
» Musician tunes can now be separately controlled through the ‘Musician Song’ audio slider.

● Solved an issue which caused fire cool down timers for swivel guns and mortars not to show when playing on the Naval Battlefield, Naval Assault or Coastal Siege game modes.

● Renamed the 'Officer Reinforce Indicator' setting to 'Officer Reinforce Marker' to prevent it from clipping in the interface.

Graphical
● Adjusted the visibility of horse dust particles.

● Solved multiple issues with texture parallax mapping for buildings present on Desert Ruins.


Certainly do look forward to what we have up next in store for all of you fine folk. It's going to be brilliant.

Once again we thank you 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 #122 on: March 06, 2020, 02:48:33 PM »
Russian Empire! Version 1.0 Now Available
Thu, 5 March 2020




Urrah for the Tsar! Equip musket in hand and sound the marching drums of battle as Holdfast: Nations At War sees its Version 1.0 release out of Early Access with the ever so glorious introduction of the mighty Russian Empire.




Celebrating the rather remarkable feat after more than two years of ongoing development, there’s plenty more we have to show for in this release… and we’re not done just yet! We will continue supporting Holdfast and its community with additional features, improvements towards existing mechanics followed by the delivery of our tools to the players to create their own content.


Urrahh! The Russian Empire

Stand shoulder to shoulder and fire devastating volleys in smoke-filled Napoleonic field battles as another nation joins the war. Fight for the glory of the Tsar and defend your homeland from the onslaught of the French invader as cries of Urahhh!! arise from those brave few men charging forward firmly holding a bayoneted musket in hand.

Patriotic, brave and honourable. We captured this with period-accurate uniforms, melee weapons and firearms for all 15 classes, a masterful composition of the tune played when the empire sees a victory, 7 marching tunes for both fifers and drummers along with a massive selection of Russian voice-acted orders, cheers, insults, shouts, calls and warcries.

Regiments of The Russian Empire
● Infantry Officer - Mogilev Infantry Regiment
● Line Infantry - Mogilev Infantry Regiment
● Line Infantry (Interior) - Interior Guard Battalion
● Grenadier - Pavlovsk Grenadiers
● Guard - Semyonovsky Regiment
● Light Infantry - 24th Jaegers
● Flag Bearer - Mogilev Infantry Regiment
● Drummer - Mogilev Infantry Regiment
● Fifer - Mogilev Infantry Regiment
● Surgeon - Surgeon Corps
● Sapper - 2nd Pioneer Regiment
● Carpenter - 2nd Pioneer Regiment
● Cannoneer - Foot Artillery
● Hussar - Akhtyrka Hussars
● Cuirassier - Military Order Cuirassiers





Seasonal Leaderboards & Medals

Honourably compete to better your standing in the class-based seasonal leaderboards! You will find yourself in the hall of fame should you be successful in retaining your standing with the top 5 of your preferred class once a quarterly season comes to an end.

Decorated medals will be awarded to enlisted veterans going above the 50th soldier rank - It’ll truly be a rare sight to behold! Those that achieve this great deed have our deepest respect for their dedication.



Loyalist Edition. Support Us

A package for those who wish to go the extra mile and support the development team. Gather access to splendid cosmetic overrides for officer swords, a special medal showing your loyalty to the cause, the ability to ride into battle on a white steed exclusive only to loyalists, soundtracks, artwork and more!

It is the community which has brought Holdfast to where it is today and for that, you have our sincere thanks and everlasting gratitude. Your kind generosity will be put to good use and bring this genre of musket warfare games which all of us are fond of in the limelight.

Holdfast: Nations At War - Loyalist Edition Upgrade



Affirm your loyalty to the cause and assist the developers of Holdfast: Nations At War with
£7.19

https://store.steampowered.com/app/1243770/Holdfast_Nations_At_War__Loyalist_Edition_Upgrade/

Downloadable content doesn’t and never will impact gameplay.



Early Access Followers. Thank You!

You’ll also find a small reward from us serving as a show of appreciation for all those good folks that showed us their support during Early Access! Surgeons, Carpenters, Sappers and Infantry Officers will come equipped with additional unique weaponry that are ever so slightly better than doing the notorious deed with your bare fists.

These classes already come equipped with better weaponry making for a brilliant sight to witness should you show your might and mettle by bringing an end to your opponent with these shorthanded tools of war.

Weaponry
● Surgeon - Knife
● Carpenter - 1H Axe
● Sapper - 1H Adze
● Infantry Officer - Dirk



What’s Next? A Brief Rundown

You may find yourself asking the age-old question if we’ll continue supporting the game and rightly so! The answer to this, of course, is an astounding yes. Holdfast is a labour of love for everyone here in the team and we take great pleasure in continuing to provide the community with new content and features which are sure to bring about much excitement and revel.

Our roots are intertwined with the modding scene - That’s where the good majority of the team kickstarted their careers from bringing Holdfast to where it is today! One of our commitments following the game’s Version 1.0 release is to provide the community with a set of tools to design and develop their own modifications. A feature-full map editor, the ability to replace uniforms for existing classes, equipment and more.

Holdfast: Nations At War will continue to receive updates targeting game balance, improvements on existing mechanics, quality of life additions as well as new features.

Feature Rundown
● Design and create your own content through modding support.
● New maps varying in style and play. Playable across game modes on land or on sea.
● Devise a system to allow players to vote for the next map.
● Changes targeting game balance.
● Improvements on existing features including melee combat.
● More tools to further facilitate the administration of Linebattle events. A staple of Holdfast!



Community. Join The Discord!

Looking for a good bunch of fellows to play 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 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 clan specific discussion ensues. We look forward to seeing you there!

discord.gg/holdfastgame




There’s plenty more to look out for in this major update! Additions focused towards gameplay balance, quality of life improvements, tools to facilitate the administration of events, bug fixes and more.

Take a look at the changelog for all the details.



Changelog 49 - Game Version 1.0.7366.29614

Game Version
● Holdfast: NaW Version 1.0. Game is out of Early Access!

New Features
● Urahh for the Tsar! Russian Empire. Stand shoulder to shoulder and fire devastating volleys in smoke-filled Napoleonic field battles as another nation joins the war.
» New period-accurate uniforms portraying the Russian Empire in all its glory.
» New melee weapons and firearms representative of the Russian Empire.
» A masterful composition of the tune played when the empire sees a victory.
» 7 marching tunes for both fifers and drummers.
» Along with a massive selection of Russian voice-acted orders, cheers, insults, shouts, calls and warcries.

● Seasonal Leaderboards. Honourably compete to better your standing in the class-based seasonal leaderboards!
» You will find yourself in the hall of fame should you be successful in retaining your standing with the top 5 of your preferred class once a quarterly season comes to an end.

● Decorated Soldier Medals. Decorated medals will be awarded to enlisted veterans going above the 50th soldier rank with a particular class.

● Multiple Fronts! The main menu background scene was redesigned to encompass the notion of the fight on multiple fronts.

● Surgeons, Carpenters, Sappers and Infantry Officers will come equipped with additional unique weaponry that are ever so slightly better than doing the notorious deed with your bare fists.
» Surgeon - Knife
» Carpenter - 1H Axe
» Sapper - 1H Adze
» Infantry Officer - Dirk

● Steam Collectables. Collectable Steam cards, emoticons, badges and wallpapers.

● Discord Rich Presence. Join the game directly through Discord, invite friends to join your match, view who’s playing on which server and more!

Loyalist Edition
● A package for those who wish to go the extra mile and support the development team. Gather access to splendid cosmetic overrides for officer swords, a special medal showing your loyalty to the cause, the ability to ride into battle on a white steed exclusive only to loyalists, soundtracks, artwork and more!
» Downloadable content doesn’t and never will impact gameplay.
» Holdfast Nations: At War - Loyalist (Supporter) Edition

Gameplay - Cavalry
● Reduced the damage dealt by trampling to enemy infantryman. This will total to a maximum of 40 damage per hit ensuring that the infantryman doesn’t die within a single strike unless the player’s health points have been previously diminished.

● Solved an issue with trampling hits occurring before the cavalrymen reaches the player.

● Cavalrymen are now required to be more accurate with their swords when striking at another player from horseback.

● Multiple maps have received iterations to balance the number of available cavalry units.

Gameplay - Command
● Infantry Officers now provide a damage reduction from firearms to those good men in the Rank & File when the ‘Charge’ order is given.
» You’ll find fewer losses occurring should you attempt to charge an entrenched enemy.

Gameplay - Carpenters
● Carpenters are now able to kill horses with a single strike when wielding a 2H Axe.

Gameplay - Support
● Players being supported with abilities from the Musician, Flagbearer and Guard classes will now be displayed in purple on the minimap.
» This serves as an indication that you’re buffing another whilst playing with these classes.

● Surgeons are now able to receive the firearm damage reduction bonus provided by Guardsman so they don’t instantly face their demise when healing a line.

● You will no longer display the melee indicator when healing another player.

● Sappers now have a dedicated chat channel to communicate in.

Gameplay - Skirmishers
● Renamed the Rifleman chat channel to Skirmishers. Light Infantry units now also have access to this channel.

Gameplay - Melee Combat
● You will now receive score and experience for blocking an enemy player’s melee strike.

Gameplay - Soldier Experience
● Experience gathered during a match contributing towards bettering your soldier’s rank, will be displayed on-screen come to this update.

Gameplay - Achievements
● Reduced the ‘Sharpe Shooter’ achievement’s kill distance requirement to 75 meters.

● Reduced the ‘Chosen man’ achievement’s kill distance requirement to 50 meters.

Gameplay - Army Siege
● Fort Christina no longer features cavalry when played on Army Siege in order to allow defenders a chance to construct defences around the perimeter of the wooden fortification.
» Increased the number of available Sappers for the defenders.

Quality of Life
● You can now toggle VoIP on and off with a singular click of a button. Press the ‘K’ key to do so as you deem it necessary.

● You now have the option to collectively mute micspammers from the Round Players ‘P’ menu.
» Administrators are provided with the function to tag someone for doing the deed.

● You will now continue to autorun when opening the Round Players ‘P’ menu. Should you find the need to mute another player, this will no longer disrupt your play.

● The Round Players ‘P’ menu now scales dynamically providing players with a cleaner more intuitive interface.

● Factions are now being randomised rather than predefined per map rotation. Maps which were specifically playable only with certain nations can now also be played by others.

● Reduced the audio volume of the main menu theme. You can now safely listen to this beautiful composition once more without worrying about your well-being.

● Prevented the message displayed upon joining a public event server from appearing after each and every time a new round starts. This will instead only become visible once upon joining the server.

● Players that disconnect from a server are now taken directly to the server browser rather than the main menu screen.

● You will no longer needlessly load the next map before being disconnected after the daily scheduled server restart ensues.

Freeroam & Cinematic Camera
● You can now assign a hotkey through the game’s settings to toggle between the cinematic and freeroam cameras.

● You’ll now find that moving the camera around using the arrow keys while in cinematic mode significantly smoother.

● Introduced a slider in the game’s options allowing you to adjust the depth of field. Perfectly capture those cinematic shots.

● Smoothened the zooming of the camera through the scroll wheel when in freecam.

● Introduced multiple advanced settings accessible through the game’s options menu in order to provide greater control over the cinematic camera.

Server Administration
● Server administrators are now provided with the option to input a welcome message that gets displayed in the player’s chat upon joining the server.
» Input the following command in the server configuration file: server_welcome_message MyMessage

● Server administrators are now able to limit the number of lives for the defenders on the Coastal Siege or Army Siege game modes.
» Input the following command per map rotation: max_player_respawn <no.>

● Server administrators are now able to randomise factions on all game modes.
» Input the following command per map rotation: faction_randomiser both/attacker/defender

● Server administrators are now able to log administrative actions directly on Discord through web-hooks. We’re sure that this will come in most handy when coordinating administrative tasks during events!
» Input the following commands in the server configuration file:
» » discord_webhook_warning_tag_admin <@!ID> | <@!ID>
» » discord_webhook_warning_id <webhookID>
» » discord_webhook_warning_token <webhookToken>
» » discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
» » discord_webhook_banmute_id <webhookID>
» » discord_webhook_banmute_token <webhookToken>

● Server administrators are now able to define a reason for bans, kicks and mutes.

● Players kicked from a server by an administrator will now have the reason displayed.

● Server administrators can now configure pre-sets for administrator private messages. Configure these to ensure event hosts have easy access to messages they can issue to players for the most common rule breaks. They’ll surely thank you for it.
» Input the following commands per map rotation: admin_action_preset_reason <title>|<message>

● Server administrators can now use ‘CTRL + ENTER’ as a shortcut to confirm an administrative action instead of pressing the ‘Yes’ button.

● Server administrators can now set up a series of event rules that get displayed on screen when the player joins the round with a specific class. Refer to our Wiki for more information as this new function also supports rich text for greater configurability.
» Input the following command per map rotation: server_round_rule <class1>,<class2>|<message>

● Game servers now monitor changes to the muted and banned players file saving you the hassle of having to manually reload the file through rc commands each and every time a change is performed.

Bug Fixes
● Solved an issue which caused players to get stuck on map load after a server initiates a daily scheduled shutdown.

● Solved an issue where a game server could appear twice in the browser when refreshing the list.

● Solved an issue with the spyglass stretching out on 21:9 and 21:10 aspect ratios.

● Solved an issue where the ‘Sight The Barn’ achievement wasn’t being correctly awarded to the players.

● Solved an issue where the ‘Strike’ achievement wasn’t correctly tracking consecutive kills with a cannon.

● Solved an issue with the ‘Explosives Specialist’ achievement, not including kills from rocket artillery pieces.

● Solved an exception which occurred when a player joins a server directly from a friend through Steam.

● Solved an issue where players could farm experience with the carpenter class by hitting palisade walls in Fort Salettes or Camp Salamanca.

● Solved an issue with incorrect textures on one of the buildings in Desert Ruins.

● Solved an issue which caused players looking through a spyglass to continue doing so even though they just got trampled by a horse.

● Solved multiple issues with explosive barrels.

● Solved an issue which caused framerate to drop when the player was adjusting their audio.

● Solved an issue which caused players to sometimes be unable to pack a rocket launcher after it has been unpacked.

● Solved an issue which caused players to rarely get stuck on map load.

● Solved an issue where the ‘Settings’ panel would flash on the first launch.

● Solved an issue where the top bar in the Naval Assault game mode didn’t reset correctly.

● Solved an issue where the camera would rotate if the player presses the ‘C’ key whilst having the Voice ‘V’ menu open.

● Solved an issue where horses would still appear in the kill feed when stricken at even though they are unkillable when God Mode is enabled.

● Solved an issue which prevented players from spawning if a great number of spawn locations were present in a custom map.

● Solved an issue which caused players to be unable to load the smaller rocket variant if the launcher was spawned on the map through override props.

● Solved multiple exceptions that occurred on both server and client.

● Solved an issue where shrapnel from explosions was ignoring friendly fire.


Holdfast: Nations At War is finally out of Early Access! On behalf of the entire team, we would like to extend our heartfelt and sincere thanks to all of those good fellows in the community that have made this all worthwhile - It’s been a great ride.

Go forth now and charge... charge gloriously into battle! We’ll be watching the mayhem ensue from a safe distance and until next time, may good health be yours.



- Anvil Game Studios
Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Pierre


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Re: Holdfast: Nations At War
« Reply #123 on: March 22, 2020, 11:50:51 PM »
Battlefield Experience! Double XP Weekend
Fri, 20 March 2020



Holdfast: Nations At War is now embarking on the first-ever Double XP Weekend since its release out of Early Access! Join an Army Front, Naval Warfront or Melee Arena official server to gather twice the experience for all your contributions in the field of battle.

Experience gathered will go towards bettering your standing in the seasonal Class Leaderboard and advancing your Soldier’s Rank - Both of which award you with medals to show-off your honourable feats.

Soldier Rank Medals

Soldier your way through the battlefield and rise through the ranks! You’ll gather experience based on how well you did during a match. Start by picking one of the many classes to join the fray and advance through all 60 ranks.



Read on


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Re: Holdfast: Nations At War
« Reply #124 on: April 26, 2020, 02:01:40 PM »
Holdfast Modding Tools. BETA Invitation
Sat, 25 April 2020




Greetings. Even with the rather unfortunate events happening all around us, we’ve been hard at work to deliver on our promises set out after the game’s release out of Early Access - There’s plenty more in store for Holdfast: Nations At War!

One of those being a featureful SDK (Modding Tools) allowing the community to design and create their own maps alongside updates we will continue pushing to the game. The Holdfast SDK is going to be fully streamlined and integrated with Steam’s Workshop making the content you create easily accessible.

An extra step forward we’ve taken going above the scope of our roadmap will also allow you to design and create your own uniform variations for all the existing classes present in Holdfast: Nations At War! Want to sport your own regimental flag and uniform during Linebattle play? Create the modification, install it on a community server and battle with your very own unit for everyone else too see.

Creators wishing to modify uniforms require a good deal of technical expertise as they must have knowledge on how to model a character, texture, preferably optimise and skin said character based off a template we provide.

Here’s a first-hand look at one of the very first historically-inspired maps the community is bringing to fruition. The Battle of Ligny - Designed by the talented STOREY.








Developer Insight. Progress

Those wishing to know more about what the team has been up to, can see to the below. You're most welcome to join us on the Holdfast Workshop Discord and help us spread the word around among those interested.

We will be undergoing a redesign of the Holdfast Workshop Discord during the coming weeks.

https://discord.gg/zVj52hq

A Brief Rundown
● A featureful map editor.
● Over 1300 props to build scenes with. More to come in releases to follow before the SDK sees a full release.
● The ability to implement your own set of props and bring them into the game.
● The ability to customise your own terrain.
● Several tools to facilitate the creation of maps. This includes a function allowing creators to spawn with a player and move around on custom maps directly within the Unity editor. Time is precious.
● Steam Workshop integration! Upload modifications you create to the Holdfast Steam Workshop once you’re done doing your thing within the SDK.
● Multiple modifications can be loaded and specified per map rotation opening up a whole new spectrum for customisable server experiences. For instance, you can designate 3 separate modifications each containing different community-made maps on map rotation 1, 2 and 3 while on the 4th, you set the rotation to play on Sharpton.
● Installing modifications on a server is as simple as can be. Define the Steam Workshop ID of your uploaded modification or from those created by others in the server configuration file and the server will automatically download and install the modification.
● A two-click system allowing new players joining a modified server to easily subscribe and install the modifications present on a server.
● Classes can now feature multiple uniform variations representing different regiments. You will no longer see twice the Line Infantryman classes present in the spawn menu.
● Second regimental uniform variations of the 92nd Highlander, Vistula, Freikorps and Interior Guard units can now be spawned with through the Line Infantry class.
● Design and implement custom uniform variations for existing classes. Everyone in the server will be able to see your creations.
● Customise flags to sport your very own regimental banner.




Holdfast SDK BETA. Gather Access

Want to have a go at the SDK yourself or know others that do so? We’re looking at inviting a couple more individuals (10-15) with prior map or character design experience to bolster our current team of Closed-BETA testers.

Positions are limited and we will be unable to get everyone involved but you’ll surely get your chance to get your hands on them as these tools will be made available to everyone as soon as the testing is over and done with.

Let us know of your interest by filling the form below.

Submit Your Application] here[/url]




Be sure to stay tuned as we have another major update planned to undergo development after the release of the SDK.

Once again, we thank you and until next time, may good health be yours.





- Anvil Game Studios
Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Pierre


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Re: Holdfast: Nations At War
« Reply #125 on: May 29, 2020, 12:52:17 AM »
Holdfast SDK V1. Modding Tools
Thu, 28 May 2020




Holdfast: Nations At War will now be threading waters into the wonderful world of community-created modifications! It should come to no surprise that the team behind the game came from this very same background and with the release of the Holdfast SDK, we want to provide you with the tools to do the same.

In this major undertaking, we will be equipping our community with the ability to design, create and bring to life their very own maps, uniforms and flags within the game. The Holdfast SDK is fully integrated with Steam’s Workshop making the content you create easily accessible.

There are more features, changes and additions being introduced in Version 1.3. Come have a read of our latest blog post for all the details.

Read on



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Re: Holdfast: Nations At War
« Reply #126 on: June 04, 2020, 01:00:10 AM »
Game Update. Bug Fixes & Additions
Wed, 3 June 2020



Holdfast: Nations At War has been updated! In this one, we’ll be releasing quality of life additions for server hosts utilising panels to more easily support modifications, bug fixes and a few new features. Come have a read of our latest blog post for all the details.

Be sure to check out the modding tools from last week’s release if you haven’t done so already.

Game Update - Holdfast SDK V1. Modding Tools

Community. Join The Discord!

Looking for a good bunch of fellows to play 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 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 clan specific discussion ensues. We look forward to seeing you there!

discord.gg/holdfastgame






Changelog 53 - Game Version 1.4.7458.30800

New Features
● Introduced a command allowing server administrators to enable shooting on the Melee Arena game mode. Do note that artillery, weapon racks and other interactable objects don’t reset between rounds.
» Input the following command in the server configuration file per map rotation to enable shooting whilst playing the Melee Arena game mode:
» » rc set meleeArenaAllowShooting true or false

Bug Fixes
● Solved an issue with the Game Objective Interactable Object missing interaction timer UI when pressing the hold button.

● Solved an issue with the Game Objective Interactable Object were the configured hold timer was not functioning as intended if the object was placed on a map through the Holdfast SDK.

● Solved an issue with the Game Objective Interactable Object ending the round twice.

● Solved another instance which caused players to get stuck on map load when switching from the Naval Assault to the Coastal Siege game mode.

● Solved an issue where the main menu user interface would disappear if a server shuts down while you’re downloading modifications then attempt to connect to it.

● Solved an issue with rock props being no longer present on Lamarsh Fen.

● Attempted fixed towards an infrequent issue which causes recurring kills to appear in the kill feed.

● Solved an issue with mortars, rockets and shrapnel from round shot dealing less damage than intended. This was only present whilst playing the hardcore game type.

● Solved an issue with several lake props placed through the Holdfast SDK appearing in white.

● Solved an issue with one of the door props placed through the Holdfast SDK flipping endlessly when interacted with.

● Solved an issue with Coastal Siege not working as intended when loading the game mode using a modded map.

● Solved an issue with the ocean being invisible when building a naval scene using the scene creator.

● Solved an issue with the Rocketeer’s scabbard appearing incorrectly.

● Solved an issue with the French Captain’s head being detached from his shoulder. The poor fellow has already seen enough of that during the revolution.

Server Administration
● Introduced new functionality allowing server providers to side-load modifications. These new commands can also be set to prevent the game server from automatically downloading modifications through the Holdfast Workshop prior to launching.
» Input the following command prior to launching a server to prevent the game server from downloading modifications through the Holdfast Workshop.
» » -no-workshop
» Input the following command prior to launching a server to define a path where the side-loaded modifications are to be placed.
» » -sideloadModDataPath <File Path>

We cannot wait to show you what's next in store for Holdfast: Nations At War! Stay tuned for yet another major update to follow after this release.

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



- Anvil Game Studios
Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Harper



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Re: Holdfast: Nations At War
« Reply #127 on: June 27, 2020, 12:59:45 AM »
Game Update. Naval Warfront Fixes
Fri, 26 June 2020




Holdfast: Nations At War has been updated. We’ll be pushing a few fixes in this one solving the good majority of issues present with spawning on the Naval Battlefield and Coastal Siege game modes.

Battles in Holdfast: Nations At War stretch on both land, sea as well as the coast! Join any of the Naval Warfront servers to partake in sailing ships from the golden age of sail or embark on assaults in an attempt to capture coastal fortifications.

Keep a look out for yet another blog post releasing tonight hinting at what’s next to come.


Changelog 54 - Game Version 1.5.7481.35438

Bug Fixes
● Solved an issue which sometimes prevented players from spawning on the Coastal Siege mode.

● Solved an issue which sometimes caused spawns on the Coastal Siege game mode to disappear from the spawn menu preventing new players from spawning.

● Solved an issue which sometimes caused ships on the Naval Warfront game mode to continue being visible in the spawn menu after they sunk.




- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Harper



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Re: Holdfast: Nations At War
« Reply #128 on: June 27, 2020, 01:13:42 AM »
Summer Sale! Holdfast Is Now 50% Off
Fri, 26 June 2020



Fight for Emperor or King! Stand shoulder to shoulder and hold your ground with a musket in hand as Holdfast: Nations At War is now 50% Off for the duration of Steam’s Summer Sale. Join the community to participate in organised events.

Help us spread the word around about the sale to bring this growing 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.




What’s To Come? Major Update

Where to start from? We’ve been keeping ourselves extremely busy, to say the least. First and foremost, a patch to tackle issues present with spawning on the Coastal Siege game mode made was released just a few hours back so you can once again fully enjoy everything Holdfast: Nations At War has to offer.

Now that it’s over and done with, an update which has the entire team excited will be making its way to the game. What’s better yet is that we won’t have to keep you waiting for long till you can get your hands on it! The upcoming major content update will be seeing a release within the next few weeks.

Until then, we’ll leave you all with a very small sneak peek of what’s to come in this update - The Regimental Registry. Be sure to stay tuned. It’s going to be a damn good one.




Community Spotlight

Capturing some of the best moments in the game, !Cr3 - a fellow member of the community, truly has a knack for it. Here are but a few of the shots he’s taken that we thought you would enjoy. They have also been featured in a variety of our blog posts.

It’s always a great pleasure seeing these crop up on the Discord’s media channel. If you have some that you’d like to share with us, you’re most welcome to do so.
















Community. Join The Discord!

Looking for a good bunch of fellows to play 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 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 clan specific discussion ensues. We look forward to seeing you there!

https://discord.com/invite/holdfastgame





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




- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Harper



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Re: Holdfast: Nations At War
« Reply #129 on: July 04, 2020, 02:01:31 AM »
Major Update. Shoulder Arms! Forward Positions
Fri, 3 July 2020



Holdfast as one of the largest content updates to date has just been released! March with your arms shouldered alongside other fellows in the ranks, salute officers or proclaim your surrender through roleplay gestures, a regimental registry for in-game clans to thrive and proposer, call for reinforcements allowing others to spawn on your location, detachable bayonets and so much more.

Celebrating this release, you can gather Holdfast: Nations At War at 50% Off for the remaining duration of Steam’s Summer Sale. Help us spread the word around about the sale to bring this growing 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.

Steam sale
-50%   £14.99   £7.49


There’s plenty to go through in this major content update release! Hang in there for a short while longer as we contain our excitement before letting you know of all the details.




Shoulder Arms! Marching Onwards

Shoulder your arms and march onwards with musket in hand! Napoleonic formations are a glorious sight to behold and now more so than ever with this latest addition. A new set of animations will hold your musket upright and proper when in firing mode.

Consisting of well over 70 new animations and amendments to existing ones for the character to walk, run and transition through different stances more soldierly, it was certainly quite the substantial task to behold. Nevertheless, it was damn well worth the effort.

Shoulder Arms - March










Many requests were received from those within the community wanting to look better whilst playing as one of the most popular support roles - The Flag Bearer class. We, of course, couldn’t agree more. As you parade your faction’s colours to bolster morale in the ranks, your flag will be held upright in true Napoleonic fashion.Many requests were received from those within the community wanting to look better whilst playing as one of the most popular support roles - The Flag Bearer class. We, of course, couldn’t agree more. As you parade your faction’s colours to bolster morale in the ranks, your flag will be held upright in true Napoleonic fashion.Many requests were received from those within the community wanting to look better whilst playing as one of the most popular support roles - The Flag Bearer class. We, of course, couldn’t agree more. As you parade your faction’s colours to bolster morale in the ranks, your flag will be held upright in true Napoleonic fashion.

Read on....






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Re: Holdfast: Nations At War
« Reply #130 on: July 16, 2020, 12:04:14 AM »
Game Update. Bug Fixes & Additions
Wed, 15 July 2020



Holdfast: Nations At War has been updated! Shortly after the release of the recently introduced major content update bringing with it a whole slew of gameplay-focused additions, we’ll be pushing forward bug fixes amongst other features targeting quality of life much requested by the community.

Come have a read of our blog post for all changes involving the regiment registry, forward positions, melee combat, crouching transitions and more.

Community. Join The Discord!

Looking for a good bunch of fellows to play 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 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 clan specific discussion ensues. We look forward to seeing you there!

discord.gg/holdfastgame





Take a look at the changelog for all the details.




Changelog 56 - Game Version 1.7.7501.29734


Forward Positions

● Infantry Officers are now disallowed from placing forward positions nearby base spawns.
» Players that attempt to do so will receive a message informing them of the fact.

● Infantry Officers are now duly informed when their forward position runs out of reinforcements or gets destroyed.

● You should now find it easier to hit forward positions with melee weapons. Their hitbox has been slightly increased.

● Forward positions are now destroyed on death rather than when the Infantry Officer respawns.

● You can no longer place forward positions while jumping or falling.

● You can no longer place forward positions while mounted on horseback.

● Solved an issue where the player’s camera could sometimes clip with forward positions.

● Solved an issue which was causing the ‘Reinforce’ ability cooldown to carry over and persist between rounds.

● Solved an issue which sometimes caused a forward position to get immediately destroyed after the ability was used.

● Reinforce order is now being greyed out in the spawn menu if the abilities’ use is restricted through the server configuration file.


Regiment Registry & Banners

● Introduced additional functionality allowing players to search for a member within the registry. You’ll also find the same feature present in the recruit’s panel to accept or deny new applicants.

● Members of the same regiment can now display one another’s Steam profile to stay in touch with one another.

● Regiment leaders and moderators can now view a prospective applicant’s Steam profile in the recruits panel.

● Slightly adjusted the positions for in-game banners and player names.

● Performed multiple optimisations for a smoother experience when navigating through the Regiment Registry.

● Solved an issue which was causing regiment to no longer function if the regiment changed their tag.

● Solved an issue which sometimes caused regimental banners not to display in the game.

● Solved an issue which sometimes caused the ‘Leaders’ column in the Regiment Browser to remain stuck in a loading state after closing the Regiment View.

● Solved an issue which caused regiments having over 100 enlisted from showing history and player names within the Regiment Registry.

● Solved an issue which caused regiments in the registry to no longer function if all ranks were removed.

● You are now required to input a minimum number of characters in the regiment name and tag fields prior to registering your regiment.

● Solved an issue which caused the recruit panel to no longer function if there were new recruits waiting to be accepted and a regiment changed their tag.

● Solved an issue which caused the recruit panel to no longer function if a player with an invalid Steam profile submitted an application to a regiment.

● Introduced further instruction informing leaders and moderators of a specific regiment how to troubleshoot issues when messages related to insufficient permissions are displayed.

● Included ‘Greece’ to the list of available regions selectable through the Regiment Registry.

● Removed multiple logs being outputted for debugging purposes related to the banner system from the F2 console.


Game Chat

● Regiments now have a dedicated channel to communicate in whilst playing the game.
» All > Team > Class > Regiment > Recruit > Admin

● Harmonised the colours of all the class-specific chat channels.

● Renamed the ‘Skirmishers’ chat channel to ‘Skirmish’.

● Infantry Officers are no longer able to see the class-specific ‘Cavalry’ chat.


Bayonet Attaching & Detaching

● Solved an issue where other players could sometimes be seen repeating the attaching or detaching animation.

● Solved an issue where other players could sometimes be seen striking with a musket without a bayonet attached.

● Solved an issue with playing gestures then attaching or detaching a bayonet. This would cause the bayonet to display outside its intended position.

● Removed multiple logs being outputted for debugging purposes related to the bayonet attaching and detaching mechanic from the F2 console.


Kicking & Knockbacks

● Solved an issue where players kicked while abord naval vessels resulted in them being castaway a distance afar. Wilson!!

● Solved an issue which sometimes caused a player to get kicked a shorter distance than intended.

● Reduced instances for an issue which was sometimes causing a player to not get knock-backed after they got kicked and where colliding with another.

● Solved an issue which occurred when a player was kicked whilst carrying an object. The carriable object would be dropped to the ground while another remains in the player’s hands.

● Solved an issue where a player kept viewing the spyglass after they got kicked.

● Solved an issue with kills through kicks being represented with an incorrect icon in the death screen.


Melee Combat & Controller

● Players are now able to more quickly switch between combat and shoulder arm stances.

● Players are now provided with more leeway to drag an attack after releasing or holding a strike.

● Solved an instance which was at times causing players to get stuck holding a strike.

● Solved an instance where sometimes a strike dealt twice the intended damage.

● Solved an issue which sometimes prevented players from going into melee mode if they found themselves killed whilst holding a strike then respawned.

● You can now kick whilst equipping a 2H Axe or Sledgehammer.

● Solved an issue with the 2H Axe idle animation stance.

● Solved an issue where the 2H Axe running animations were not displaying as intended.

● Slightly reduced movement speed for when holding or releasing a strike whilst wielding a sword.

● Slightly increased the melee strike release timer for swords. This allows some more leeway to determine and block the attack.


Shooting & Firearms

● Players are now able to more quickly go in and out of the crouching stance.

● Slightly increased the range of kill-shots by auxiliary pistols.

● Solved an issue which was somethings causing other players to be seen firing their musket before the aiming animation fully completes.

● Solved an issue which very rarely caused a player to load a blank round resulting in a non-lethal shot from a firearm.

● Solved an issue which sometimes caused players to get stuck while reloading a firearm.

● Solved an issue with the firearm trajectories command outputting an error when switching the round.


Cavalry Units

● Solved issues related to sound for cavalry units and their movement.

● Solved an occurrence which was causing horses to de-spawn when a player from the enemy team mounts them.

● Solved an issue where allied faction players could kill a horse that you’ve captured from the enemies’ team using a swivel gun while mounting it.


Roleplay Gestures

● Solved an issue which allowed players to play a gesture while interacting with cannons, ladders, the ship’s wheel amongst others.

● Solved an issue which allowed players to play gestures while equipping an un-intended weapon.

● Players are now displayed with information as to why they are unable to play a gesture when they hover on the pictogram.
» Must Be Standing
» On Cooldown
» Gesture Already Playing


Achievements

● Solved an issue with the ‘Gifted Surgeon’ achievement.

● Reworded the ‘Strike’ achievement.


Custom Server Panel

● Default server address has been set to ‘localhost’ in the custom server panel.


Map Related

● Attackers on Fort Salettes whilst the Army Siege game mode is in play will now find an additional position to spawn on in limited numbers.

● Solved an issue with twice the sappers appearing atop one another in the main menu scene.

● Line Infantrymen in the main menu scene now have their arms shouldered upright and proper. Same goes for the Flag Bearer’s stance.

● Solved an issue with floating bushes on Snowy Plains 1.

● Solved an issue where players could get stuck behind one of the houses on Aunby Valley.

● Solved an issue which allowed players to spawn atop the bathhouse on Desert Ruins.

● Solved an issue which allowed players to spawn atop one of the barns on Dutch Canals.

● Solved an issue with one of the ladders on Desert Ruins.

● Solved an issue with one of the ruin models missing faces on Aunby Valley.

● Solved an issue with warning appearing on Tahir Desert.

● Solved an issue which allowed players to go underneath one of the bridges on Fort Salettes.

● Solved an issue with one of the capture points on Fort Christina appearing disconnected from the ground.

● Reduced the spacing between ladders on the ramp leading to Fort Salettes when playing on the Army Siege game mode.

● Solved an issue with one of the ladders on Sharpton appearing disconnected from the ground.

● Solved an issue with players being able to hide within one of the ruin models on Fort Schwarz.


Holdfast SDK

● Solved an issue with interaction door restrictions on modded maps.


Graphical

● Solved an issue with the Prussian Hussar’s cap display a white border.

● Solved an issue with the Depth of Field post-processing effect blurring our player nameplates and banners.

● Solved an issue which disabled impactful particle effects such as that of fires when the player is using the lower graphical settings.

● Beautified the area behind the dam on Aunby Valley.

● Reduced the brightness of the yellow guardhouse.


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




- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst & Harper



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Re: Holdfast: Nations At War
« Reply #131 on: September 09, 2020, 11:38:31 PM »
Major Update! Battlefields Expanded
Wed, 9 September 2020



Assemble your infantrymen and advance your cannons as Holdfast: Nations At War adds eight new battlefields to commence fire in volleys, siege formidable fortifications or charge for King and country on! Lead others into the fray as a Scottish Officer in the new High-Command DLC and so much more.

Gather the game for a price less than that of a few quality teas as Holdfast: Nations At War embarks on a two-week long sale in celebration of this release. We look forward to welcoming plenty of new good fellows within the much-beloved community.

Come ready yourself for battle on these new grounds by taking a look at what each battlefield has to offer.




8 New Battlefields!
Take your fight into snow-covered towns, engage in fierce close-quarters combat in the streets of Heartmound, topple fortified positions with artillery pieces or stand shoulder to shoulder on plains maps during organised play.

There’s plenty to look out for in these new battlegrounds.

Autumn Watch
The rolling hills and valleys that have carved their way through this small farming and mill town prove for interesting grounds to fight on. Separated by a valley river, Autumn Watch puts enemies against enemies in gruelling battles over important river crossings, useful mortar dugouts and well-covering ruins.

When fighting in this land ensure your men remain alert as the verticality differences caused by the valleys and hills will surely lend their hand in causing death from above and below…



Heartmound
Fighting on the streets of the once peaceful, now garrisoned, church town of Heartmound offers an engaging battlefield to conquer. Surrounded by a small ivy-covered brick wall a holy ground can be found. The town's church makes for the centrepiece of the battlefield and will undoubtedly see its grounds spoiled through the acts of muskets and powder.

Coordination and timed assaults against the many holdouts found in and around the town will be the key to victory on this battlefield.




Read on....



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Re: Holdfast: Nations At War
« Reply #132 on: September 13, 2020, 01:06:51 PM »
Game Update. Battlefield Additions
Fri, 11 September 2020



Right after the release of the recent major update bringing with it 8 new battlefields, roleplay gestures and a whole slew of content to dive into, we’ll be pushing another featuring multiple bug fixes along with changes targeting gameplay balance.

It’s been a delight welcoming all the new fellows joining the ranks of this much-beloved community. Thank you for your great show of support! Rest assured that you will be seeing more from us in future updates.


If you haven’t done so already, do join us on Discord. It’s a great way to stay in touch with everything that goes on in Holdfast and perhaps join one of the many game clans by looking at the #regiment-registry channel while you’re at it.

discord.gg/holdfastgame









Changelog 58 - Game Version 1.9.7559.27288


Cavalry Units

● Solved an issue where sprinting while on horseback was no longer working as intended.

● Solved an issue when striking with a sword while on horseback having an increased delay.

● Solved an issue which results in some strikes with a sword while on horseback to miss its target if you’d hit your own horse and the enemy at the same time.

● Players will now find it slightly easier to block an incoming strike from a player on horseback.


Infantry Units

● Solved an issue with the French Polish ‘Vistula’ Legion Line Infantry and Infantry Officer having a head that is smaller and therefore not particularly fitting on their shoulders. Don’t you worry, they were still sufficiently capable in the battlefield albeit this one minor mishap.

● Adjusted the claymore to better fit in the Scottish Infantry Officer’s hands.


Surgeons

● Surgeons are no longer able to heal themselves or others whilst under water.

● Surgeons are no longer able to heal themselves or others whilst carrying any object.


Drowning

● You will now take more damage the longer you stay underwater.


Naval Warfront

● Solved an issue which sometimes results in only rowboats spawning for the invaders during the Coastal Siege game mode.


Roleplay Gestures

● You may now continue to chat while doing roleplay gestures.


Game Load

● Optimised the instantiating of audio during map load to slightly improve map load times.


Game Levels

● Updated the loading screen for Grassy Plains 4 (L), Grassy Plains 5 (L) & Island Plains 1 (L).

● Solved an issue with spawns on Sacred Valley being inverted on the Army Battlefield game mode.

● Reduced the number of cavalry units on Sacred Valley to 2 per faction.

● Changed one of the rocket launchers present on Sacred Valley to face outwards and included a wooden platform indicative of where it respawns should it be destroyed.

● Solved an issue with the water texture on Sacred Valley.

● Solved an issue with one of the rocks missing faces on Autumn Watch.

● Removed cavalry units from being playable on Autumn Watch.

● Improved performance on Autumn Watch.

● Re-adjusted the conquest capture points on Autumn Watch.

● Solved an issue with players being able to fire their weapon while standing on certain rocks present in Fort Darial.

● Solved an issue with the A and B capture points on Fort Darial being inverted.

● Performed some minor optimisations on Fort Darial.

● Solved an issue where you can swim inside the cave on Marquette even though no water was visible.

● Placed more ammo boxes for artillery pieces on Marquette.

● Included some more furniture inside the houses on Marquette. However, the good majority of this furniture has been turned into firewood to combat the harsh winter.

● Sealed the well on Marquette so players can no longer get stuck inside it.

● Solved an issue with spawn points on Marquette.

● Solved multiple client-side and server-side exceptions on maps.


Server Administration

● Restructured the output of the rc shiplist and rc playerlist command and included additional functionality to them.
» rc shiplist now shows the ship names alongside their IDs.
» rc playerlist not-ingame can now be used to display a list of individuals that are connected to the server but didn’t spawn. Use this to remove players that are not partaking in an event and simply staying in freeflight or spectate.


Map Rotations

● Sacred Valley is now playable on the Official Army Front servers.

● You will now find newer maps introduced in Version 1.8 appearing more frequently on the Army Front rotation.

● Increased reinforcements for the defenders by 15 on all siege maps with the exception of Fort Darial.

● Increased reinforcements for the defenders by 60 on Fort Darial.


Until next time, may good health be yours.




- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst, Harper & Storey


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Re: Holdfast: Nations At War
« Reply #133 on: September 24, 2020, 03:09:31 PM »
Australian Official Servers. Launched!
Thu, 24 September 2020



It’s been an incredible ride during these past few days thanks to your incredible show of support! After reaching yet another all-time player peak with over 2,800 concurrent individuals, the time is ripe to continue expanding the game in different regions. Join us as Holdfast: Nations At War launches official servers in Australia.

Connect to either one of the Anvil Game Studios Official or Community servers in the region to get going. Gather experience whilst playing on an official server to better your soldier’s rank! You will be reward with medals as you progress.

Anvil Game Studios Official Servers
● Anvil Game Studios Official AUS1 - Army Front
● Anvil Game Studios Official AUS2 - Naval Warfront
● Anvil Game Studios Official AUS3 - Melee Arena



Looking for a good bunch of fellows to play with? Hop in the Holdfast (Oceanic) Discord. Enlist in a regiment and stand shoulder to shoulder as you partake in one of Holdfast’s glorious spectacles! Linebattle events where everyone is encouraged to stay true and play in formations relevant to the Napoleonic Era are organised by this community every week.

We look forward to seeing you there.

Join - Holdfast (Oceanic) Community Discord! https://discord.com/invite/RsfpS39



Rest assured that we’re doing our best to host servers in other regions complimenting that of Europe, the United States, China and now Australia.

Once again we thank you and until next time, may good health be yours.





- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst, Harper & Storey


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Re: Holdfast: Nations At War
« Reply #134 on: October 10, 2020, 02:33:16 AM »
Mapping Contest. The Battlefield Forger Commences!
Fri, 9 October 2020



Artisans! Dust off your workbenches and clean your brushes as Holdfast: Nations At War’s Battlefield Forger contest begins today.

Whether you’re well experienced with the SDK tools or not, we invite everyone to get involved and be creative.

Since the release of the Holdfast: Nations At War SDK tools back in May we’ve seen some fantastic player-made battlefields appear on the Holdfast workshop. From rolling hills and formidable defences to fiery volcanoes and fantasy realms, this side of our great community has shown to hold some real talent.

Ayer Forest By AMBLACO


Cliff Tower by Leopard


Now that fellows have had time to dip their toes in the SDK tools we’ve seen fit to host the Battlefield Forger contest for all of the community to partake in. This contest will invite you to create a new battlefield for Holdfast: Nations At War in your own vision! With first and second place having their battlefields officially added into the game along with other prizes for runners up.

Be sure to keep reading as there are a few guidelines you’ll need to follow should you wish to enter the contest.

Contest Overview & Prizes
If you’re reading this then the Battlefield Forger contest is already underway. So don’t hesitate and get involved!

The contest commenced on the 9th of October 2020 and will run respectively until the 9th of November 2020, with the winner/s being announced on the 16th of November 2020. That’s a whole month to put brush to terrain and create a new battlefield for Holdfast.

Please take a read of the contest guidelines laid out below to ensure your submission will be accepted into the contest. Should you fail to follow these guidelines you will be disqualified from the contest.



Contest Prizes
● 1st Place - Battlefield is officially added to the game, a copy of Holdfast: Nations At War - Collectors Edition along with another copy of Holdfast: Nations At War to share with your friends.

● 2nd Place - Battlefield is officially added to the game along with an additional copy of Holdfast: Nations At War to share with your friends.

● 3rd Place - A copy of Holdfast: Nations At War to share with your friends.

Contest Participation Guidelines
● You will be given until November 9th 2020 to submit your battlefield.
● You may submit a maximum of 2 battlefields to the contest.
● Your battlefields must be playable upon submission and well optimised (test before you submit).
● You may only use the in-game objects found within the SDK tool.
» Custom assets may be considered only if they are of quality and you own the copyright to them.
● You may use any ground textures you desire as they may be replaced should you win.
● You may choose any official gamemode for your map to be played on.
● You may freely work in groups should you desire.
● Your design should appropriately mimic general themes of battlefields officially in the game.
● Aim to create a well-balanced battlefield fitting to a specific gamemode.
● Your map must be a maximum of 500 x 500 in size.

Get Stuck In
Should you be new to the world of map-making or need some extra experience and tips don’t hesitate to check out the Holdfast: Nations At War SDK guide. It includes an over 100 page document detailing the use of the SDK tools along with some short informative video tutorials for those who want to get started quickly.

Take your time, there's no need to rush.

Holdfast Wiki - SDK User Guide https://wiki.holdfastgame.com/SDK_User_Guide



Entering The Contest
Obtaining the artisan role in the official Holdfast Discord is a requirement for entering the competition as it’ll allow you to submit your battlefield to the contest seamlessly. To acquire this role simply visit the #getting-started modding channel and press the reaction emoji below the post. This will assign you the artisan role and give you access to all available modding community channels including the #forger-submission channel.

Once your battlefield has been created you’ll need to submit your map via the #forger-submission channel. Be sure to include a workshop link to the battlefield and one or two images that show your battlefield in all its glory.

You may submit a maximum of two battlefields and once submitted your work is done. All you need to do from here is await judging to commence.

discord.gg/holdfastgame



Meet The Judges
Once submissions have ended the judging will commence! For a glorious competition such as this, we of course need as equally reputable fellows to judge it.

Introducing Refleax, the Producer of Holdfast: Nations At War; Rycon, the Lead Artist for the game; Harper, creator of Aunby Valley and Lamarsh Fen amongst other battlefields and last but not least Storey, the newest member of the team and creator of the most recent battlefields introduced into the game.




So what are you waiting for? Load up the SDK tools and get crafting the future of Holdfast battlefields! Should you get stuck along the way do not fear as there’s plenty of good fellows in the official Discord server who will be more than willing to assist you along the way.

If you have any questions or queries in regards to the Battlefield Forger contest don’t hesitate to privately message Harper#0410, the host of this contest, via Discord who will be ready to answer any question you should have.

We’re very excited to see what you come up with and as always, may good health be yours.





- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst, Harper & Storey


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