Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 23, 2017, 12:54:25 AM

Title: Holdfast: Nations At War
Post by: Asid on January 23, 2017, 12:54:25 AM
(https://steamcdn-a.akamaihd.net/steam/apps/589290/header.jpg?t=1583428341)

Official Site: Here (http://www.holdfastgame.com/)
Official forum: Here (http://www.holdfastgame.com/forum/index.php)
YouTube Channel:Here (https://www.youtube.com/channel/UC5tf7HNG7XI7iwitR9rTgoA)
Steam: Here (http://steamcommunity.com/sharedfiles/filedetails/?id=844303429)
Facebook: Here (https://www.facebook.com/holdfastgame)

Multi-player


Official trailer
https://youtu.be/PbprpZls3z4

About This Game

(http://anvilgamestudios.com/Greenlight/holdfastnaw_banner_napoleonicwarfare.jpg)

Holdfast: Nations At War is an online multiplayer first and third person shooter focusing on a combination of teamwork and individual skill. Take part in historic clashes on land and at sea waged by the most powerful nations during the great Napoleonic Era.


Play the way you want!
Command and crew historically accurate sailing vessels in powerful duels or within squadron operations where cooperation in running your vessels leads to victory. War at sea is an entirely different setting and these clashes will take place off the coast in a selection of beautiful arenas.

Take the King’s shilling or fight for the Emperor in glorious Napoleonic field battles. Join the ranks and keep the line steady or provide support from the rear with cannon fire as you strive for dominance over the battlefield.


Fight On Multiple Fronts

Join the Navy
Experience what it’s like to be a crew member on board a military sailing ship. Raise the sails, fire the cannons, test the water depths and cooperate to keep your vessel afloat!

(http://anvilgamestudios.com/Greenlight/holdfastnaw_banner_fightonmultiplefronts.jpg)

Enlist in the Army
Work with your comrades to storm enemy fortifications, support the fight from the rear with artillery fire or keep the line steady in open field battles and lead your men to victory!

(http://anvilgamestudios.com/Greenlight/holdfastnaw_banner_classystem.jpg)


Class System

(http://anvilgamestudios.com/Greenlight/holdfastnaw_classes.png)

Play as a Captain, Sailor, Line Infantry and more! Every class comes with its own traits and roles which are crucial for your team’s survival.

Holdfast: NaW’s order-based system allows for intuitive cooperative play where your ability to work as part of a team matters just as much as your personal skill.


Challenging Combat

(http://anvilgamestudios.com/Greenlight/holdfastnaw_banner_challengingcombat.jpg)

Whether you are manning cannon, firing a musket or swinging a sword, Holdfast: NaW's combat mechanics are easy to learn but hard to master. Skill is rewarded via a precision and timing based directional melee combat system that puts players’ reflexes and dexterity to the test.

Competitive Play

(http://anvilgamestudios.com/Greenlight/holdfastnaw_banner_competitiveplay.jpg)

There will be plenty of chances for you and your mates to take on other groups in tournaments and fierce competitive events. Hone your skills because you can be sure that your opponents will too!



Title: Re: Holdfast: Nations At War
Post by: Don_prince on January 23, 2017, 09:53:41 AM
Looks interesting,

Kind of took the concept of blackwake and mount&blade together.

You can be 99% sure this will end up in my inventory...
Title: Re: Holdfast: Nations At War
Post by: Asid on January 24, 2017, 08:40:04 PM
(https://steamcommunity-a.akamaihd.net/public/images/sharedfiles/ig/logo_ohgodmyeyes.png)

Holdfast: Nations At War Greenlit in just 5 days!

Holdfast: Nations at War has just been Greenlit on Steam! We made it through in an incredible five days’ time which is largely thanks to our fantastic group of supporters. We look forward to bringing Holdfast: NaW to the Steam store as Early Access in 2017.

Stay tuned for more information on the game. We’ll keep you updated with our developer blogs and Q&A.


Until then feel free to give us a follow on Facebook & Twitter.



Continue reading by Clicking Here!: www.holdfastgame.com

Join the discussion by Clicking Here!: www.holdfastgame.com
Title: Re: Holdfast: Nations At War
Post by: Asid on January 27, 2017, 01:27:08 AM
Q&A January 26, 2017 Answering your first set of questions.


(http://www.holdfastgame.com/Content/imgs/Posts/3673deb0-7dd9-46ea-93cf-34794ccdf004.jpg)

We have been receiving a lot of questions about our game which is understandable. Now that we are safely through Greenlight we are able to look at the future for Holdfast: Nations At War with a lot more certainty.

This Q&A will be the first in a series of information posts that we intend to release in order to feed information about the game as we can confirm it. It is very important to us that we do not over promise so we are taking our time to only talk about features that we are certain will be present in release.

The first three questions are below but you can expect more and soon. If you want to join in the discussion head over to our forums here. http://www.holdfastgame.com/forum/index.php


1. Will the community be able to host it’s own servers?

On Steam Community Group

Yes. You will be able to host your own community servers alongside the official ones we’ll be hosting ourselves. We’ll be distributing the server files as part of the game on release.


2. When do you plan on releasing into Early Access?

On Steam Greenlight

The game will be available through Early Access in 2017. We’re not ready to give a specific release date yet. We will make that announcement only when we're sure that we can deliver.

We're glad to see the game being received so well. Thank you!


3. Will there be artillery on land or just on ships?

On Our Forum

There is a scene in Holdfast: NaW - Official Trailer within which cannon on a fort are firing at a ship in the bay. So not only can you expect artillery on land and sea distinctively, you can also expect them in concert. Napoleonic naval assaults anyone?
Title: Re: Holdfast: Nations At War
Post by: Asid on February 06, 2017, 12:36:34 AM
Ahoy! Setting sail in Holdfast: Nations At War

Dev Blog
February 05, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/959c6ab9-b31c-42f1-b37b-8c8d8a96832c.jpg)

Welcome to our second Developer Blog for Holdfast: Nations at War. Today we’ll be talking about the nautical half of Holdfast: NaW; Naval Gameplay!

 

There are a number of naval vessels in the game which range in size from small rowboats and gunboats up to a triple masted brig-sloop. We pack a lot of detail on our ships so they take anywhere from three to four months to complete and yes, they are destructible.

 

There are two main reasons for the vessels we have chosen. These decisions were not made lightly as the naval gameplay in Holdfast: NaW is important to us and we want to get it right. The first is content; we have taken a realistic inspiration when it comes to the design of our sailing vessels. The vessels need to feel like real ships as the crew manoeuvres in tight spaces around masts, cannon and each other. This has two effects, namely that the vessels feel much larger when you are onboard and also feel pleasingly crowded at the same time. Packing more content into a space generally increases the satisfaction and enjoyment from the scene.


(http://www.holdfastgame.com/Content/imgs/Posts/a54ed270-cca7-4104-af7d-f9f3bb1a1a83.jpg)

Read on: HERE (http://www.holdfastgame.com/News/Post?p=1006)
Title: Re: Holdfast: Nations At War
Post by: Asid on February 12, 2017, 06:14:20 PM
Firearms. Gunpowder and shot

Dev Blog
February 12, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/ea4d2194-be87-41f9-aa0b-d92810694a01.jpg)

The topic we have chosen for the blog this week is perhaps the most iconic family of devices when one considers the setting that we have chosen for Holdfast: NaW. Black powder firearms changed the nature of warfare during the 16th century when it became cheaper to train hundreds of musketeers than it did to train a bowman. By the time the 19th century arrived black powder warfare had evolved into a complicated rock-paper-scissors affair between cavalry, artillery and infantry.

 
We have all the systems in game for all aspects of musket-based gameplay. This includes both ranged and melee features. Fire off your shot before charging in with bayonet raised to close with the enemy in fierce hand to hand fighting. A lot of thought has gone into these systems and our ultimate goal is to balance them so that the inaccuracy of these weapons is represented within the game to both encourage closer engagement ranges and also emphasise massed volleys over individuals skirmishing at long range.

 
(http://www.holdfastgame.com/Content/imgs/Posts/ce69c20c-f06d-4705-91c4-00b1e68aa34c.jpg)

We also feel that it is not conducive to the success of any game to sacrifice good gameplay for any reason so balancing this will be an ongoing effort with help from our community. We have done preliminary testing ourselves but will be looking for feedback from both our closed beta and early access release to finalise the content.

 

Our system allows us to customise firearms individually in multiple ways.

 

Shot Deviation - A smoothbore musket was not very accurate when compared to modern firearms. There is a randomised element that affects how much and in what direction the projectile deviates from where the musket is pointing after being fired. We are interested in adding more depth to this feature, for example, we would like to take in wind strength and how this would impact the velocity and direction of a musket ball. Server administrators would also be able to toggle this feature on and off.

 

Shot drop - The large round metal projectiles fired from these weapons were not magic and suffered the pull of gravity like anything else. The moment the ball leaves the barrel gravity is pulling it towards the earth. We can individually set maximum ranges for distance.

Damage over distance - The raw physical energy and therefore the piercing impact of a projectile is affected by how far it has travelled, forcing it’s way through the air and against the pull of gravity.

Amount of shot in the barrel - Currently this only affects the blunderbuss. This setting allows us to track how many projectiles have been loaded into the firearm.

Ammunition count - This enables us to set how many times you can fire a particular weapon.

Reload time - How long it takes to reload a weapon (for instance a pistol will be reloaded slightly faster than a musket).

To use a musket it is a simple process of right clicking on your mouse to raise the musket to your shoulder and aim it. You can then press left click on your mouse to pull the trigger and fire. While damage to the body will not always result in a kill shot, taking a projectile to the head will always end your fight, so try not to stick it above the parapets too much!

Muskets

Reload: Long | Range: Medium | Damage: High

The primary firearm of choice during the Napoleonic Era. Muskets are single-shot muzzle-loaded firearms. Muskets have long reload times, medium range and deal high damage.

(http://www.holdfastgame.com/Content/imgs/Posts/07d63f4a-3597-4242-a75e-ba26df760563.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/642ebc14-692d-4144-b458-1acc26b19b1c.jpg)


Read on: HERE (http://www.holdfastgame.com/News/Post?p=1007)
Title: Re: Holdfast: Nations At War
Post by: Asid on February 19, 2017, 07:20:39 PM
Q&A Answering another set of questions


February 19, 2017


(http://www.holdfastgame.com/Content/imgs/Posts/c36cb27c-9b68-45c6-830e-bb4295623882.jpg)

Welcome to another Q&A blog. Once again we have taken some time to answer a few questions from our community. If you want to join in the discussion head over to our forums here.


1. Are you accepting donations?

On Our Forum: http://www.holdfastgame.com/forum/

We are currently self-funding the game to avoid any sort of outside influence to the development of Holdfast: NaW. We want to create the game without the need for accepting donations or loans largely as part of our overall motivation and dedication to this project.


The game is not something we plan to release and run away from but rather the start of a long and enjoyable journey. When there is something that you can actually purchase (Early access or full release) then, of course, we would welcome the exchange!


2. What factions will be included at the early access release?

On Our Forum: http://www.holdfastgame.com/forum/

As has been discussed in the point above we lack the resources of a triple-A development studio. On top of that we have had to build the game from the ground up (using the Unity 5 engine) and while that brings many benefits in and of itself it does mean that we had to limit our scope. We decided to include French and Britain as our two primary factions for the first release mainly because we feel that they are very recognisable and also appeal to a large audience. With that being said, both of these nations utilised foreign soldiers within their armies (Scottish, Dutch and Corsican for instance) and we have included examples of these units within the rosters in Holdfast: Nations At War.

 
We’ll also be announcing additional classes in our future developer blogs which fall under a separate military branch other than the navy or the army. It is also important to note that we are crafting a lot of depth to our factions with many playable classes and the corresponding uniforms.


However, we are very aware that there were many more nations in various wars throughout the same time period that also deserve depiction. We would very much like to include more factions in Holdfast: NaW.


We look at this as an exciting prospect for future expansion and content. The community will be involved in our decision as to what setting is included next.

 
3. Will you keep developing the game after early access?

On Facebook: https://www.facebook.com/holdfastgame

In short, yes. Holdfast: NaW is not just a single release for Anvil Game Studios. We have plans both for the game directly (in terms of patches, additional content and expansions) but also for a Holdfast franchise.

 
We wish to build a community around this release, support it and keep new content coming so that it grows. This covers bug fixing in patches and later additions of planned content before then moving forwards into new regions, ships, factions, gameplay features and maybe even exploring new conflicts!


Thank you for reading. Stay tuned for more Q&A and developer blogs from us.
Title: Re: Holdfast: Nations At War
Post by: Asid on February 26, 2017, 01:50:26 AM
Fort Imperial. Coastal siege

February 26, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/7095df36-2ed8-4725-9748-309ff371666f.jpg)

Inspired by a historical fort built during the 1600s by the great military architect Vauban, Fort Imperial is one of the coastal siege maps playable in Holdfast: Nations at War. The fort was part of a chain of fortifications that protected the walled city of Saint-Malo and Brittany itself.

But more importantly, how will the map play out? We’ve split the information in two to detail the roles, objectives and provide some tactical insight for the opposing teams - The attackers and the defenders.

(http://www.holdfastgame.com/Content/imgs/Posts/403e612c-9654-4384-a97e-60b2f261506f.jpg)

The Attackers - Assault Fort Imperial
Your objective is to topple the enemy's defences and capture the fort. Launch rowboats from larger vessels to land ashore, siege the fort with artillery from ships, destroy walls to create breaches and capture strategic objectives.

Besieging Fort Imperial will be a tough and hard-fought affair. It has two layers of defences with long guns, mortars and swivel guns covering most of its surrounding areas. The fort is not impenetrable however and there are a variety of ways to breach it. Keep your head low and watch out for the musket and cannon fire!

You will not be able to go very close to the shore with the larger naval vessels so the use of rowboats and gunboats will be required to go on-shore and capture the fort.
 
Ladders to scale walls
A variety of ladders positioned around the fort can be used to scale the fort’s walls. This method is the most daring of all, so be prepared to get shot down as you and your fellow men attempt to conquer the fort.

(http://www.holdfastgame.com/Content/imgs/Posts/7c8e9893-1394-46ac-b595-d7d48a2b126a.jpg)

Destroy the walls to create a breach
Bring the ship’s guns to bear on the fort’s walls and batter them down with iron round-shot. You will see the wall gradually tearing down the more round-shot you pour into it. Certain parts of the wall can be shot down to remove cover for the defenders and others will create a breach enabling you and your teammates with easier access to the fort.

(http://www.holdfastgame.com/Content/imgs/Posts/20f17e48-8a1b-4173-918e-8c82594def4e.jpg)

Read on: HERE (http://www.holdfastgame.com/News/Post?p=1009)
Title: Re: Holdfast: Nations At War
Post by: Asid on March 13, 2017, 11:23:29 AM
Infantry Officer. Lead your men to victory!

March 12, 2017 

(http://www.holdfastgame.com/Content/imgs/Posts/0da89fe1-9d07-4ad3-b779-e2c3a01de0c7.jpg)

Welcome back to yet another developer blog for Holdfast: Nations At War! You will find that even within the release of Early Access this year, there will be a variety of playable classes on both land and sea. We will be gradually revealing our plans for them starting with the leader of the rank and file - The Infantry Officer.

(http://www.holdfastgame.com/Content/imgs/Posts/33be5a6a-2ac7-450a-b738-fc1f6133c3d1.jpg)

Military Branches

Classes are sectioned into several military branches.

Join The Army - Fight with a variety of classes such as the Infantry Officer, Line Infantryman and Rifleman from the army military branch on dry ground. Cannons will also play a major role in open field battles.

Join The Navy - You will find the Captain, Sailor as well as other classes playable aboard military sailing ships. The navy not only serves as a proponent to control territorial waters and make quick work of the enemy’s ships but also plays a decisive role in the assault of coastal emplacements.

 
Roles

Serving as a brief overview of the role that a specific class plays within the battlefield, we have categorised our classes to better distinguish those which play a commanding, offensive or supportive role.

Command - Lead your men to victory! Keep the line steady in open field battles or command your crew aboard ships from the age of sail. Issuing orders, rallying up your regiment before a charge, calling men to reinforce your position in the field of battle and sailing ships of war, are some of the duties that come with playing this role.

Offense - Join the rank and file. Your duty is to bring a swift end to your enemy. Black powder firearms are your primary tools of choice but if things get up close and personal, the bayonet amongst a variety of other melee weapons can do their task.

Support - Increase the chance of your team’s success in battle. Cripple the enemy's defences by supporting the fight from the rear with artillery, heal your wounded teammates and more.

 
Orders

Play as one of the commanding roles such as the Captain or Infantry Officer in Holdfast: Nations At War to direct the field of battle! You’ll be able to issue orders to the rank and file or your fellow crewman. When you issue an order, a message will be displayed alerting players in your faction of your command.

Some of you might have already noticed from what we hinted within our trailer but the orders themselves are also voice acted. For the sake of authenticity and increased immersion, we did our voice acting in both English and French.

 
Traits & Abilities

Traits are bonuses given to certain classes that play a role in differentiating playing styles. Some of these traits not only affect the class you’re playing but also others close to your vicinity. Traits which affect others were specifically tailored to give our support classes a purpose on the battlefield.

Abilities define what a class is able to do and provides you with a deeper understanding of the role the class plays within the battlefield. For instance, this could be the ability to issue orders, fire cannons or heal other players.

 
Server Customisation

We'll make sure to provide functionality for server administrators to enable or disable traits and orders. This will allow you to customise your own experience and friendly or competitive events to your liking.

Holdfast: Nations At War is being coded from the ground up on the Unity Engine by a single programmer. Anvil Game Studios is an indie company with a relatively small team and while that has it’s own benefits, we do have to limit our scope with regards to certain features and put our priorities on the ones we know the community wants most.

Some of these features may not be present directly on the first day of Early Access. They will, however, be included during the course of the Early Access period. We want to share our thoughts, ideas and plans for the game with you and while we're at it, be able to gather feedback and iterate at an early stage.


(http://www.holdfastgame.com/Content/imgs/Posts/af22b9b5-8a7c-48a9-bc08-03d0ad98fa49.png)

Infantry Officer

Role: Command

Lead your men to victory with the Infantry Officer class in Holdfast: Nations At War! Lead charges and command the rank and file into advantageous positions on the battlefield.

(http://www.holdfastgame.com/Content/imgs/Posts/73d046b1-e14a-4656-85bc-dbcdb0532421.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/6f7806c9-ce39-4d1c-9309-0d068897aaf2.jpg)

Abilities

Army Authority - An officer in command. You are able to issue orders.

 
Orders

Reinforce - Call for support from your fellow men! A message will be relayed to all players in your team to reinforce the position where you are located. An objective will also be shown on the minimap along with an icon in 3D world space marking the Infantry Officer’s location for a short time.

Charge! - Lead your men in a glorious charge! This will increase the damage dealt by nearby teammates when using melee weapons for a short period of time. Players will also receive a message instructing them to charge.

Both the charge and reinforce orders will have a long cooldown so one must make careful use of them.

 
Traits

Resilient - A strong sense of duty. This trait slightly increases the HP of the Infantry Officer to give him a better chance for survival in the field of battle.

Distinguishable - Stand out from the rank and file. You appear in a different colour on the mini-map. This will make it easier for players within your distance to spot your location and follow you into battle.

Sword Specialisation - Excels with using swords. Your damage when wielding a sword is slightly improved.

 
Weaponry

Officer’s Sword - An officer’s melee weapon of choice. You wouldn’t be able to lead a proper charge without one.

Pistol - Single-shot muzzle loaded firearm limited by its short range. Pistols can be reloaded more quickly when compared to other firearms.

 
Equipment

Spyglass - Spot the enemy from a greater distance.

Lantern - Light your way through the map during night time. Watch out, though, you can easily make your location known to the enemy!

We very well understand that balancing is an ongoing process within games. The class system and any other mechanic for that matter will be subject to improvements and changes upon feedback.

 
Do you have any ideas or suggestions for the Infantry Officer class? We would love to hear them. Go ahead and join in the discussion on our forums here for this blog. http://www.holdfastgame.com/forum/index.php?topic=627.0


Stay tuned for more developer blogs on Holdfast: Nations At War. We’re looking forward to revealing more classes!
Title: Re: Holdfast: Nations At War
Post by: Asid on March 19, 2017, 12:58:19 AM
Holdfast: NaW on Steam. Play before early access!
18 March

(http://www.holdfastgame.com/Content/imgs/Posts/7b444e39-5252-42e7-8fe2-9026489d727a.jpg)

The smell of black powder leaves an acrid taste in your mouth. The enemy are so close now you can see patterned lace on their uniforms. You hear and feel the men beside you matching your movements, directed by the shouted orders. Another volley. Too late to run. Can you stand?

Holdfast: Nations at War is now visible on the Steam store. While you cannot purchase it as of yet, being on the store means two things to you. The first is that much of the work required to integrate the game into the Steam family has been completed and therefore we are that much closer to an Early Access release. The second is that it now opens up Steam to be another platform for both discussion and the release of further news.

You’re more than welcome to give us a follow and add us to your wishlist.

(http://www.holdfastgame.com/Content/imgs/Posts/6bfe8067-b04c-4cc8-a2a5-af5de7909ddb.jpg)

Giveaway Announcement! - Play Before Early Access

Your very own chance to play Holdfast: Nations At War before Early Access!

We will be hosting both testing and promotional events before our release into Early Access this year. To do this we need players and therefore we will be handing out a number of keys on our social media.

Be sure to like our Facebook page and give us a follow on Twitter so you don’t miss this opportunity! Start spreading the word around because when we host the giveaway, you will also have to involve your friends.

Pricing
One of our most common questions is the price. We are now in a position to announce that Holdfast: NaW will be 19.99 EUR when it is out on Early Access.

We’re working as hard as humanly possible to bring Holdfast: Nations At War into your hands. We look forward to seeing you on the battlefield!

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios


Join the discussion
Go to forum: http://www.holdfastgame.com/forum/index.php?topic=660.0

Facebook:
https://www.facebook.com/holdfastgame

Twitter:
https://twitter.com/holdfastgame
Title: Re: Holdfast: Nations At War
Post by: Asid on April 03, 2017, 12:27:10 AM
Sailors & Marines. Crew your ship

April 02, 2017


(http://www.holdfastgame.com/Content/imgs/Posts/4e9d36a6-7b01-49f8-b780-206ce13b42c9.jpg)

Greetings ladies and gentlemen. Welcome back to another developer blog for Holdfast: Nations At War. The selection of classes available for the navy military branch shouldn’t go amiss! Today we’ll be revealing two classes which are essential to crewing your ship -The Sailor and the Marine.


Seeing as this is our first time we’re revealing some of the classes available to be played on our ships, it would be a great opportunity to start by announcing that swimming will be present in Holdfast: Nations At War. Certain classes will be able to swim for a temporary amount of time while others won’t.

(http://www.holdfastgame.com/Content/imgs/Posts/53de0be3-2e63-43b7-aa80-402d266d4848.jpg)

We have previously given an overview of the entire class system in one of our blogs. For a better understanding of what it all entails, we suggest that you give it a read.

Sailor

Role: Support

The main brunt and force of a ship’s crew. Excels at doing various tasks on a ship.

(http://www.holdfastgame.com/Content/imgs/Posts/ccff2efa-103a-427f-bff6-8c1fa91c6f54.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/168a6597-a819-4403-af77-7bbda9fa861a.jpg)

Abilities

Deckhand - Drilled with knowledge on how to operate a ship. You are able to raise and lower sail, launch rowboats and do a variety of other tasks.

Artillery Basics - Trained with the use of cannons. You are able to fire them.

Swim - Familiar with the ways of the sea. You can swim for a short amount of time.

 
Traits

Hasty Swimmer - Lightly equipped. Your swimming speed is slightly increased.

 
Weaponry

Pistol - Single-shot muzzle loaded firearm limited by its short range. Pistols can be reloaded more quickly when compared to other firearms.

Melee Weapon Selection - Equip a 1-Handed Axe, Cutlass or a Boarding Pike.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Marine

Role: Offense

Equipped with a bayoneted musket, they excel at killing other infantry. You will find the Marine class present in greater numbers aboard ships during an assault on coastal emplacements.

(http://www.holdfastgame.com/Content/imgs/Posts/81e6d283-45cf-4d69-810c-2aa9f8ece021.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/e1fe1a4b-a91d-400d-af86-dcb4b0bf1c9c.jpg)

Abilities

Guard - Duty bound to guard the high-command. You passively increase the HP of nearby allied captains.

Swim - Familiar with the ways of the sea. You can swim for a short amount of time.

 
Traits

Bayonet Specialisation - Excels with using bayonets. Your melee damage when wielding a bayoneted musket is slightly increased.

 
Weaponry

Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

(http://www.holdfastgame.com/Content/imgs/Posts/1cf69f71-3540-4e1a-b28d-1f8bbac306e9.png)

Giveaway - Play Before Early Access

We have recently announced that we will be providing some members of our community with a chance to play and test Holdfast: Nations At War before it is out on Early Access this year.

If you’d like to give it a shot, be sure to like our  Facebook (https://www.facebook.com/holdfastgame) page and follow us on  Twitter (https://twitter.com/holdfastgame)


Do you have any ideas or suggestions for these classes? Join in the discussion on our developer blog here and tell us about it. That is all we have for today folks, stay tuned for more  Developer blogs (http://www.holdfastgame.com/forum/index.php?topic=686) on Holdfast: Nations At War!

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on April 16, 2017, 09:20:46 PM
Exclusive Interview. Historia Games
April 16, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/ad6be721-23d3-45a2-a3d4-18e489fef644.jpg)

Instead of our usual Q&A blog, we have an exclusive and rather lengthy interview we did with Historia Games for you this week. Interested in taking a look at yet another class for Holdfast: Nations At War? Or perhaps a sneak peek at one of the maps we’re working on right now? Go ahead and check the interview out!

Click on the 'In English' tab to read the interview.

 Historia Games – Holdfast: Nations At War Interview (http://www.histogames.com/HTML/news/2017/avril/022-interview-avec-les-developpeurs-de-holdfast-nations-at-war.php)

We’re working as hard as possible to bring Holdfast: Nations At War into your hands this year. Feel free to join in the discussion for the following blog on twitter.

 
Big thanks to everyone for your support and may good health be yours.

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios


Join the discussion
Go to forum: http://www.holdfastgame.com/forum/index.php?topic=660.0

Facebook:
https://www.facebook.com/holdfastgame

Twitter:
https://twitter.com/holdfastgame
Title: Re: Holdfast: Nations At War
Post by: Asid on April 30, 2017, 07:28:22 PM
Voice acting. Vive L'Empereur!
April 30, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/32852515-e59f-4995-be21-025429abaada.jpg)

Greetings ladies and gentlemen and welcome to another developer blog for Holdfast: Nations At War. Inside a recording studio in London, we’ve brought together a team of native English and French speaking voice actors to record a great selection of orders, cheers, taunts and roleplaying shouts.

Recording voices in the native languages spoken by both factions that will be in-game on the release of Early Access this year, was at the very top of our priority list. This along with a variety of other features in the game will bring a certain degree of authenticity and immersion that will surely be appreciated by our community.

Before we went into the recording studio, we spent weeks preparing a script for the voices to be recorded. We wanted to make sure that we also record voices that will compliment features we have planned further down our development roadmap.

Orders

Be it when ordering your men to charge into battle or to reinforce your position, your issued order will be voice acted. As we have previously described in our class system developer blog, some of these orders will directly impact gameplay but others are there for roleplaying purposes and to direct the field of battle.

(http://www.holdfastgame.com/Content/imgs/site/soundcloud_image.jpg)

Roleplaying Shouts

What’s better than complimenting your fellow comrade or better yet an enemy of their exceptionally fine shot after they missed a target so close that they could practically touch it with their own hands?

The same shouts amongst a variety of others can also be used in a more serious roleplaying context. We’ll leave it up to the players to decide what they want to do with it.

(http://www.holdfastgame.com/Content/imgs/site/soundcloud_image.jpg)

Taunts

But you know what’s even more brilliant? Taunts!

Shout at your enemy from above your ship’s deck or the safety behind your fort’s walls. Do choose your enemies carefully, however. It wouldn’t be the first time one of us had to hang his head in shame during a play session after a misstep.

(http://www.holdfastgame.com/Content/imgs/site/soundcloud_image.jpg)

Cheers

Praise the name of your King or Emperor as you march your way into battle! It certainly won’t keep the enemy's musket fire from reaching your line, but it will make bayonet charges ever more glorious.

(http://www.holdfastgame.com/Content/imgs/site/soundcloud_image.jpg)

Faction Victory

Coupled with a short tune at the end of the round, we thought that it would do well to recorded a couple of voices that we can use to announce a faction’s victory.

(http://www.holdfastgame.com/Content/imgs/site/soundcloud_image.jpg)

Variations

Multiple takes for each acted line were taken by two voice actors for each faction. We also make good use of the audio engine in the game to create even more variations from the audio files produced during the recording session.

Community Discord

We're now on Discord. We're plenty busy working on the game but we'll be sure to find the time to say hi.

We would highly appreciate it if you were to spread the word around about the community Discord channel to your friends. We do hope to see you there soon!

https://discordapp.com/invite/XsHBUNs


The voices that we’ve revealed above do not make up for the entire list of voice acted lines available in the game. The selection is far greater, but for the purposes of making this blog concise, we haven’t put them here. It was jolly good fun recording these voices and we are looking forward to doing more in the future.

Do join in the discussion for the following blog here and tell us what you think. We hope you’ve enjoyed listening and until next time, may good health be yours.

Our thanks go to Joseph Bracken, Rejenorst, Dodo and to all of the voice actors for their hard work.


(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

 Historia Games – Holdfast: Nations At War Interview (http://www.histogames.com/HTML/news/2017/avril/022-interview-avec-les-developpeurs-de-holdfast-nations-at-war.php)

We’re working as hard as possible to bring Holdfast: Nations At War into your hands this year. Feel free to join in the discussion for the following blog on twitter.

 
Big thanks to everyone for your support and may good health be yours.

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios


Join the discussion
Go to forum: http://www.holdfastgame.com/forum/index.php?topic=660.0

Facebook:
https://www.facebook.com/holdfastgame

Twitter:
https://twitter.com/holdfastgame
Title: Re: Holdfast: Nations At War
Post by: Asid on May 22, 2017, 01:51:32 PM
Line & Light Infantry. The rank and file
7 May - AGS | Refleax

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/2cfa175c6d4e5b61ef3ab6c704b19f44970a1f78.png)

Greetings ladies and gentlemen and welcome to another developer blog for Holdfast: Nations At War. Today we’ll be talking about two classes which are perhaps considered to be some of the most iconic units commonly available to be played on land based scenarios - The line and light infantryman.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/d871d4eb19f4b4d8f774da9fe340bcfb73182860.jpg)


Line Infantry
Role: Offense

Part of the rank and file. Excels at killing other infantry.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/7a5c5f66d2803c72a39f7c4d9c8abff0f4001516.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/0b4404f08e068f8f12eaa7719c3a224ccc90c4d5.jpg)

Weaponry
Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Light Infantry
Role: Offense

Quick-footed skirmishers. Make use of their increase in running speed to navigate around the battlefield.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/9d7a6b3d6cd291c649167daf56041ec9df3aaa36.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/f70427fd13beca50806dbb873d11870218833c46.jpg)

Traits
Skirmisher - Drilled with knowledge on skirmishing tactics. Your musket reload speed is slightly increased and your melee combat damage slightly decreased.

Light-Footed - Fast and nimble. Your running speed is slightly increased.

Weaponry
Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

Sword - The French light infantryman comes equipped with a sabre briquet.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

New Firearms
The list of available weaponry to combat your enemies with is set to become much greater than before thanks to the feedback from our community.

We are currently working on seven new firearms to compliment classes in the army military branch. No longer will these classes be equipped with sea service muskets!


Community Discord
In our previous developer blog, we have mentioned that we’ve set up a discord channel for our community to reside in. It’s been great getting to know you all. We do hope to see you there soon if you haven’t made up your mind yet!

You can join in the community discord channel down below:
https://discordapp.com/invite/XsHBUNs


In our next developer blog, we’ll be revealing a support class which will surely be a sight to behold.

Until next time, feel free to join in the discussion for the following  blog here (http://www.holdfastgame.com) and may good health be yours.
Title: Re: Holdfast: Nations At War
Post by: Asid on May 22, 2017, 02:01:54 PM
Musicians! In-game footage
14 May - AGS | Refleax

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/77f14dd8b00cdb7a0287a52dd26c086085d98880.png)

Drum roll, please. You heard me! Make wood hit leather because today we are taking a look at the musician class. This time around, we also coupled it with some in-game footage to give this class the proper attention it deserves.

Watch the video below to check out the in-game footage:

https://youtu.be/D6guIAV4Yl4

The objectives user interface to the left of the screen, the buff icons as well as the menu to select music from shown in the video, are all placeholders.

Play me some tunes! How does it work?
The music system is designed with cooperation in mind. A team-mate playing a tune in your vicinity can be joined at any point in the tune. Tracks are selected from a list that are colour coded to show which songs are being played around you (yellow) as well as which song you are currently playing (green).

The current selection
We have selected a list of music associated with the era from upbeat tunes like Rule Britannia to slower ballads such as Over The Hills and Far Away. Each tune has an accompanying percussive element to it for joint play. The idea was to represent many iconic sounds and to have players share this experience with each other.

The British Grenadiers
Lilliburlero
Men of Harlech
Rule Britannia
Over The Hills and Far Away
Hearts of Oak
Spanish Ladies
La Victoire est à Nous
Pas Cadencé
Auprès de ma Blonde
Le Chant de L'Oignon
Cadet Rouselle
Trois Jeunes Tambours
A drum roll
A selection of tunes by Bach for the violins.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Fifer
Role: Support

It takes powerful lungs and a constitution of stone to play a fife into battle. This class supports nearby allied troops with bonuses.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/26805642e7c7da1b122d500ed207ae85042707df.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/aaecd39b55131c94e2a62acbadfdb72c8dd6fa85.jpg)

Traits
Musician - Inspiring presence. You increase firearm reloading speed of nearby allies when playing music.

Resilient - A strong sense of duty. This trait slightly increases the HP of the fifer to give him a better chance of survival in battle.

Weaponry
Pistol - Single-shot muzzle loaded firearm limited by its short range. Pistols can be reloaded more quickly when compared to other firearms. A solid defensive choice for a front-line support unit.

Sword & Sabre Briquet - The French musicians come equipped with a sabre briquet while the British have a sword available at their disposal. Sometimes the fighting gets uncomfortably close, even for a musician.

Equipment
Fife - There is a reason that a high pitched mouth instrument was used on the battlefield; you can hear the higher notes playing across the field of battle despite the deeper sounds of fierce conflict. Pierce the orchestra of war with your tunes.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Drummer
Role: Support

An old favourite; Drums are the percussion of war, inspiring warriors with their thudding tempo since man first learned to kill. Like the fifer, nearby allied troops are supported with bonuses.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/48bac9296d019d8d75c98afdd6a6f924588ab66e.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/6eb21ea5d555a2bb6f86d69a09c3badbe64efd9c.jpg)

Traits
Musician - Inspiring presence. You increase firearm reloading speed of nearby allies when playing music.

Resilient - A strong sense of duty. This trait slightly increases the HP of the drummer to give him a better chance of survival in battle.

Weaponry
Pistol - Single-shot muzzle loaded firearm limited by its short range. Pistols can be reloaded more quickly when compared to other firearms. A solid defensive choice for a front-line support unit.

Sword & Sabre Briquet - The French musicians come equipped with a sabre briquet while the British have a sword available at their disposal. Sometimes the fighting gets uncomfortably close, even for a musician.

Equipment
Drums - Thud, bang, crash and WAR! You know that chaos is around the corner when the war drums start to beat the percussion of battle.

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Violinist
Role: Support

The violinist isn’t just for jaunty dancing tunes in small taverns, ship crews need their morale regular kept high by their ship’s musician prancing around the deck. We have a variety of deckhand outfits which the violinist will use. Keep the ship moving!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/3f81e6abc6ad9d966369cb5520008d91033db67d.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/08b070e54b5a78b03780bfad2c76778ae6c0f070.jpg)

Traits
Musician - Inspiring presence. You increase firearm reloading speed of nearby allies when playing music. Violins make infantry more accurate, everyone knows it!

Resilient - A strong sense of duty. This trait slightly increases the HP of the violinist to give him a better chance of survival in battle.

Weaponry
Pistol - Single-shot muzzle loaded firearm limited by its short range. Pistols can be reloaded more quickly when compared to other firearms. A solid defensive choice for a front-line support unit.

Cutlass - A brutal slashing weapon primarily associated with naval troops. A scary choice for a close encounter, stay away from the violinist’s sword arm.

Equipment
Violin - A slender neck, gracefully curved body and smooth finish. In the hands of a master, it sings like the haunting Siren’s call. In the hands of an unskilled layman, it screeches like chalk on a wall.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Piano
Here’s a little extra something! You can find these scattered across a variety of maps, find them and become a master pianist in the midst of the chaos of war.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/6c907dba829baa298ba7849bfeb03dee7532876f.jpg)

This was a brief glimpse into a selection of different musician classes that we have currently in the game. We have plans to increase this roster as the game progresses. On top of that our hope is to expand the music available to play by hiring professional musicians to introduce later in the game’s development. Our priority at the moment is creating a stable, cohesive build for an early access release.

Currently, our thoughts for the benefits musicians give to players is that when a group plays together, a further bonus to friendly player’s reload experience will be applied. We are keen to hear feedback on this system and others like it from our early access adopters. Feel free to head over to our  forums here (http://www.holdfastgame.com) to join in the discussion.

Once again thank you for taking the time to read this and know that it brings us one week closer to getting the game into your hands!

May good health be yours.
Title: Re: Holdfast: Nations At War
Post by: Asid on May 22, 2017, 02:08:12 PM
2-Gun Schooner. A worthy adversary
21 May - AGS | Refleax

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/dc1438af528ec60f480b8b350e4c4e84d6197daa.png)

Sail off the starboard bow! This week we are leaving shore to take a look at one of the vessels that will be included within Holdfast: NaW at our Early Access release. This 2-Gun Schooner modelled after the ‘Axel Thorsen’, packs quite the unique and original design for a sail ship. While these vessels were primarily used as coastal patrol and harbour defence, under a good crew their powerful armaments can inflict serious damage on far larger warships.

Watch the video below to check out the in-game footage:

https://youtu.be/z9DJFvM_ioQ

While sailing around on the 2-Gun Schooner, one of our dearest developers did a great job at aiming his spyglass in the other direction. However, don’t your worry, he’s well suited for the Captain’s role. Three cheers for the good fellow!

The 2-Gun Schooner
This gunship is armed with two 46-pounder long guns situated on two rotating platforms at it’s front and back. These cannons are much larger than is common aboard a warship and so pack a tremendous punch.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/ac2aad5a3e670d64388e5954b7781f9c87c1b0c2.jpg)

With careful, diligent and tactful use of this ship, a good crew can have a significant impact in the game. Due to its size and lateen-rigged sails, this ship manoeuvres much more nimbly than the larger vessels so it can potentially leap into strike before dancing away from danger. One should never forget the devastating might of the 46-pounder guns under the hands of a good gun crew!

This ship will also be present in many of our coastal assault maps, making it ideal for destroying coastal defences before leading the landing party ashore.

Improved sailing mechanics
Each and every sail has an effect on how fast it can make the ship go and it’s turning rate. Lateen rigged sails will give you greater manoeuvrability while square rigged sails will give you better speed.

Square-rigged sails however, reduce your capability of sailing into the wind. This means that it would be best to lower them if you want to go towards that direction. Lateen sails are triangular in shape while square rigged sails are more rectangular.

Sails for each ship are grouped up and can be raised using the ‘W’ key or lowered using the ‘S’ key. The ship will gain speed according to the amount and type of sails raised rather than by direct user input. It isn’t like stepping on the gas!

To allow for even further control over a ship for those who wish to master the art of sailing you can raise or lower a specific sail group by using the number keys (1 to 6). For instance, one of our biggest ships has 6 separate groups of sail while the 2-Gun Schooner shown in this blog has only 3 groups.

We did this, of course, to give ship combat more tactical depth and to encourage competitive play to occur on our oceans as well. Under skilled hands, these ships will move gracefully through the water until the enemy fills them with holes of course.

Holes? Yes! Our ships are fully destructible with cannon shots breaking parts of the ship that they hit. Want to immobilise one of these gunships? Try destroying her mast to cripple her before boarding. Are the enemy cannons doing you damage? Break them!

Steering changes. Plans for future sailing mechanics
We also have plans on making the ships steer according to how far the captain's wheel or tiller is turned. This is because we would like to change the mechanics for ship steering to properly reflect steering an actual vessel.

You will press the ‘D’ or ‘A’ keys to rotate the captain’s wheel a certain amount of degrees depending on how hard a turn you would like to make. The ship’s wheel will visually turn according to the direction you’re steering towards. Much like the ship’s speed, this means that it will increase the complexity of the system to give players a chance to further increase their skills.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Harouti Islands
You’ve most likely already caught a snippet of the following map from the video of the 2-Gun Schooner. Harouti Islands is a naval only map which features several large rock formations and tropical islands that offer a great deal of cover. Make good use of these natural formations to outwit or flank your enemy.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/6e43fa60bc21c1a7610535f3d55bfdffc774396e.jpg)

Thanks for joining us in the water! As we get inexorably closer to an Early Access release we are increasingly focused on finalising the game mechanics and assets needed to create a standalone quality release which we can then build on. Having firm foundations will mean we can push higher than if we attempted to rush something out of the door so thank you all for being patient with us.

Feel free to join in the discussion for the following  blog here (http://www.holdfastgame.com)and tell us what you think.

Until next time, may good health be yours.
Title: Re: Holdfast: Nations At War
Post by: Asid on May 28, 2017, 07:58:33 PM
Crosshills. Skirmish map and time of day
May 28, 2017- AGS | Refleax

(http://www.holdfastgame.com/Content/imgs/Posts/aaf59baf-c8d8-4d5a-9973-2bd07f1feb66.jpg)

Don a pair of sturdy boots because this week we are taking a look at one of our skirmish maps - Crosshills. This environment features rough terrain with a lot of vegetation and trees which means you will constantly need to be on the lookout for an ambush!


https://youtu.be/Z0L6-LVnPcQ

Malakith leads the way across one of the skirmish maps in Holdfast: Nations At War - Crosshills. There are also some bits and bobs we have yet to mention in our developer blogs which can be seen in the trailer! Perhaps you can spot them.


What we've shown in the video is still a work in progress and is subject to change depending on feedback from our community. The day and night cycle has been sped up for showcase purposes.



Crosshills

We needed some larger playing environments for both teams to be able to start to conduct more tactical play.

The difference in the terrain heights among both the hills and the smaller ravines will make skirmishes more prolonged and any attempts to push forward will need to be wary of their flanks. You can hear birdsong, creaking trees and other expected noises which further immerse you in the scene. Without the crashing of cannons and muskets, this is a peaceful area. You can look forward to bringing a little chaos to the sleepy shadows beneath these trees!

(http://www.holdfastgame.com/Content/imgs/Posts/9e9ff392-912a-4fab-98f7-5bbbe3e12651.jpg)

The improvements that we have been making to the visual quality of Holdfast: NaW are readily apparent within this scene, what do you think? We think this environment combines visually striking scenes with an interesting challenge to navigate while playing.

We've also been very careful to make sure that we don't do these graphical updates at the cost of performance. Part of this is the inclusion of customizable graphics settings so that users can really fine-tune their experience and get the game playing and looking the best for their own machine.


(http://www.holdfastgame.com/Content/imgs/Posts/763c3e5e-89a1-46c8-bac1-5de4417376a0.jpg)

We’re looking forward to seeing lengthy and tactical battles raging across its terrain. Our battlefield gamemode of which concept is centred around reinforcements and spawning in waves will make this all possible!


Time of Day. Day and night cycle

We have been working hard on bringing interesting changes to the same locations, the most obvious of which is that you can currently play this map in both day and night. What is more is that we have a real cycle between them so in longer battles you may see the battlefield completely and dynamically change as it gets darker or brighter!

(http://www.holdfastgame.com/Content/imgs/Posts/1989a887-14a4-4f4e-a2d6-ec8e8544000f.jpg)

New maps. A work in progress

Our selection of maps to play on is also increasingly expanding. We have a snow-based winter scene that is going through its final passes. It's going to be a plains-based terrain map aimed at providing a canvass for cooperative army play. If you have ideas for scenes that will work for a Napoleonic battle, then feel free to share them with us on our forum.

We are trying our best to avoid feature creep so any more complicated scenes will be pushed back until after our Early Access release (otherwise it will take forever to get the game into your hands!). We feel that rushing things out will not do justice to our vision for Holdfast: NaW.

We'll be revealing additional maps that are already done and ready for the release of the game on Early Access this year in our future developer blogs!


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Steam community group. More than 2000 followers!

Our thanks go out to each and every one of you! We have passed the 2000 member threshold for our Steam community group which is an incredible show of interest. Obviously, as this is a multiplayer focused game we need as large a community as we can push for and we really appreciate all of the help you are giving us to achieve that aim.

 Steam Community Group (http://steamcommunity.com/groups/holdfastgame)

That’s all for now folks. Remember to send us your map ideas and to keep sharing the game around! It would also be great if you can give us your feedback on the background music we've used in the above video.

You can join in the discussion for the following  blog here (http://www.holdfastgame.com/forum/index.php?topic=819.0) and until next time, may good health be yours.


(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on June 09, 2017, 02:12:16 PM
Desert ruins. An army based map
June 08, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/c70a2596-99b9-40dd-a4ef-626f788812c7.jpg)

Dust your muskets and roll up your sleeves because this week we are venturing into the heart of the desert to visit the remains of civilisation long since past. As we mentioned in our last blog, we are hard at work finalising our selection of maps that will launch with our early access release. We will also be giving you further insight into the user interface and our plans for it based on the feedback we’ve been receiving from our community.

https://youtu.be/EA4fTHi9MDg

Raw in-game footage of one of our army maps - Desert Ruins. We also show you how the newly reworked nameplates system looks like at the very beginning of the video. It’s much cleaner now that nameplates only become visible when you’re looking directly at another player!

What we've shown here is still a work in progress and is subject to change depending on feedback from our community.

Desert Ruins

Desert ruins will play host to some of the largest brawls seen in Holdfast: Nations at War. The terrain while fairly uniform and open is littered with small elevation differences, palm trees and extensive ruins.

(http://www.holdfastgame.com/Content/imgs/Posts/4c485d9f-bb98-42b8-93aa-352d05335e0b.jpg)

This means that it ends up in a combination of chaotic cover and open spaces. If you ever have time to gaze away from the combat around you, the ruins themselves are an impressive sight. Featuring the remains of bath houses, temples, houses, columns, city walls, and an aqueduct this setting will see fierce hand to hand combat within the remains of the ancient urban paradise.

(http://www.holdfastgame.com/Content/imgs/Posts/84af771e-ac15-466e-956f-a32a0cec0845.jpg)

Scaling the walls to gain an advantage over approaching enemy infantry comes at the risk of being an easier target for the field guns in the open sands. The quiet rustling of wind on sand will soon give way to the boom of cannon and crash of hot metal.

(http://www.holdfastgame.com/Content/imgs/Posts/260df9ef-6caf-4b0e-98c3-40698635021b.jpg)

Once again our dynamic day/night cycle comes into play for longer skirmishes, the desert becomes a completely different beast in the cool of night. It has been designed to support the army assault, battlefield and deathmatch game modes.

(http://www.holdfastgame.com/Content/imgs/Posts/01286e2a-80d8-4d11-97b5-aca2213bbec7.jpg)

New maps. On-going progress

Along with all of the scenes we have previously shown, players can expect even more army based maps for the early access release. The first of these is a winter scene which has just been finalised of which we can talk more about in a later developer blog. Furthermore, we took some time to create a much smaller ‘arena’ scene so that players who wish to practice or improve their melee combat skills, have a close-quarters area to do so.

(http://www.holdfastgame.com/Content/imgs/Posts/2fe3ba9a-7648-4630-81c9-529f90488fec.jpg)

You’re more than welcome to share with us any ideas for scenes you may have. Head over to our forums and join in the discussion in the below thread to do so.

 Map Concepts - Share with us your Ideas! (http://www.holdfastgame.com/forum/index.php?topic=821.0)

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

User interface. Community feedback

First of all, we would like to thank you all for being so responsive and supportive. This is enabling us to make improvements to our game based directly on your feedback before we even enter early access! Our most recent example is that there were concerns raised over the amount of screen space being taken by the displaying of friendly player’s names all of the time. We heard you and have now changed the system to only show a player’s name when you are looking directly at them.

We are also looking into ways of helping the player distinguish friend from foe so further feedback as we introduce these systems is greatly appreciated! It is our aim to have this and other sections of the UI toggle-able so that you can tailor it to your own desired experience.

Following on from that we have made some changes to our UI, most notably disabling the objectives panel until we can put our final minimalist UI design into place. We have more improvements and changes in store for the UI further down the line in our development roadmap. This includes reducing the size of the minimap to the bottom left of the screen. We’ll keep you updated.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Join us on Discord group chat!

We would like to extend our invitation for you to join us on our Discord group chat. It’s been great seeing the community engage in discussions about the game. Your feedback has been truly useful to help us improve and plan ahead our development roadmap for the game which we’ll be making publicly available when we go into early access this year.

We hope to see you there soon and please do spread the word around!

https://discordapp.com/invite/XsHBUNs

You can join in the discussion for the following blog  here (http://www.holdfastgame.com/forum/index.php?topic=847.0) and until next time, may good health be yours.

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios



Title: Re: Holdfast: Nations At War
Post by: Asid on June 26, 2017, 02:29:25 PM
An officer's duel. Ongoing progress
June 25, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/29e03fb0-b44e-4ed7-9b45-7cfc9bc66413.jpg)

We’re back with a bit of a mix of information today. As we draw ever closer to our release into Early Access we are fine-tuning assets and gameplay systems across the board. We have a special something to begin with! Napoleon and Wellington both didn’t like their officers duelling but sometimes disagreements were still decided by blood in secret...

https://youtu.be/S1s3TTvz1vM

Beat the drums! One good chap meets his unfortunate end in a duel between two officers. What you’re seeing here is raw unaltered footage taken directly from the game. Everything here is still being fine-tuned and should be considered a work in progress.

Role-playing and interactions

That video highlights another important aspect of our vision for the game. We feel that the type of gameplay we reward here should have more depth than just point scoring. We have already talked about our focus on community, competitive gameplay mechanics and planned content.

It is another direction that we would like to draw attention to here today. ‘Roleplay’ sits quietly in the corner of a game like this, taking form in small ways like spontaneous duels on the battlefield and even bigger ways like entire servers dedicated to the simulation of a garrison or battlefield.

To support our community to play the game as they want we are allowing server administrators free-reign when it comes to game settings and server configuration. One example might be the epic onslaught of an open field battle with an extended time-limit and reinforcements spawning in waves; watch the day-night cycle swoop by as the forces clash over and over again. We're also working on new functionality right now which will further increase the dynamicness of the battlefield.

On top of that our environments and systems have had that extra level of interaction and polish; for instance, you may have noticed pianos, walking, voice-acting, musicians, interaction with lanterns, and other in-game objects. You can also take a seat with your friends for a moment's respite in the middle of a battle!

(http://www.holdfastgame.com/Content/imgs/Posts/974ed116-a73d-4ea0-9d93-6a370d1e0b8a.jpg)

We have a list of features we want to include after our initial early access release to both increase the depth of the game as well as give the players more options in terms of how they can play it. This includes things like detachable bayonets, surrendering, 3D VOIP and more musicians. Players will also have control over the 3D VOIP system - You will be able to adjust the volume and mute other players while server administrators, can directly disable 3D VOIP functionality from their servers. As the game progresses, we look forward to continue working with our community to fine-tune features and work out our priorities for new systems.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Colour profiles. Changing the game’s colour scheme

Preferences in terms of look and feel are very subjective and so we have decided to ship with several options for players to pick from in terms of colour palette. Some might prefer a more ‘grim’ look to their games compared to the vibrant colour scheme you have seen so far. We can cater to both!

Normal - This is the default colour scheme of the game. It’s quite bright and colourful.

(http://www.holdfastgame.com/Content/imgs/Posts/587774b9-f0bb-4525-a06c-7e7397ca0def.jpg)

Gritty - This is the first of our selectable colour profiles. It’s a personal favourite of mine and makes everything look more gritty.
(http://www.holdfastgame.com/Content/imgs/Posts/c7f4c588-ddc2-473d-a8bf-0bf988fef938.jpg)

1800 - A colour profile for your atmospheric screenshots and videos.

(http://www.holdfastgame.com/Content/imgs/Posts/eaed38df-8fcc-4a9e-8a96-61838fd5352b.jpg)

Experiment with them all and choose one that suits you best. Feel free to put forward your ideas to us for additional colour profiles.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Palisade arena

We heard that our players will need somewhere to practice their skills in close combat and so our scene-makers have produced this little area for just that purpose. Server options to disable firearms for the deathmatch game mode were also included for admins to force combatants to only use melee weapons. Be it organised competition, practice or even normal gameplay we hope this smaller scene will suit your needs.

https://youtu.be/vycBtDCUX70

Close quarter arena specifically designed for melee combat. Four interactable lanterns stand in the middle of the field to increase visibility during night time. We have also sped up the dynamic day-night cycle for showcase purposes.

Right now we’re in the middle of finalising work on the objectives panel to the left of the screen and the in-game chat.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Army based maps. On-going progress

We are working on several scenes that are designed to be played with larger player numbers and bigger game-goals. These environments take time due to their size as we have to balance the aesthetics, interesting locales, game balance, interaction and performance all at the same time.

Now that we have finalised both the snow scene and the arena map that we’ve shown in the developer blog; we’re working on yet another army based map. We know how important content on army based features and functionality are for our community so we’re putting all the time we can invest into that before our early access release.

The next map we’re currently working on is designed with the intent to promote both close quarter and long range combat. Close quarter combat will take place inside two small urban areas situated in the middle of the map. Both of these urban centres are separated by a river, but a bridge connects them both. We surely hope to see some intensive charges taking place here! We’ll be leaving the rest for another blog post. We’re very excited to show it off.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Animations. Community feedback

Members of our community have expressed that we could do with a couple of improvements to the forward musket running animation. So we did just that! We added more movement to the shoulders and sway to the musket so that the movement now looks more natural and fluid.

The list of animations in Holdfast: Nations At War has grown to be quite substantial. Since we opted for developing a directional melee combat system into the game the number of animations required has also increased tenfold! We’ll continue working on improving and polishing our animations both before and during early access.


We hope that by now we’ve shown both our dedication to this project and a willingness to listen to our community. You’ll also see this being reflected in its entirety in our roadmap for the game we’ll be releasing when the game is out on early access this year.

Anvil Game Studios is hoping to create more than just a single release with Holdfast, our priority is the creation of a community around a shared vision. Therefore we are committed to increasing the scope of the original game after the official release as well as working on more content to start to build up a franchise. It makes sense for our intended playerbase to be a big part of that and we really appreciate all of the support and suggestions that you have been giving us up until now.

Please do join in on our Discord. We’d love to get to know you better and gather your thoughts about the game!

https://discordapp.com/invite/XsHBUNs

You can join in the discussion yourself on the following blog  here (http://www.holdfastgame.com/forum/index.php?topic=880.0)
 and until next time, may good health be yours.


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
 
Title: Re: Holdfast: Nations At War
Post by: Asid on July 10, 2017, 02:37:19 PM
Arendan river. A countryside village
July 09, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/310be5a3-d355-4f69-993c-8b9868e4fcc7.jpg)

Right let’s get straight into it, shall we? This blog is another batch of items that we are ready to talk about for our upcoming Early Access release. We have another look at our map list, talk about gameplay on specific maps, some UI changes and finally a note about our closed playtesting sessions.

https://youtu.be/2ZtqS9EgGVY

Having a stroll around Arendan River - one of the army based maps playable on the release of Early Access this year. You will do yourself good to watch out for fellows trying to take shots at your person in the quiet countryside village!


Arendan river

We needed a scenario large enough to be able to play on competitively, have a mix of long range and closed quarters density and finally attempt to balance it from both sides. What we ended up with is Arendan River, a scene featuring rolling open green, lightly wooded countryside and a small village.


(http://www.holdfastgame.com/Content/imgs/Posts/c8b516f2-fe79-4f0c-a3ed-4d863c543a52.jpg)


Both sides will start looking down into the river valley from fortified positions (each featuring two field guns) but will need to push the open spaces and the village to win.


(http://www.holdfastgame.com/Content/imgs/Posts/d60e4142-c703-4de2-b99e-4b0fa9c70022.jpg)


Close quarter combat will take place in the village halved by the river. Infantry garrisoning these buildings will be hard to get to as many feature narrow entrances and even upper floors. The fighting will be fierce, quick and often rely on the bayonet over the musket ball.


(http://www.holdfastgame.com/Content/imgs/Posts/7a289762-1ceb-4139-a8f7-792a56eb95d0.jpg)


Charging across the stone bridge from one side to the other will also prove to be a difficult challenge. The village itself is quite the sight and features things like a peach orchard, an outhouse, watermill, lanterns, a piano and plenty of benches to rest on!


(http://www.holdfastgame.com/Content/imgs/Posts/868824d7-a98b-4186-a839-c80ab9c69d37.jpg)


Outside of the village, the river can be crossed by a natural crossing on one side of the village and a small wooden bridge on the other. Both of these pathways serve as great flanking positions for those who aren’t looking forward to direct confrontation.


(http://www.holdfastgame.com/Content/imgs/Posts/4129a89f-ddfe-488b-9a99-4cd7e4d68884.jpg)


In contrast with the village, the rest of the terrain consists of gentle slopes, rock formations and various fauna. Fighting outside of the village will be over larger distances but will be no less deadly with the presence of artillery batteries on both sides.


(http://www.holdfastgame.com/Content/imgs/Posts/3d33d1bc-d74a-4734-bf6b-ee2b0bc7c0bb.jpg)


It is important to note that while right now they are unrealistically sturdy, we will eventually change these buildings to be destructible after taking enough damage. On top of that, there will be a change later on that will allow players to swim across the river at the cost of their ammunition.


(http://www.holdfastgame.com/Content/imgs/Posts/218bd1a2-a577-4f8f-8938-7c59ff18d473.jpg)


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Army based maps. Ongoing progress

We have shown off a number of our finalised assets but we are keen to enter Early Access with a good selection of maps. Army-based maps are of particular importance to the community and we want to deliver.

The next map we will be talking about is based on a particular soft spot for a member of our team; the Scottish Highlands!

We are also taking what you are saying into account when it comes to their design. With the most obvious example being, creating a place for you and our entire community to share with us your map ideas! You’re most welcome to join in the discussion by heading here:  Map Concepts - Share with us your Ideas! (http://www.holdfastgame.com/forum/index.php?topic=821.0)


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


User interface. More changes

As you can already tell from the above video, we have significantly reduced the size of the minimap. We’ve also added some polish to the objectives panel as well as the nameplates themselves in an attempt to make it even easier to understand the situation at a glance. This has the bonus effect of decluttering the screen which leaves more open space to enjoy the game itself on.

 

We’re also working on a system that allows you to toggle on and off specific elements of the user interface including the minimap. This was a highly requested feature from our community so we’ve made sure to slot in some time for it. We’ll talk more about this in our next developer blog!


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Community spotlight. Gathering direct feedback

We’ve been gradually inviting YouTubers and members of our community to the game so they can provide us with direct feedback and help us with testing the game. The emphasis has been selecting individuals with a passion for this type of gameplay.

All the feedback we received from all corners within our community has been very helpful for us and we have you to thank for that. We will be looking for more active fellows on our Discord and forums to help us out in future playtests. We’ll also be inviting some of you to take part in our pre-release event for the game!

Do check out the below YouTube videos for a listen to what Malakith, Warrior of Sparta, Chadtopia and Resonant have to say about the game. Every hit we get is a new potential player to fill the servers and grow the community so we would ask that you support us by supporting content like this.

https://youtu.be/b-5GZnbCMVs
Malakith Skadi

https://youtu.be/5SXNrzCqt54
Warrior of Sparta

https://youtu.be/o77MRwnM13Q
Chadtopia

https://youtu.be/4GY5ZUu53x4
Resonant


We would like to close this blog by expressing once again our heartfelt thanks to all of you who have been providing us with feedback and suggestions for the game on our Discord, forums and everywhere else within our community. We’re working hard to make the game more widely available so that your patience is not tested for much longer!

Here's a link to our forums and Discord:

http://www.holdfastgame.com/forum

https://discordapp.com/invite/XsHBUNs

You can join in the discussion yourself on the following blog  here (http://www.holdfastgame.com/forum/index.php?topic=1061) and until next time, may good health be yours.


(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on July 15, 2017, 07:52:11 PM
The coastal siege game mode is in the works.

(https://pbs.twimg.com/media/DEyWYJ3XYAAz846.jpg:large)
Title: Re: Holdfast: Nations At War
Post by: Asid on July 17, 2017, 02:01:58 PM
I have been playing this. This is what I think so far.

•   Great visuals. Brilliant lighting.
•   Great sound
•   Smooth animations
•   Dynamic weather works well
•   Awesome fog effect
•   Great naval battles.
•   Very good water/sailing mechanics
•   Great ballistics.
•   Very nice maps
•   Great developers who really listen. They actually care.


Teamwork is possible., with the right people.

So far I really like it.  :thumbsup
Title: Re: Holdfast: Nations At War
Post by: JasonPratt on July 17, 2017, 05:50:43 PM
I've been keeping an eye on it, and hoping for the best.  :thumbsup

There was another co-op age-of-sail battle game in early access, too (but with no land battles to speak of). Wonder how that's going?
Title: Re: Holdfast: Nations At War
Post by: Raied on July 17, 2017, 07:31:48 PM
I just hope they add Calvary soon.
I am keeping an eye on this.
Title: Re: Holdfast: Nations At War
Post by: Asid on July 17, 2017, 08:42:56 PM

There was another co-op age-of-sail battle game in early access, too (but with no land battles to speak of). Wonder how that's going?

Blackwake?
Title: Re: Holdfast: Nations At War
Post by: Asid on July 17, 2017, 08:43:57 PM
I just hope they add Calvary soon.
I am keeping an eye on this.

Cavalry will be added. We had a long discussion with the devs about this and other things.
Title: Re: Holdfast: Nations At War
Post by: Asid on July 24, 2017, 03:01:35 PM
Coast Guards & Customs. Another military branch
July 23, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/807d555b-983c-4663-8597-9471510be15e.jpg)

We are rather excited this week as we finally get to talk about the mysterious white uniforms you saw in our trailer! To better understand some of what we talk about below you might want to refer back to our blog on the entire  class system. (http://www.holdfastgame.com/News/Post?p=1010)


(http://www.holdfastgame.com/Content/imgs/Posts/b37c572e-35be-4cca-a3fe-953e1eda68c8.jpg)

Join the Coast Guards!

The Coast Guards is yet another military branch present in Holdfast: Nations At War! We have included them within the game as distinct entities due to the addition of coastal based engagements. It is rarely seen within games to feature combat taking place fluidly on both land and sea and we want to make the experience as enjoyable as possible.

Within the game, you will see these classes being played on coastal fortifications to defend against incursions by an enemy navy.

Coast Guard

Role: Offense

Protects the coast. Excels at killing infantry and the use of cannons.

(http://www.holdfastgame.com/Content/imgs/Posts/ef8f613c-f90a-459a-b861-d5201e18d1cf.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/b81e7a31-33fc-4adc-909b-0e88f24b5859.jpg)

Abilities

Artillery Basics - Trained with the use of cannons. You can fire and operate them.

Swim - Familiar with the ways of the sea. You can swim for a short amount of time.

Traits

Cannon Specialization - Excels with the use and firing of cannons and mortars. You can fire and operate these artillery pieces at a faster rate.

Weaponry

Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

Sword - The French coast guards come equipped with a sabre briquet.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Customs

Role: Offense

Quick footed infantryman which protect the coast. Excels at killing infantry.

(http://www.holdfastgame.com/Content/imgs/Posts/3a72b332-b105-4be8-af6d-4d64975d6f29.jpg)

Abilities

Swim - Familiar with the ways of the sea. You can swim for a short amount of time.

Traits

Skirmisher - Drilled with knowledge on skirmishing tactics. Your musket reload speed is slightly increased and your melee combat damage slightly decreased.

Light-Footed - Fast and nimble. Your running speed is slightly increased.

Weaponry

Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

Sword - The French customs come equipped with a sabre briquet.

We also have a uniform ready to be integrated into the game for the British Customs class! As Britain did not have a specific coast guard at the time but used a selection of different forces to guard the coasts we have created an umbrella militia unit. They will be stationed inside forts along the coast and will be taking the role of the customs class. We still have some work to be done however before we can show them off.

As we previously mentioned, not everything we list in the following developer blog for the class system will be ready and done by the time we go into Early Access. We're doing this to gather an idea of what the community thinks about our approach to class design.

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Coastal siege game mode

We have also been working on the coastal siege game mode in preparation for our release on Early Access this year. We played this game mode during our last closed playtest on Sunday and according to our own plans and the feedback we received it’s already at a stage where it could be considered functional and playable for an Early Access release. It’s just one more step towards our goal of giving you a high-quality experience even on day one of Early Access.

The coastal siege game mode is one where two forces battle for a stretch of land along the coast, often revolving around some sort of fortification or settlement.

The attackers are aboard a small fleet of ships and their aim is to cripple the enemy’s defences and eventually capture their objective. To do this they will need to use their cannons, manoeuvrability and numbers. Smaller row-boats can be launched from their ships to allow their Marines to take the fight to the land and a good Captain would cover their advance under the fire of his own artillery. This is an example where several different game-play options are presented to the player and they must work in tandem to overthrow the opposition.

(http://www.holdfastgame.com/Content/imgs/Posts/01f75e06-72f8-41a5-9c3c-e83cb0b9f7da.jpg)

Do you bombard the enemy to create a breach in their walls before landing your troops? Do you wait until you are very close to shore before launching your Marines or do you stay back in the relative safety of range?

The defenders must prevent the assaulting forces from taking control of their fortifications. While they have a tactical advantage with fortifications and the fact that the enemy must land troops via ships, your number of respawns are limited so every life has to count. Do you push your forces to the beach and hope that the cannon on the fort will distract the ships from your position? Or do you withdraw behind your walls and engage the enemy at long range, biding your time until they are committed to a beachhead before rushing at them?

All of the coastal maps also have secondary objectives and sometimes they have more. The Shipyard objective location on Fort Imperial will allow the attackers to spawn closer to the fort in limited numbers. Another example of a secondary objective are locations that will also allow you to spawn near artillery batteries to bring down the fort’s walls. It’s up to the team to decide the course of battle!

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Coastal siege maps

You may have heard that we have generally placed a higher priority on land based content based on feedback from our community. This does not at all mean that we have neglected the wetter parts of our game and if anything it has led to a richer experience in our coastal engagements.

We’ll be releasing with a total of 3 coastal siege maps by the time we go into Early Access. All of the fortifications featured in these maps are destructible. We’ve previously written an entire blog about Fort Imperial, shown a sneak peek of Martello Tower on our social media and we’ll be leaving the other map for our upcoming blog posts.

(http://www.holdfastgame.com/Content/imgs/Posts/146a5ca0-f215-4c61-bfef-fceb2cdfa3fd.jpg)

Be sure to look forward to the development roadmap we’ll be releasing when we go into Early Access this year for an overview of our plans for coastal siege battles!

(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

User Interface. Community feedback

We’ve mentioned that we are working on a system that allows you to toggle specific elements of the User Interface. We are happy to announce that this is now complete and will be available within the release into Early Access this year!

You can selectively disable the minimap, chat, crosshair, kill-feed, centre screen dot, reload indicator, friendly player indicators, friendly name tags, your personal score and even the objectives panel. Customise what you see to make your experience the best it can be.


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Community spotlight. Regiments, crews and feedback

Most of you will be aware that we conducted a slightly larger test recently with our closed group of testers. It went extremely well and the feedback we have received both during that session and the previous tests have been monumental in helping us fine-tune our efforts to create an enjoyable game. Bug fixes, feature tweaks and even game balance have been discussed and improved over the past several months. We are incredibly grateful to all that have helped both in these tests and with suggestions and feedback based on the footage we have shown. We hope that it is clear to you that we are listening and taking it in.

Next is a big shout out to all the Regiments and Crews (clans) who have been assembling in anticipation for Holdfast: NaW’s release! You’re more than welcome to get in touch with us to share your ideas about the game - We are paying close attention to competitive play and have been working on polishing those features at the heart of the competitive side of the game for our initial release into early access. We will continue to support the competitive scene both with the integration of new features within the game, allowing administrators to freely configure their own servers and the hosting of official competitive events.

We are also still in search for map concepts and ideas from our community, specifically a pressing need is to design a training map for regiments. This can range from areas to practice melee combat, shooting, artillery and to also have a nice place were promotions to those deserving few can occur! Due to the nature of the game, it would preferably be in the form of some sort of realistic military camp (real or imagined). Please do head over to our forums and forward us your ideas in the below thread:

 
Map Concepts - Share with us your Ideas! (http://www.holdfastgame.com/forum/index.php?topic=821.0)

If you haven’t joined a crew or regiment we suggest you look for one on our recruitment section on  discord (https://discordapp.com/invite/XsHBUNs) or our  forums. (http://www.holdfastgame.com/forum/index.php?board=6.0)


Here are a few YouTubers who have taken an active interest in being a part of our community, we would like to share what they have to say about the game:

https://youtu.be/SSmuSlF2p9c

https://youtu.be/w2bZN2hqqjo

https://youtu.be/Zh96nlpAFcE

https://youtu.be/daptP9bmOks


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)

Discord

Head over to Discord to join in the conversation! Well, a conversation. There was one last week about what edible sauces came out of soldiers from different nationalities. We are all active on there and have been enjoying seeing the community grow.

You can join in the community discord channel down below:

https://discordapp.com/invite/XsHBUNs

Thank you from all of us once again for being so enthusiastic, open to change and most importantly of all willing to give us honest feedback on our game. We are working very hard every day to listen to what is being said and then make sure that Holdfast: NaW matches up to expectation as closely as possible. That being said this is an ongoing process and Holdfast: NaW will be a community driven project from now, through Early Access and into its full release.

Until next time, feel free to join in the discussion for the following blog  here (http://www.holdfastgame.com/forum/index.php?topic=768.0)  and may good health be yours.

P.S. You might want to stay tuned for our next blog. We have a very special something we plan on revealing.

(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on August 07, 2017, 01:07:44 PM
Guards & Riflemen. The chosen elite
August 06, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/4acf4dde-f184-41ff-af7b-410c390eae42.jpg)

It has been a rather busy few weeks for us lately with being so close to our initial release and all! It seems like all of our time is over the hills and far away, as they say… We will need to Guard our excitement so that it doesn’t get too out of hand… Ok, I will stop now. This blog features a couple of classes that may interest you.

(http://www.holdfastgame.com/Content/imgs/Posts/db594f6b-1c8b-4af3-a01a-821fb133dd61.jpg)

Guard

Role: Offense

The Guards were usually chosen from the most experienced Grenadiers. This meant that they tended to be rather big men with proven skill at killing. They excel at engaging and defeating other infantry..

(http://www.holdfastgame.com/Content/imgs/Posts/d744b540-661f-4e53-87be-575029802ce8.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/d12ade9b-37de-450b-82a9-7a0893ee6429.jpg)

Abilities

Guard - Duty bound to guard the high-command. You passively increase the HP of nearby allied officers.

Traits

Elite Infantry - Battle hardened veterans. This trait slightly increases the HP of the Guard to give him a better chance of survival in battle. It also increases damage dealt by melee weapons.

Bayonet Specialisation - Excels with using bayonets. Your melee damage when wielding a bayoneted musket is slightly increased.

Weaponry

Bayoneted Musket - Muzzle loaded firearms equipped with a pointy end. They’re your best bet at making quick work of your enemy if things get up close and personal.

Sword - The French Guards come equipped with a sabre briquet.

You’ll be seeing more of the Old Guard within the game and related army-based content. It is one of the things that we are most looking forward to seeing ourselves.


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Rifleman

Role: Offense

This class needs little introduction, but for those that have managed to completely miss any reference to the ‘Green Jackets’; As the Napoleonic Wars dragged on, the importance of skirmishing and sharpshooting units was realised. The Riflemen were given the more accurate “rifled” weapons which became weapons of marksmanship skill over faster reload speed.

(http://www.holdfastgame.com/Content/imgs/Posts/d4d7712f-46a8-43b6-9d26-a2dbb5710669.jpg)

(http://www.holdfastgame.com/Content/imgs/Posts/cdd913bb-7063-413b-aa00-9c089e1856c7.jpg)

Traits

Marksman - Crack-shot. Your accuracy when using firearms is increased but the rate at which you reload your firearm is slightly decreased.

Light-Footed - Fast and nimble. Your running speed is slightly increased.

Chosen Men [British] - The prestigious 95th. You're a chosen man! It makes you feel special.

 
Weaponry

Rifle or Musket (Without Bayonet) - Rifles for the 95th and smoothbore muskets for the French Tirailleurs.

Sword - The French rifleman comes equipped with a sabre briquet while their British counterparts make use of a sword bayonet.

We assigned the Corsican Tirailleurs the Rifleman role for gameplay balancing purposes as the British Green Jackets generally fared very well against their non-rifled musket armed French counterparts. Riflemen are crack-shots and even though they’re only available in limited numbers, they can still be a very effective force on the battlefield.

As we have previously mentioned; we cannot guarantee that everything we list in the following developer blog for the class system will be ready and done by the time we go into Early Access. We're doing this to gather an idea of what the community thinks about our approach to class design.


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Firearm mechanics overhaul. Arching bullet trajectory

Our Firearm mechanics have undergone a complete overhaul. Bullets no longer drop in a straight line but are instead slowly pulled towards the earth through gravity (arching bullet trajectory) which impacts the distance each projectile travels. It should be noted that we have also made sure that the re-worked mechanics reflect the inaccuracy of black powder weaponry. These values are also configurable per weapon so that we can give different characteristics to rifles, muskets, pistols and other firearms. Further tweaking and balancing during Early Access are expected upon more widespread player feedback, though we feel the current system is a significant improvement.

This overhaul came into effect after consulting the community. We invited some of the current closed testers who have been very involved in related competitive scenes (and possess a depth of knowledge in this period) with direct feedback. Together we have spent many hours engaged in a discussion on firearm mechanics and directly adjusting values for each and every firearm in the game.

Thanks to their efforts we have seen a significant improvement in how the game plays out when the muzzles start to flash. Here’s a preview of how the bullet trajectory for the muskets looks after the overhaul. The colourful lines and data on bullet trajectory to the right-hand corner of the screen won’t be present in the actual game. These are tools that we use for development purposes and for the testers to see a visual representation of the changes as we adjusted the values at runtime.

(http://www.holdfastgame.com/Content/imgs/Posts/61861670-379b-4708-8ece-0f3dbc6fca2c.jpg)


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Follow us! Keep yourself up to date

We have now reached almost 800 followers on our Facebook page alone! Both our Facebook and Twitter pages are great ways for us to reach interested individuals and continue to bolster the community. We will also be increasingly using our social media to keep you updated with the on-goings of the game especially as we get closer to the game’s release this year. Be sure to head over and give us a follow to keep yourself up to date.

 Holdfast: Nations At War - Facebook (https://www.facebook.com/holdfastgame)

 Holdfast: Nations At War - Twitter (https://twitter.com/holdfastgame)
 
Website upgrade. More to come

We’ve been clear in our blog posts that there’s a whole lot more to the game than just what we have currently revealed. This is why we decided to give our website another look. For now, we have started with updating the selection of classes we have revealed in our blog posts and an easier way to navigate to our social media and discord from the menu bar.

Head over to the link below to check out the updated class list. Once again, the classes shown on our website doesn’t make for the entire class selection that will be playable within our Early Access release! We have yet to reveal more...

 Holdfast: Nations At War - Features - Class System (http://www.holdfastgame.com/#ClassSystem)

(http://www.holdfastgame.com/Content/imgs/Posts/5e430c14-6d0e-435c-b8c2-280805239af3.jpg)


(http://www.holdfastgame.com/Content/imgs/Posts/8e94b7c7-a714-4a48-a0bc-e28daf684a84.png)


Stress test. Community involvement

Members of our community have been invited to join us for an in-game stress test in preparation for the game’s release on Early Access this year. A big shout out goes to all of you who have accepted our invitation. We really appreciate the extra help with testing this vital part of the game.

The primary objective of this test was to identify what will need/can be optimised in our ongoing efforts to support high player counts. It will also be important to enable us to spot and then fix any bugs which have made it through the cracks from all of the previous play sessions and countless in-house hours that have been spent testing the game ourselves.

We are very pleased to say that the stress test went extremely well. We’re not spilling the beans on player count just yet as we have even more optimisation planned before we go into Early Access. Keep in touch on our forums, discord and through our blog posts. We’ll be sure to let you know where things currently stand before we release the game on Early Access.

Please note that the work and dedication towards supporting high player counts will continue throughout the game’s Early Access phase and even into full release. We want to see epic battles as much as you do!

 
Community spotlight. Events, crews and regiments

A good way of keeping up to date with Holdfast news as well as meeting other interested individuals is to peruse the various different Regiments and Crews that are being formed for the game. You will want to hit the ground running on release as it will only be a few short weeks until we host the first official competitive event!

 Join a crew or regiment! (http://www.holdfastgame.com/forum/index.php?board=6.0)


Even though almost everyone loves his Sharpe and a good Guard unit; we have something even more special to announce within our next blog post! Keep an eye out for this one. It’s going to be great.

Until next time, feel free to join in the discussion for the following blog  here (http://www.holdfastgame.com/forum/index.php?topic=1228.0) and may good health be yours.

 
(http://www.holdfastgame.com/Content/imgs/Posts/28237788-fc6c-485d-9631-6eceea69dc5a.png)


Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Peter, Andrew, Julian, Andreas, Nico, Cameron & Tassilo

Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Beef on August 07, 2017, 04:05:03 PM
Great stuff. Thanks for the detailed post. The 3D models look awesome. The French Guard and British Rifleman seem to have the same face, which looks like Trevor Howard!

(http://image.toutlecine.com/photos/h/o/w/howard-trevor-02-g.jpg)
Title: Re: Holdfast: Nations At War
Post by: Asid on August 07, 2017, 04:22:29 PM
Great stuff. Thanks for the detailed post. The 3D models look awesome. The French Guard and British Rifleman seem to have the same face, which looks like Trevor Howard!

 :coffeescreen

Holdfast is running very well. I have played a few mp sessions with lots of players. Fun, immersive, great sound and graphics on land and sea.

The devs are passionate about their game and very engaging. They really listen to the community.

So far I am pleased  :thumbsup
Title: Re: Holdfast: Nations At War
Post by: Asid on August 19, 2017, 07:41:25 PM
Holdfast: Nations At War releases this September the 21st!
August 19, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/53e256ad-ff6b-4bac-9cd9-ecd42dcaed77.jpg)

The clouds of black powder smoke hide the battlefield well but the enemy is so close now you can make out the patterned lace on their uniforms. Their boats lie discarded on the shore, the distant threat from their ship safely hidden from sight. Men either side of you raise their muskets in time with yours along to the orders shouted above the chaos. Another flash and crash to signal the volley. It’s too late to run now and so only one question remains. Can you stand?

 

We are most excited to announce that Holdfast: Nations At War will be released through Steam Early Access on September the 21st!


Read on: HERE (http://www.holdfastgame.com/News/Post?p=1025)
Title: Re: Holdfast: Nations At War
Post by: Asid on August 28, 2017, 02:56:52 PM
Dynamic Weather!
27 AUGUST

See the weather transition from clear skies to rain, storm, snow and fog in Holdfast: Nations At War. All of this is configurable by server administrators through a selection of presets during the match. See you in-game on September the 21st.

A foggy night on Arendan River.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21151454_923742671121467_8420375946774055089_n.jpg?oh=fa4a3414fbeba5f278e981d45694cb9e&oe=5A1A58EB)

Raining on Arendan River.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21034514_923742681121466_8996939563747706299_n.jpg?oh=d25c93c8c33df8f77ecb8fc77cf34ce7&oe=5A5CD830)

A rainy morning on Arendan River.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21034525_923742684454799_2117387349332777221_n.jpg?oh=15517a10a233567b62cdf966d1c467bb&oe=5A5E7313)

Snow melting on Arendan River.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21106545_923742714454796_9134327887626470408_n.jpg?oh=0a2cf8ba9f76892847245f225ab5e21f&oe=5A1B8428)

Snowing on Arendan River.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21078353_923742737788127_6958579982880269607_n.jpg?oh=8854b84634082213869746aab8c153ec&oe=5A12AB94)

A 12-Gun Brig-Sloop sailing through the fog.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21077804_923742741121460_4995203314846486200_n.jpg?oh=9cad8d7568fdd05a4e9b16f8a16d9d1b&oe=5A1314C5)

Rainy nights on the open oceans.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21078364_923742751121459_6245170336617249075_n.jpg?oh=00dfd0269f97e0307f8318e3c5a11831&oe=5A21221B)

An enemy in the distance.
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/21106486_923742794454788_7909450676100490141_n.jpg?oh=6c6b94d515c6ea1345a4a9535547a300&oe=5A17BA04)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 06, 2017, 07:03:13 PM
Q&A blog tonight! More of our plans for the game.
6 SEPTEMBER   - AGS | REFLEAX

Be sure to keep a look out for the Pre-Release Q&A blog tonight! We’ll be revealing more of our plans for the game.

Title: Re: Holdfast: Nations At War
Post by: Asid on September 07, 2017, 01:21:59 AM
Pre-release Q&A. Your most pressing questions
September 06, 2017

(http://www.holdfastgame.com/Content/imgs/Posts/df28b9de-4794-40d7-b8f4-e4133e68be22.jpg)

Ladies and gentlemen, we are excited to present to you our grand pre-release Q&A blog for Holdfast: Nations At War! We have always been keen on transparency. Primarily this is to keep you up to date with our progress but it also allows us to go a step forward and involve our community with the development of the game. Holdfast: NaW will be available to play through Steam Early Access on September the 21st.
 
Today we’ll be answering some of your most-asked questions on Holdfast: Nations At War.  Before we continue, we recommend that you head over to our previous blog post as we have not gone into detail on things already discussed over there.

 Developer Blog 17 - Holdfast: Nations At War releases this September the 21st! (http://www.holdfastgame.com/News/Post?p=1025)
 
Anvil Game Studios. Meet the core development team

Holdfast: Nations At War is being built from the ground up by a core development team of 3! Andrew “Refleax” Farrugia, the Producer is to the left, Andreas “Dreas” Grech the one and only Programmer working on the game sits to the right and Julian “Rycon” Farrugia the lead 3D Artist, is standing in the middle.

We’re a small indie team putting long hours into something that we all love to do. We are giving it our all to make Holdfast: Nations At War truly great.

(http://www.holdfastgame.com/Content/imgs/Posts/1863ab3b-ffaf-4537-8e80-db89e20b1cee.jpg)


Steam Early Access. Alpha phase

Holdfast: Nations At War is still under active development (and will be for some time).


This Alpha state means that some of its features and content are more polished than others. Improvements are ongoing for the core mechanics of the game such as the melee and naval combat along with player count optimisations. On that base, we also plan on the inclusion of new features such as cavalry, new factions and maps. We know what the community wants and we’re working on it!

 
Constant game updates. Onwards to release

We very well understand our responsibility towards our Early Access supporters in bringing it out of that phase and into a full release. In order to achieve this in a timely fashion, we will be pushing out regular updates and improvements to the game based on our development roadmap. We will also be releasing changelogs with each and every build to provide you with greater visibility of our progress. We feel that visibility and community involvement within development will be the secret to a successful transition from Early Access to release.


Read on: HERE (http://www.holdfastgame.com/News/Post?p=1026)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 11, 2017, 08:21:03 PM
10 Days until release! Highlands. Army siege.
11 SEPTEMBER   - AGS | REFLEAX

10 Days until the release on Steam! Highlands - One of the land based maps in Holdfast: Nations At War. Defend a fortified position in the army siege game mode.

Highlands - Morning:
(https://i.imgur.com/RjK59Md.jpg)

Highlands - Night:
(https://i.imgur.com/0qy9G91.png)
Title: Re: Holdfast: Nations At War
Post by: Raied on September 11, 2017, 10:12:34 PM
I think I will grab this in early access, maybe DoW will have their own clan?
Title: Re: Holdfast: Nations At War
Post by: Asid on September 11, 2017, 10:30:00 PM
I think I will grab this in early access, maybe DoW will have their own clan?

I played this quite a bit so far. I think it's great. The devs are really passionate about their game....Also it's Napoleonic  :bonaparte

Plays very well in mp  :gamer
Title: Re: Holdfast: Nations At War
Post by: Asid on September 12, 2017, 09:09:48 PM
9 Days until release! The Carpenter.
12 SEPTEMBER   - AGS | REFLEAX

9 Days until the release on Steam! The Carpenter. Equipped with a blunderbuss, this class is a force to be reckoned with when things get up close and personal. Repairing will be introduced during Early Access.

British Carpenter:
(https://i.imgur.com/AqCDMoQ.jpg)

French Carpenter:
(https://i.imgur.com/BdmZmJx.jpg)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 13, 2017, 04:02:45 PM
Price?

From the devs:

Holdfast: NaW will be 19.99 EUR when it is out on Early Access. The price for the game will vary depending on the country you currently reside in (So you might be able to buy it at a cheaper price) - We’re doing this to make sure that the game is affordable by everyone.
Title: Re: Holdfast: Nations At War
Post by: Asid on September 13, 2017, 04:04:33 PM
I think I will grab this in early access, maybe DoW will have their own clan?

There's you and me so far  :thumbsup

I have had great mp. Very convincing Napoleonic balistics  :book
Title: Re: Holdfast: Nations At War
Post by: Asid on September 13, 2017, 05:57:56 PM
8 Days until we set sail! The 12-Gun Brig-Sloop
13 SEPTEMBER   - AGS | REFLEAX

8 Days until we set sail! The 12-Gun Brig-Sloop in Holdfast: Nations At War. This is currently the largest vessel within the game and you can’t help but feel powerful when you are behind her wheel.

12-Gun Brig-Sloop:
(https://i.imgur.com/rBcGNZ1.png)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 14, 2017, 04:54:49 PM
7 Day until the release on Steam! Artillery

7 Day until the release on Steam! Artillery. Field guns, long guns, carronades, swivel guns and mortars. More to come during Early Access.

Field Gun:
(https://i.imgur.com/9Fjs1MC.png)
Title: Re: Holdfast: Nations At War
Post by: Lusik on September 14, 2017, 06:36:40 PM
I'll take a closer look at this game. Thanks for posting Asid.


Sent from my iPad using Tapatalk
Title: Re: Holdfast: Nations At War
Post by: Asid on September 15, 2017, 05:51:42 PM
6 Days until the release on Steam! Maps and game modes
15 SEPTEMBER   - AGS | REFLEAX

6 Days until the release on Steam! Diverse selection of maps. Snow-covered forests, ancient desert ruins, riverside villages and imposing coastal fortifications. All playable in a wide selection of game modes.

One Of The Coastal Siege Maps - Martello Tower:
(https://i.imgur.com/mNTrlkW.jpg)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 16, 2017, 06:11:41 PM
5 Days until you fight with the weather gauge! Naval combat
16 SEPTEMBER   - AGS | REFLEAX

5 Days until you fight with the weather gauge! Outwit your enemy in naval combat. Raise and lower sail while staying with the wind to gain an advantage.

2-Gun Schooner:
(https://i.imgur.com/7mXtmU8.png)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 17, 2017, 05:53:09 PM
4 Days until you march into battle! Official events

4 Days until you march into battle with over 125 players per server! Assemble the crews and regiments. Take part in organised events hosted by Anvil Game Studios.

We’ll be working on increasing the player count even further during Early Access. We want to see epic battles just as much as you do!

Forlorn Hope:
(https://i.imgur.com/NN42oMH.png)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 18, 2017, 07:57:26 PM
3 Days until the release on Steam! Fight on multiple fronts
18 SEPTEMBER   - AGS | REFLEAX

3 Days until the release on Steam! Fight on multiple fronts in Holdfast: Nations At War. The battle takes place on land, sea and a combination of both in our Coastal game modes.

Multiple Fronts:
(https://i.imgur.com/iNyS36Z.jpg)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 19, 2017, 08:12:07 PM
2 Days until you march gloriously into battle to the beat of the drum!

2 Days until you march gloriously into battle to the beat of the drum! Play Fife, drums and violins in Holdfast: Nations At War.

Fifers & Drummers:
(https://i.imgur.com/W4c2rea.jpg)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 21, 2017, 12:50:04 AM
1 Day until the release on Steam! Development roadmap

1 Day until the release on Steam! Holdfast: Nations At War will be released on Early Access at around 8.00 PM CEST.

Have a look at our Pre-Release Q&A blog to know more about our plans for the game.
Go to the Q&A blog.[www.holdfastgame.com]

We will also be releasing the development roadmap for Holdfast: Nations At War on the same day that it is out on Early Access. It has been based on the feedback that we recieved from our community.

Holdfast NaW - Vive L'Empereur!
(https://i.imgur.com/LBawNJE.png)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 21, 2017, 07:06:56 PM
Holdfast: Nations At War released! Development roadmap
21 SEPTEMBER   - AGS | REFLEAX

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/41b4895eeb4ccff1982875ef51e37ea7ca809323.png)

Holdfast: Nations At War has been released on Early Access! Have a look at what's to come. The development roadmap details a list of new features and improvements upon existing ones that you’ll be seeing get into the game.

 Read the announcement with details here (http://steamcommunity.com/games/589290/announcements/detail/1478727366611056637)

Title: Re: Holdfast: Nations At War
Post by: Asid on September 22, 2017, 04:10:51 PM
Holdfast - Changelog 1
Holdfast: Nations At War - AGS | Refleax

We have just released the first update to fix some of the server lag issues that players are experiencing. Until the community servers are updated, we suggest that you join one of the official servers as they are already contain the latest fixes. We will continue to work on this throughout this week until we’re completely sure that these issues are solved.

There will also be the server version displayed in the browser in a future patch. This will allow players to more easily identify servers which are not yet up to date with the latest version.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

ATTN: Server Hosters
Kindly update your server files to the latest version as this will significantly reduce latency for players on your server.


Once again, apologies for the inconvenience caused. Thank you for your support!
Title: Re: Holdfast: Nations At War
Post by: Asid on September 23, 2017, 08:32:16 PM
Holdfast - Changelog 2
Holdfast: Nations At War - AGS | Refleax

The second update for Holdfast: Nations At War is here! We are pushing yet another fix towards the high latency issues on servers. Work on this throughout this week will be ongoing until we’re completely sure that this has been solved.

We’re also aware of the problems with hitboxes for melee combat.

Changelog:
•   Melee combat processing optimisations to ease server strain are now present in this patch. This is in effort to continue solving the high latency issues on game servers.
•   Players will now receive a notification message in the main menu when they are unable to join a server. You will also receive a notification when trying to join a server that is currently full.
•   Fixed a number of exceptions that were occurring on the client. This was causing issues with framerate.
•   A new feature to 'Invert Mouse Y' can now be found in the Game options.
•   Removed a number of redundant development log entries from the server. This will help continue to improve stability.
•   An attempted fix towards the issue were ships could sometimes glide through the beach on Fort Imperial.
•   Players shouldn’t be able to jump on top of the windmills anymore.
•   Fixed an error that was being outputted when shooting at certain objects. This was causing framerate issues.
•   Fixed an issues where the Carronade on the Martello Tower didn’t de-spawn when the Martello Tower itself was destroyed.
•   Fixed and issue were movement speed was significantly reduced when climbing one of the ladders on the Martello Tower.
•   The 8-Gun Schooner now sails higher above the waterline.
•   The 8-Gun Schooner now sways more along with the waves.
•   The 1-Gun Gunboat does not sway as much as before.
•   Rowboats now fracture instead of sink.
•   Fixed an issue with the Server Browser changing the current selected row whenever another row is updated (Note: currently there is a known issue where the currently selected row can flicker when another row is updated).

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

ATTN: Server Hosters
Kindly update your server files to the latest version as this will significantly reduce latency for players on your server.


Once again, apologies for the inconvenience caused. We’re listening to your feedback.

Thank you for your support!

- Anvil Game Studios


PS: Right now, there's an issue with the lobby where you sometimes join a server that you didn't select. This will be fixed in the next patch.
Title: Re: Holdfast: Nations At War
Post by: Asid on September 25, 2017, 09:31:26 PM
Holdfast - Changelog 3
Holdfast: Nations At War - AGS | Refleax

The third update for Holdfast: Nations At War is here!

Friendly fire on the official servers has now been disabled. We apologise for the actions of these players. Disabling team killing on official servers is only a temporary measure until mechanics to automatically kick and ban players from servers are implemented.

Friendly fire can be toggled on and off by server administrators through the server configuration file. To enable friendly fire back on your server, make use of the 'friendly_fire true' paramater per map rotation. It is important to note that by default, friendly fire is toggled off.

The server documentation will be updated shortly. The size of the admin team is also being increased.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

ATTN: Server Hosters
Players trying to join a server that has not updated to this patch will not be able to play. This build contains fixes that are incompatible with the previous version.

Server hosts should update their servers so that players who have downloaded the new patch are able to connect to it.

We are still working on the high latency issues on servers that occur after a while that the server has been running. Good progress has been made towards solving it!

More US Official Servers will be available shortly to keep up with the demand.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog :
•   Added a Friendly Fire server setting which prevents players from hurting teammates in the game. Server hosters can make use of the 'friendly_fire true' command to enable friendly fire back which is disabled by default. This has to be done per map rotation.
•   Fixed a bug where the Connect Button in the Server Browser would sometimes take you to a different server.
•   Added new UI error notification messages that are shown when a player tries to connect to a server which is not updated and also if a player tries to connect to an updated server with an outdated client.
•   Fixed an issue with the VOIP where other players' voices were being cut out when a lot of other sounds were playing simultaneously.
•   Changed the default setting for 'Show Voice Phrases In Chat' to false to prevent unnecessary messages showing in chat. If you already own the game, you can disable this through the game options.
•   The ammo for the firearms has been increased to 60 from 20 because currently there is no ability in the game which replenishes your ammo apart from respawning.
•   Temporarily increased the Faction Balancing amount to 15 from 3 to mitigate the problem where players were selecting a spawn but are then unable to spawn due to faction balancing discrepancy. This will be permanently fixed in a future update which will allow spawn section spots to be locked once chosen.
•   Increased the number of supported aspect ratios to include 4:3, 5:4, 16:10 and others
•   Greatly optimized the main menu scene.The main menu scene shouldnt lag anymore on low end computers.
•   Fixed graphical issues in the main menu that sometimes appeared when launching the game.


Big thanks for your support! We’re listening to your feedback.

PS: Work on melee combat is also ongoing.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on September 27, 2017, 05:53:52 PM
New North American Official Servers Launched
26 SEPTEMBER   - AGS | REFLEAX

3 official servers hosting the Army Battlefield and Coastal Siege game modes have just been launched. They are located in North America. You're welcome to have a go at playing on these servers if you're from that region.

Thanks again for all of your support. Enjoy!

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on September 27, 2017, 06:03:34 PM
Holdfast - Changelog 4
Holdfast: Nations At War - AGS | Refleax

Holdfast: Nations At War has been updated! In this update, you will find a variety of bug fixes, quality of life changes, game balancing along with the implementation of server side debugging tools to help us narrow down the issues with high latency on servers. Work on the latency issue is constantly ongoing and will continue until the problem is completely solved.

We’re aware of the issues with melee combat. As soon as the above is solved, we’ll move forward with more direct improvements towards this mechanic.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Change Log:
•   Fausberg Forest has now been included in the official Army Battlefield server rotation.
•   The Server Browser now correctly reflects the total number of players in a server.
•   The name of the server you are currently connected to is displayed at the top-left part of the screen. A new User Interface option has been added to toggle it.
•   Servers in the Server Browser are now pinged only when they are first shown in the Server Browser instead of pinging all of the servers at the same time. This will result in better performance whilst browsing through servers.
•   Bots that are spawned on the server are now not included in the Server Browser player count.
•   Fixed an issue with the friendly_fire parameter for the Server Configuration file. Administrators can now enable or disable friendly fire in a round.
•   Added 4 new available regions for the servers: China, Japan, Russia and South Korea. Change the server_region parameter in the server configuration file to one of the following: China, Japan, Russia or SouthKorea for the respective flag to become visible in the server browser.
•   Removed the Crew Reinforcements from ships on the Naval Battlefield game mode.
•   Fixed a bug where the Scoreboard was only togglable with the Tab key since the key bind from the Options was being ignored.
•   Fixed a number of exceptions that occurred with the ocean system when a Naval Map level is rotated.
•   Teams now spawn slightly closer to each other on the Army Battlefield game mode.
•   Teams now spawn slightly closer to each other on the Army Siege game mode.
•   Fixed an issue where players could go underneath the bridge on Highlands.
•   The rowboat now takes a total of 55 seconds to sink instead of 5. This solves the issues were you sometimes get dragged downwards along with the boat and die.
•   The rowboat now sways more along with the waves.

Thanks again for all of your support! May good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on September 28, 2017, 12:54:21 PM
Join us! Testing Latency Fixes On Battlefield Eu1

We're currently testing fixes for high latency issues on Battlefield Eu1. You're welcome to join in and give us a helping hand! All you need to do is play on there while we monitor the server.

When this issue is out of the way, we will be placing our direct focus towards the melee combat.

Thanks again for your great support!

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on September 30, 2017, 10:37:34 PM
Holdfast - Changelog 5
30 SEPTEMBER - AGS | REFLEAX

Another update for Holdfast: Nations At War has been released! This time around, we will be pushing more fixes towards server latency issues as part of our ongoing dedication towards improving melee combat.

You will also find new VOIP specific functionality available in this update along with performance optimisations.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Change Log:
•   Multiple server-side fixes to continue reducing latency on servers. Work on this is still ongoing.
•   Added a new Round Players window accessed with the ‘P’ key which shows a list of each player in the round with the ability to mute specific individuals.
- In the Round Players panel, players speaking nearby using VOIP will be shown in green.
- Through this, server administrators can also easily gather the ID of a player used to kick or ban someone from a server. We’ll continue adding functionality to this panel in order to facilitate administration in the future.
•   Added a new Microphones dropdown in the Audio options to allow for microphone selection. This might help resolve some issues that players were having when not being able to talk with VOIP in-game.
•   A new VOIP icon is shown on nearby teammates when they are speaking with their microphone. This icon can be toggled on and off through the game options.
- Officers and Captains will show a red VOIP icon while other classes will be shown in white. This is so that other players can more easily distinguish the commanding classes.
•   A new VOIP mini-icon is now displayed next to your health bar when you are using your microphone.
•   Reduced the overall volume of the in-game voice commands.
•   Changed the default full screen mode to be FullScreen-Exclusive instead of FullScreen-Window (Borderless). This might help with increasing ingame performance when running the game in FullScreen-Exclusive.
- Note: Players who want to use FullScreen-Window (Borderless) instead of FullScreen-Exclusive will now need to use a command line argument when launching the game: -window-mode borderless.
•   Fixed a bug where the map ambiance audio sounds were being cut off when a lot of other sounds are playing at the same time.

Known Issues:
•   Sometimes, you might spawn in the middle of the ocean instead of on a ship. Kindly respawn again if this occurs. This will be solved in the next patch.
•   The winning and lose conditions for the Naval Battlefield game mode are not working as intended. They are sometimes displaying the incorrect faction in the victory screen.

Thanks again for all of your support! May good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 08, 2017, 04:46:28 PM
Holdfast NaW - New Map! Changelog 6
Holdfast: Nations At War - AGS | Refleax

Holdfast: Nations At War has been updated! Within this update, you’ll be seeing all the improvements and content from the previous Beta changelogs. A new map, additional tunes for the violinist, fifer and drummer, server-side optimisations to improve stability, gameplay balancing, bug fixes and more!

Be sure to keep an eye out for one of our blog posts next week! You will be able to vote for the next faction that is introduced into the game.


(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 6 - Game Version 0.6.6489.6717
•   A new map has been included into the game! Fort Christina. It is playable on the Army Battlefield, Assault, Siege & Deathmatch game modes.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/198411826e4c8b8b839a064d1d1f87ac710c5d63.jpg)

•   Added two new Fife and Drum tunes, one for the British and one for the French. Go play to your heart's content!
•   Added three new tunes for the Violinist.
•   Improved the performance and clarity of sound of the VOIP system on the client and server. This is a part of our ongoing efforts to improve stability on servers and better melee combat.
•   New particle effects for the smoke that goes out of the pan when firing a musket have been included.
•   Added a different VOIP over-head icon for Officers and Naval Captains. They are now more distinguishable on the battlefield.
•   Fixed a bug with the Naval Battlefield game mode where the server was incorrectly determining the winner of the round.
•   The Server Browser now sorts by player count automatically the first time it is displayed.
•   Added new Server Browser filter options to toggle full and empty servers.
•   Added a new Search input for the Server Browser to make finding specific servers easier.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/ebebf72fa0011a75bf98942dfecbc261a9e9107e.jpg)

•   Reverted the default FullScreen (Exclusive) change that was done in the last patch to now use the FullScreen (Borderless) again. This was done because some players reported that their game wasn't able to launch with FullScreen (Exclusive).
- Players who wish to make use FullScreen (Exclusive) to benefit from an increase in performance can now do so by following the steps below. Kindly note that your system might not support this feature. If so, kindly remove this launch option.
- Right click on 'Holdfast: Nations At War' in your Steam library > Select 'Properties' from the drop-down menu > Click on 'Set Launch Options' > Insert the following parameter: -window-mode exclusive > Click OK.
•   Decreased the audio volume of other player's warcry noises.
•   Renamed the 'Toggle Melee Mode' keybind option to 'Toggle Melee/Firearm'.
•   Increased the height of the Instrument Songs panel to have the songs all fit without a scrollbar.
•   The VOIP mini icon that is displayed next to your health bar now shows in white instead of green.
•   Attackers now spawn closer to the defenders in the Coastal Siege game mode.
•   Fixed an issue with collision on Fort Imperial.
•   Fixed an exploit on Fort Imperial which allowed you to enter underneath the Fort.
•   Improved the graphical quality and performance of the Main Menu scene.
•   You shouldn’t be able to climb up the rocks and jump onto the city walls on Desert Ruins anymore. Instead, the attackers now have a ladder where they can do this from.
•   Another path near the bridge crossing on Highlands has been included.
•   Adjusted the Battlefield game mode spawn positions on Desert Ruins.
•   Added more cover on the Desert Ruins map.
•   You are now able to continue reloading while climbing one of the ladders on Arendan River.
•   Performance on all maps has been slightly improved.
•   Cannons can now rotate more on the South Sea Castle and Martello Tower maps. This is to reduce the blind spots that the defensive positions have.
•   Another cannon has been included near the Windmill and Barn Spawns on South Sea Castle.
•   Snow is now less bright during night time.
•   Included more Cannons on the Martello Tower Map.
•   There should now be fewer instances where you can accidentally swim underneath the terrain when you try to get on shore.
•   More cliffs have been included to the front of the Martello Tower making it harder to scale.
•   Attackers now spawn slightly closer to the defenders on Desert Ruins in the Army Siege game mode.
•   Fixed an issue where you could spawn mid-air sometimes and fall to your death.
•   Holdfast: Nations At War should now launch more quickly.
•   Ships now spawn slightly closer on the Naval Battlefield open waters map.
•   Fixed a bunch of client-side errors on South Sea Castle which was causing performance to degrade over time.
•   Fixed an issue on the server related to melee combat which was causing a memory leak when a new round started.
•   Fixed the problem with VOIP that occurred in the first build of the beta branch where not everyone could hear each other talk.
•   Fixed an issue with performance drops on Fort Christina.
•   The walls on Fort Christina can now take more damage before they're destroyed.
•   Fixed an issue with being able to fire the swivel guns in rapid succession on Fort Christina.
•   Reduced the reinforcements for Army Battlefield game mode to 600.
•   Fort Christina has now been included in the official server rotation.
•   Reduced the defender’s reinforcements from 300 to 275 in the Army Siege game mode.

Known Issues
•   Sometimes, you might spawn in the middle of the ocean instead of on a ship. Kindly respawn again if this occurs.
•   Certain props on Fort Christina are floating. This will be fixed with the next patch.
•   The Naval and Coastal servers can periodically go offline. We're working on a fix.

A big thanks to everyone who joined the BETA server to help us test out the game! May good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 12, 2017, 09:29:14 PM
Developer Blog 19 - Post launch update. Thank you!
12 OCTOBER   - AGS | REFLEAX

(http://www.holdfastgame.com/Content/imgs/Posts/e0f472e8-5806-43d0-b3fc-b83261241898.jpg)

Between hitting the front of Twitch, flooding our servers over capacity, reaching the top sellers on Steam and the discovery of latency issues, our release and following fortnight was interesting, to say the least!

Continue reading by Clicking Here! http://www.holdfastgame.com/News/Post?p=1028
Title: Re: Holdfast: Nations At War
Post by: Asid on October 15, 2017, 02:28:02 AM
Holdfast: NaW - Beta Changelog 3
Holdfast: Nations At War - AGS | Refleax

Another beta patch for Holdfast: Nations At War has been released. This time around you’ll be seeing better administration tools to facilitate the hosting of events, major changes to smoothen gameplay on servers which have been online for a long period of time, incentives to promote team play and more!

We have also upgraded the game’s engine which in itself was a massive undertaking during this week. Why have we done so you might ask? Because it provides us with further capabilities to continue improving performance and stability on both the server and client. Both of which are necessary pre-requisites before we move forward with direct improvements on melee combat.

New maps are also currently in the works. We’re looking forward to bringing more content into the game!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 3 - BETA - Game Version 0.7.6495.37891
•   Updated Holdfast: Nations At War to Unity Engine 5.6. This major undertaking is in an effort to continue improving client and server side performance. It also opens new ways for us to increasing player count.
•   Fixed a server-side issue which caused the Naval and the Coastal Siege servers to crash every 15 rounds.
•   Steam friends now appear with a yellow marker on the minimap to facilitate playing with friends. We greatly encourage team play to take place!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/36e9a2a13a3190e6f8942895911a171c50c8c1a6.png)

•   Reinforcements now do not deplete if a player respawns while still alive. This will allow players to change classes easier while preventing malicious players from wasting tickets by respawning many times.
•   Fixed an issue where ships would sometimes get stuck in the terrain while sinking which prevented them from ever disappearing from the game. This bug also prevented players from spawning on these ships and unnecessarily cluttering the spawn menu.
•   Added server-side optimizations to allow for smoother sessions over longer periods of time.
•   Fixed a server side issue where the performance of the player’s wave-spawning event would get progressively worse over time, causing a server lag spike whenever a large number of players would spawn.
•   Fixed an issue where the rain ambience audio would sometimes get cut when many other sounds are playing simultaneously.
•   Fixed an issue with the Round Players panel which inverted the sorting every time a player connected/disconnected from the round. You can now more easily mute someone from using VOIP.
•   Fixed an issue where the full VOIP bandwidth of the server was being transmitted to players who have joined the server but not yet spawned.
•   Fixed an issue where the banned players list would sometimes write in the last appended line in the file rather than always writing in a new line.
•   Added the ability to spectate specific players through the Round Players window for server administrators. We’ll be adding more functionality to facilitate the hosting of events in the future!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/7bfd38d74dd830cdc699a5395b37658dcf5a0b1b.png)

•   Added server-side chat and VOIP muting functionality that will allow server owners to better administer their servers. When a player is chat-muted, all his chat messages will also be removed from the chat.
» Server administrators can do this by inputting the below rc commands. This will also be included in the Round Players panel for easier access in the future.
rc serverAdmin chatMute <id>
rc serverAdmin chatUnmute <id>
rc serverAdmin voipMute <id>
rc serverAdmin voipUnmute <id>
•   Fixed multiple issues with floating props on Fort Christina.
•   Fixed a bug which caused players not to be able to aim while on the windmill stairs on Fort Christina.
•   Fixed an issue which caused players to get stuck then having to jump on the bridge leading to Fort Christina.
•   Fixed an issue with tessellation cracking on Fort Christina’s terrain.
•   Snow particle effects show now no longer be seen inside the buildings on Fort Christina.
•   The walls on Fort Christina are now stronger and can take more artillery fire.

Changelog 3 - BETA - Game Version 0.7.6496.17388 (Hotfix)
•   Fixed an issue were you could see other players respawn on their death location instead of their actual spawn.

Known Issues
•   The first time you join a server hosting the Naval or Coastal game modes, you will spawn in the middle of the ocean instead of on a ship. Kindly respawn again when this occurs. We're working on a fix.

Join the BETA Server!
You can access the Public Beta branch yourself through Steam by right clicking on ‘Holdfast: Nations At War’ in your Steam game library, select ‘Properties’ from the drop-down menu, go to the ‘Betas’ tab then select the beta version of the game from the drop-down menu. After the download is done, you’ll be able to join the ‘Anvil Game Studios Official EU8 - BETA’ server.

Once again, thank you very much for your support! You're welcome to join us on the BETA server and until next time, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 15, 2017, 02:31:44 AM
A new nation to join the conflict! Cast your vote
Holdfast: Nations At War - AGS | Refleax

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/d3306bd85b38011a7500d446833ffa325956d370.jpg)

Now's the time for the community to decide which nation joins the conflict next! Choose from Prussia, Austria, Russia, Spain, Ottoman Empire or the Confederation of the Rhine. Once we know which of the factions is the most popular choice, we will then start working on including it within the game.

Head over to the polling booth on our forums to cast your vote. You need to register an account on our forums in order to do so.

 Go to the Polling Booth - Cast your vote today! (http://www.holdfastgame.com/forum/index.php?topic=2753.0)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/823e07b4586ed0a2873b206d2a3fb7451c40f957.jpg)
Defending Fort Christina by Dual

This will not be the only faction added to the game, and the list of factions within this poll is not by any means an exhaustive list of possible future additions. Please do continue to suggest other nations and content on our forums. We have chosen these factions due to their popularity so far, but this may change in the future.

While the time since our Early Access release has largely been spent putting out fires and working on stability for our new fledgeling community, we hope that this shows that work on additional features and more content is still underway. We look forward to having you there every step of the way.

The creation of uniforms and melee combat are handled by two separate people. A new faction will not impact in any way our ongoing work towards improving melee combat.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/91a1cea4b9e55f9447c6fa8f4b3201a926e67e93.jpg)
The Guard Leads The Way by 22nd_GabrielDave

Muster everyone you know and get them to cast their vote! The poll will only last for two weeks as we want to get working on this as soon as possible.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 15, 2017, 02:36:01 AM
Holdfast: NaW - Game Engine Upgrade! Changelog 7
Holdfast: Nations At War - AGS | Refleax

Holdfast: Nations At War has been updated. You’ll be seeing better administration tools to facilitate the hosting of events, major changes to smoothen gameplay on servers which have been online for a long period of time, incentives to promote team play and more!

We have also upgraded the game’s engine which in itself was a massive undertaking during this week. Why have we done so you might ask? Because it provides us with further capabilities to continue improving performance and stability on both the server and client. Both of which are necessary pre-requisites before we move forward with direct improvements on melee combat.

Be sure to cast your vote for the next faction if you haven't done so already!
A new nation to join the conflict!   Cast your vote today! (http://www.holdfastgame.com/forum/index.php?topic=2753.0)

Player Count Testing
We've now increased the cap for the 'Anvil Game Studios Official NA1 - Army Battlefield' and 'Anvil Game Studios Official EU1 - Army Battlefield' servers to stress test the game with 150 players! You're welcome to join in on one of these servers and give us a helping hand.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 7 - Game Version 0.7.6496.17388
•   Updated Holdfast: Nations At War to Unity Engine 5.6. This major undertaking is in an effort to continue improving client and server side performance. It also opens new ways for us to increasing player count.
•   Fixed a server-side issue which caused the Naval and the Coastal Siege servers to crash every 15 rounds.
•   Steam friends now appear with a yellow marker on the minimap to facilitate playing with friends. We greatly encourage team play to take place!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/36e9a2a13a3190e6f8942895911a171c50c8c1a6.png)

•   Reinforcements now do not deplete if a player respawns while still alive. This will allow players to change classes easier while preventing malicious players from wasting tickets by respawning many times.
•   Fixed an issue where ships would sometimes get stuck in the terrain while sinking which prevented them from ever disappearing from the game. This bug also prevented players from spawning on these ships and unnecessarily cluttering the spawn menu.
•   Added server-side optimizations to allow for smoother sessions over longer periods of time.
•   Fixed a server side issue where the performance of the player’s wave-spawning event would get progressively worse over time, causing a server lag spike whenever a large number of players would spawn.
•   Fixed an issue where the rain ambience audio would sometimes get cut when many other sounds are playing simultaneously.
•   Fixed an issue with the Round Players panel which inverted the sorting every time a player connected/disconnected from the round. You can now more easily mute someone from using VOIP.
•   Fixed an issue where the full VOIP bandwidth of the server was being transmitted to players who have joined the server but not yet spawned.
•   Fixed an issue where the banned players list would sometimes write in the last appended line in the file rather than always writing in a new line.
•   Added the ability to spectate specific players through the Round Players window for server administrators. We’ll be adding more functionality to facilitate the hosting of events in the future!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/7bfd38d74dd830cdc699a5395b37658dcf5a0b1b.png)

•   Added server-side chat and VOIP muting functionality that will allow server owners to better administer their servers. When a player is chat-muted, all his chat messages will also be removed from the chat.
» Server administrators can do this by inputting the below rc commands. This will also be included in the Round Players panel for easier access in the future.
rc serverAdmin chatMute <id>
rc serverAdmin chatUnmute <id>
rc serverAdmin voipMute <id>
rc serverAdmin voipUnmute <id>
•   Fixed multiple issues with floating props on Fort Christina.
•   Fixed a bug which caused players not to be able to aim while on the windmill stairs on Fort Christina.
•   Fixed an issue which caused players to get stuck then having to jump on the bridge leading to Fort Christina.
•   Fixed an issue with tessellation cracking on Fort Christina’s terrain.
•   Snow particle effects show now no longer be seen inside the buildings on Fort Christina.
•   The walls on Fort Christina are now stronger and can take more artillery fire.
•   Fixed an issue were you could see other players respawn on their death location instead of their actual spawn for a split second.
•   The reinforcements for the defenders on the Army Siege Game Mode has been increased by 20. On Fort Christina, an additional 20 reinforcements are available for the defenders.


Known Issues
•   The first time you join a server hosting the Naval or Coastal game modes, you will spawn in the middle of the ocean instead of on a ship. Kindly respawn again when this occurs. We're working on a fix.

Thank you very much for your support! We're looking forward to the next update and until next time, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 22, 2017, 12:53:22 AM
Holdfast: NaW - Organised Play & Team Chat! Beta Changelog 4
20 OCTOBER   - AGS | REFLEAX

Holdfast: Nations At War - BETA has been updated! Today we would like to start with a big thanks to all the crews and regiments in the game. This time around, we made sure to pay some well-deserved attention to facilitate the administration of events, introduce a new linebattle map, chat channels and increasing the player count limit from 126 to 150 players for the army based game modes per server - All aimed towards promoting and aiding organised play.

Event Hosting - Admin Tools
After a lot of great feedback and suggestions from our community were received, we started improving upon existing and developing new administration tools.

In addition to the spectating functionality introduced during the previous week, event hosts (server administrators) are now able to easily kill (slay), kick or even ban other players through the ‘Round Players’ panel. You can now also state a reason before taking your desired action further facilitating the administration of events.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/a5a3ff670d7e9713cfc72d7b565fab743703d0c5.png)

Is your regiment interested in hosting Public Linebattles? It would certainly serve as a great introduction for new players to organised gameplay and gather some recruits while you’re at it! We’ll be here to develop additional administration tools pending on community feedback.

We know that improvements on melee combat are also vital to encourage more hosting of events. Throughout this week, we have worked on more back-end changes in preparation for more direct improvements towards this system.

Linebattle Map - Grassy Plains
A new line battle map - ‘Grassy Plains’ is now in the game! This map is the first in a series of line battle maps that we have planned for the game. They feature different terrain elevation, environments and are specifically designed to cater for organised gameplay.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/ed7fc156a8a6f343263e322ee7237332252b02a1.jpg)

(http://150 Players - Bigger Events!)
This is not all we have planned for organised play in this patch. We are now excited to announce that Holdfast: Nations At War supports 150 players per server for the Army based game modes! We’re looking forward to seeing bigger events being hosted. Will we be stopping here? Most definitely not! Work on increasing the player count per server will always be ongoing.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/1115a709416094dcf396cb024b491fd923de2dee.jpg)

Encouraging Team Play - Round, Team & Officer Chat
The in-game chat has been redesigned to include several chat channels within it. If you’d like to speak to everyone make use of the Round Chat, to send a message over only to your teammates use the Team Chat and more importantly, the Officer Chat is reserved for communication amongst those of command.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/9268aed976f88a512d4e300a6a285269efb82454.jpg)

To change from one chat channel to another, you can do this very easily by using the ‘Tab’ key. Oh yes, and of course this key is customisable from the key settings.

There are also chat channels specifically dedicated for musicians to coordinate their musical genius in the field of battle and another one for riflemen. We hope that all the chat channels will help with encouraging team play to occur on public servers!

Favourite Servers & Persistent Voice Chat Mute
You can now favourite a server of your choice through the server browser. It’s quite nifty to quickly find the location of your event or training.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/a95c54075960d2de672a1eacd235bf8b7d785cf7.png)

Muting someone through voice chat (3D VOIP) will now persist through rounds! This should make your great muting endeavours just a little bit easier.

There have also been other changes than the ones we’ve discussed above of course. Go ahead and read the full changelog down below.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 4 - BETA - Game Version 0.8.6502.40228

•   Grassy Plains - A new linebattle map! More to come. They’re all specifically designed to cater for organised play.
•   The number of Officer spawns has been increased from 6 to 10. We want to encourage more organised play to take place on public servers!
•   The chat is now split into multiple channels, the two primary channels being ‘Round’ and ‘Team’. Players can switch the chat channel using the 'TAB' key (This is adjustable from the Key Settings).
» In addition to the two primary channels, Officers, Riflemen and Musicians also have access to their own class-specific channels. This will help teams coordinate better when conducting and coordinating assaults on the battlefield.
•   The Server Browser now allows players to mark their favourite servers to make them easier to locate. Favourited servers are marked with a yellow star, and the Favourites column is clickable for sorting. A new filter in the Filters dropdown also allows players to only show their favourite servers.
•   Official and Community tabs have been added to the Server Browser to allow for more specific filtering.
•   Server Admins can now kill (Slay), kick or ban players directly from the Round Players window 'P' to allow for easier administration of events.
•   Administrators can also input their own message that is displayed to the other player when slaying them. Is someone firing out of line during an event? You can very easily inform them of this!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/5437bea6f0072a1ab9e9d3fa87864f64b762cecc.png)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/0a10169e73d8e689e914b58345710b58ad827dd0.jpg)

•   Setting a player as VOIP-muted from the Round Players window 'P' is now persistent. This means that once you mute someone, you will need to manually unmute them if you want to hear them speak again. A player will still remain muted even if they disconnect and then reconnect back to the server.
•   Voice phrases in chat have been disabled from the game. They're now only visible to server administrators.
•   Fixed an issue where the reinforcement’s numbers were not always showing the correct values.
•   Fixed an issue with the Server Browser where it would flicker a lot while the server rows were still updating their data.
•   Fixed an issue were the Line Infantry Spawn limit on Arendan River (Army Siege) was less when compared to other maps.
•   Holdfast: NaW now supports instancing. Players should see a slight increase in performance.
•   Optimised the Snow particles. You should see a slight increase in frame rate when this weather affect is on the map.
•   Snow particles now follow the camera more smoothly when you move around.
•   Disabled water accumulation on the terrain for snow maps.
•   Fixed and issue where the snow was falling through the roof inside the windmill on Fort Christina.
•   Fixed several floating trees on Fort Christina.
•   Fausberg Forest has been renamed to Snowy Plains.

Changelog 4 - BETA - Game Version 0.8.6504.412 (Hotfix)

•   Fixed an issue where other player's character models would appear on their corpse for a split second when respawning before moving to the new spawn position.
•   Fixed an issue where naval captains could not hear their crew's VOIP communication when driving the ship using the third person camera.
•   Fixed an issue where the rotation of other players while they are interacting with an object was not always correct.
•   Players who are currently dead now appear in red on the Round Players panel 'P'.

Known Issues

•   The first time you join a server hosting the Naval or Coastal game modes, you will spawn in the middle of the ocean instead of on a ship. Kindly respawn again when this occurs. We're working on a fix.

Join the BETA Server!
You can access the Public Beta branch yourself through Steam by right clicking on ‘Holdfast: Nations At War’ in your Steam game library, select ‘Properties’ from the drop-down menu, go to the ‘Betas’ tab then select the beta version of the game from the drop-down menu. After the download is done, you’ll be able to join the ‘Anvil Game Studios Official EU8 - BETA’ server.

Once again, thank you very much for your support! You're welcome to join us on the BETA server and until next time, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Rinix on October 22, 2017, 03:45:43 PM
 https://www.youtube.com/watch?v=8PBdBxa3yaI
Title: Re: Holdfast: Nations At War
Post by: Asid on October 22, 2017, 05:30:08 PM
Changelog 8 - Game Version 0.8.6504.412

•   Grassy Plains - A new linebattle map! More to come. They’re all specifically designed to cater for organised play.
•   The number of Officer spawns has been increased from 6 to 10. We want to encourage more organised play to take place on public servers!
•   The chat is now split into multiple channels, the two primary channels being ‘Round’ and ‘Team’. Players can switch the chat channel using the 'TAB' key (This is adjustable from the Key Settings).
» In addition to the two primary channels, Officers, Riflemen and Musicians also have access to their own class-specific channels. This will help teams coordinate better when conducting and coordinating assaults on the battlefield.
•   The Server Browser now allows players to mark their favourite servers to make them easier to locate. Favourited servers are marked with a yellow star, and the Favourites column is clickable for sorting. A new filter in the Filters dropdown also allows players to only show their favourite servers.
•   Official and Community tabs have been added to the Server Browser to allow for more specific filtering.
•   Server Admins can now kill (Slay), kick or ban players directly from the Round Players window 'P' to allow for easier administration of events.
•   Administrators can also input their own message that is displayed to the other player when slaying them. Is someone firing out of line during an event? You can very easily inform them of this!
 
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/5437bea6f0072a1ab9e9d3fa87864f64b762cecc.png)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/0a10169e73d8e689e914b58345710b58ad827dd0.jpg)
 

•   Setting a player as VOIP-muted from the Round Players window 'P' is now persistent. This means that once you mute someone, you will need to manually unmute them if you want to hear them speak again. A player will still remain muted even if they disconnect and then reconnect back to the server.
•   Voice phrases in chat have been disabled from the game. They're now only visible to server administrators.
•   Fixed an issue where the reinforcement’s numbers were not always showing the correct values.
•   Fixed an issue with the Server Browser where it would flicker a lot while the server rows were still updating their data.
•   Fixed an issue were the Line Infantry Spawn limit on Arendan River (Army Siege) was less when compared to other maps.
•   Holdfast: NaW now supports instancing. Players should see a slight increase in performance.
•   Optimised the Snow particles. You should see a slight increase in frame rate when this weather affect is on the map.
•   Snow particles now follow the camera more smoothly when you move around.
•   Disabled water accumulation on the terrain for snow maps.
•   Fixed and issue where the snow was falling through the roof inside the windmill on Fort Christina.
•   Fixed several floating trees on Fort Christina.
•   Fausberg Forest has been renamed to Snowy Plains.
•   Fixed an issue where other player's character models would appear on their corpse for a split second when respawning before moving to the new spawn position.
•   Fixed an issue where naval captains could not hear their crew's VOIP communication when driving the ship using the third person camera.
•   Fixed an issue where the rotation of other players while they are interacting with an object was not always correct.
•   Players who are currently dead now appear in red on the Round Players panel 'P'.
•   Grassy Plains has been included in the official server map rotation.
•   The round timer for the Coastal Siege game mode on the official servers has been increased from 20 to 40 minutes. Defenders now have a total of 300 reinforcements instead of 200.
•   Anvil Game Studios Official NA1 - Army Battlefield player capacity has been increased to 150.

Known Issues
•   The first time you join a server hosting the Naval or Coastal game modes, you will spawn in the middle of the ocean instead of on a ship. Kindly respawn again when this occurs. We're working on a fix.
•   The Riflemen specific chat is not functioning correctly.

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

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 29, 2017, 05:32:28 PM
Holdfast: NaW - New Map Freeroam Camera! Changelog 9
Holdfast: Nations At War - AGS | Refleax

Holdfast: Nations At War has been updated! For this update you’ll be seeing a brand new map, a free roam ‘spectator’ camera, an option to toggle the entirety of the User Interface, surround sound support and many other changes and additions to the game. This update also includes more backend work in preparation for direct improvements on melee combat.

Improvements on stability has been a primary focus of ours during this week's patch.

A New Map! Canyon
Another map for Holdfast: Nations At War is here! Canyon is designed to promote close quarter engagements through bridges, tunnels and other pathways that can be found around the map.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/cf832750da029e5e65077da71e1c4108d564b791.jpg)

Free-Roam Spectator Camera
You now have the option to see the battle unfold through a free-roam spectator camera! This will continue to further facilitate the administration of events.

You can control your ascend and descend through a selection of customisable key-binds, speed up with the shift key as well as adjust its field of view. The camera itself collides and bounces off the terrain and objects around the map. It can also go through doors and windows.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/7c6565fc6e1a24ee5213552b14c52deb0f954c4a.jpg)

We’re very much open to ideas on how we can continue improving upon the free-roam camera.

Toggle User Interface
The entirety of the in-game User Interface is toggle-able through the ‘ScrollLock’ key. We'll be crossing this one off of our development roadmap.

Surround Sound Support
Holdfast: Nations At War supports surround sound! You can select from a variety of modes specific to your setup through the Audio options. The red icon to the right of the drop down menu is used to test your speaker setup in the game.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/188d07d749e8a4cb9706215b1cf77f4e84c916c4.jpg)

There have also been other changes and additions to the game. The full changelog for this update can be found further down below.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/81e7ab7036a923e50d30e8782de64fd494642dd9.png)

Holdfast: Nations At War Is 15% Off (Halloween Sale)
Holdfast: Nations At War is 15% off for a limited time during Steam's Seasonal Halloween sale. Play with your friends! Lead your men into battle as an officer, show your musical genius with the drummer, fifer or violinist, captain and crew a naval vessel and more.

We want to continue strengthening the following behind the game as it grows and develops.

http://store.steampowered.com/app/589290

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 9 - Game Version 0.9.6511.1337
•   A new map has been added into the game! Canyon.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/de090ac729ee3bca632c4ca9a682683c2b1ca9db.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/37a415ba7ebe6e8cc35bf0512d24a5a87356154a.jpg)

•   Added a new Free-roam Spectator camera. This will allow spectating players to get a better bird's eye view of the unfolding battles. Controls for the Free-roam Spectator camera are customizable from the Keys Options menu. You can also adjust a variety of settings related to the Free-roam camera from the Game settings.
•   Added Speaker Mode settings in the Audio Options to allow for surround sound setups. The Speaker Mode options are Mono, Stereo, Quad, 5 Speaker Surround, 5.1 Surround, 7.1 Surround and Dolby Pro Logic 5.1. The red icon to the right of the drop down menu is used to test your speaker setup.
•   Added a new key bind option to toggle on and off the entirety of the User Interface in the game. The default key is set to ‘ScrollLock’. You can use this key to toggle the entire set of in-game elements without individually toggling them from the Game Options menu.
•   When friendly fire is disabled, ships will now no longer take damage from other friendly ships.
•   Decreased the amount of simultaneous entries in the kill feed to prevent it from taking up too much screen space.
•   Fixed an issue where the Riflemen's chat channel was not working as intended.
•   Fixed an issue where the reinforcements and scores that are shown in the top part of the screen were not showing the correct values when a player is spectating before he spawns the first time
•   Fixed an issue where admin-killing (slaying) a player on the Assault Game Mode still allowed them to respawn back in the game.
•   The grass on Grassy Plains is now slightly darker.
•   Changed the spawning positions on Grassy Plains for the Army Assault game mode.
•   Fixed an issue with the snow particle effects.
•   Fixed an issue with gaps on the rock formations of the Desert Ruins map.
•   The admin 'broadcast' message has been re-designed to match the rest of the User Interface.
•   Canyon has been added to the Official Server map rotation.

We'll be including functionality that displays player names when using the free roam camera in the upcoming patch.

Once again, thank you very much for your support! May good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 29, 2017, 05:35:28 PM
Holdfast: Nations At War Is 15% Off (Halloween Sale)
Holdfast: Nations At War - AGS | Refleax

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/81e7ab7036a923e50d30e8782de64fd494642dd9.png)

Holdfast: Nations At War is now 15% off for a limited time during Steam's Seasonal Halloween sale. Play with your friends! Lead your men into battle as an officer, show your musical genius with the drummer, fifer or violinist, captain and crew a naval vessel and more.

We want to continue strengthening the following behind the game as it grows and develops.

http://store.steampowered.com/app/589290

Constant Updates. Player Feedback
Holdfast: Nations At War has been updated 8 times since its release on September the 21st.

Two new maps, the player count was increased from 126 to 150 players per server, incentives to encourage team play such as improvements on 3D VOIP and chat channels, administration tools to facilitate the hosting of events and organised play, performance optimisations, game play balancing and the list goes on - All based on feedback from our community.

We want to show our followers that the game will continue being updated at a quick pace!

You can view all the changelogs here:
Holdfast: NaW Changelogs

When’s The Next Update?
Another update will be released this week! You’ll be seeing a new map, a free flight ‘spectator’ camera and many other changes and additions to the game. This update will also include more backend work in preparation for direct improvements on melee combat. Here’s a sneak peek of the map to come - We have another in the works already.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/cf832750da029e5e65077da71e1c4108d564b791.jpg)

A Twitch Streamer’s Approval
The game received the approval of Lirik - One of the largest streamers on Twitch during his Sub Sunday Stream. It has also been featured by Admiral Bulldog, Diplex Heated, Lionheart, PhlyDaily, Malakith, Resonant, Jackie Fish, Criken, Chadtopia, Lord Ironhawk, Lord John, Pixelated Apollo, The Devil Dog Gamer, Eli Thompson, CrReam, PerrysterPlays, TheOne647 and more.

Lirik's Approval

They have all played a major role in helping us reach out to gamers who have never heard of this genre that we all love!

Events. Crews & Regiments (Clans)
Once again, a big thanks goes to all the crews and regiments in the game. These clans organise and partake in a variety of line battle, naval battle and other events that follow the rules of war during the Napoleonic Era. It really brings the game to a whole new level!

We highly recommend that you attend these events and there’s no better place to start by enlisting in a crew or regiment.

Have a look yourself on our forums to join one:
Join A Crew or Regiment

Until next time, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on November 16, 2017, 01:09:00 AM
(https://i.redd.it/a9djywhdf8yz.jpg)

A Napoleonic era shooter with 150 player servers, relatively long reload times and musicians - Holdfast: Nations At War. No microtransactions, no loot boxes and community focused.

 Read on (https://www.reddit.com/r/gaming/comments/7d8lqv/a_napoleonic_era_shooter_with_150_player_servers/)
Title: Re: Holdfast: Nations At War
Post by: Asid on November 19, 2017, 09:38:46 PM
Official server linebattle map rotation. Cast your vote!
19 November - AGS | Refleax   

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/76e1319c8cd0f4ca8bf5a0843cb6bfc3f6ea7cc9.png)


We have another question that needs answering today! Should we make line battle maps rotate more frequently in the official server map rotation? This means that you’ll be seeing them more often.

Linebattle maps such as Tahir Desert, Grassy Plains and Snowy Plains feature a lot of open spaces that allows players to organise and fight in formations. We’ll be introducing another map focusing on this style of gameplay in the next update!

Head over to the polling booth on our forums to cast your vote. You need to register an account on our forums in order to do so.

Go to the Polling Booth - Cast your vote today! www.holdfastgame.com

Another set of line battle maps will be included in the rotation if we receive the go-ahead from the community. There needs to be 70% more ‘Yes’ than ‘No’ votes for this to pass.

An Overview Of The Map Rotation
Here’s how the map rotation on the official servers hosting the Army Battlefield game mode looks like.

1.   Sharpton (New Map Present In The Next Patch)
2.   Canyon
3.   Arendan River
4.   Highlands
5.   Tahir Desert (Linebattle Map)
6.   Fort Christina
7.   Crosshills
8.   Desert Ruins
9.   Spanish Farm
10.   Grassy Plains or Snowy Plains (Linebattle Maps)


Holdfast: NaW. The Next Update
You’ll be seeing at least two new maps, improvements to the free flight camera, the ability to go into melee combat while crouching, smoother transitions when going from running to aiming, other direct improvements towards melee combat and more.

This will only be the beginning of our work on improving the melee - There’ll be a lot more to come after the next patch.


(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/02dd954500fd475160d374c05170f6177b57654b.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/bf40a851c5ecf880201e48f504ca119048de1882.jpg)

Prussia! Community Vote
We’re quite sure that a lot of you are already aware that Prussia has passed the poll with almost a thousand votes from the community. We're extremely looking forward to starting work on this! You’ll be hearing more from us as soon as some other units we have planned for the existing British and French factions are finalised.

All we can say for now is that things will be getting relatively loud and glorious.

View the previous poll. www.holdfastgame.com

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/8965afe1cf5f60c13421c53c698656146488ce9f.jpg)

51st Saturday Public Linebattle - Community Event
Interested in attending an organised event? The 51st Regiment of Foot is hosting a public line battle every Saturday between 19 and 21 UTC. Officers lead others to victory or to an inevitable death whilst fighting in formations!

We highly recommend you check out one of these events hosted by the community. They serve as a great introduction to organised gameplay.

Visit the dedicated thread on our forum for more information about the event. Everyone’s welcome to participate.

Participate in the public linebattle. www.holdfastgame.com

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/17345f3d20b786a4fcd8964570e75a9412cf0a36.jpg)

Holdfast Grand Campaign - Community Event
The Peninsular War! Crews and regiments (clans) fight over territory in a turn-based campaign - Linebattles, skirmishes, sieges and naval battles. Movement for the British and French factions over the campaign map is controlled by war councils made up of representatives from the participating clans.

Are you a leader of a crew or regiment interested in taking part? Head over to the link below and fill up the form. The event hosts of this campaign have assured us that they’ll find something for you and your fellows to do no matter the number of men that you can field!

Participate in the campaign. www.holdfastgame.com

If you haven’t joined a regiment yet, you can look for one on our forums.

Join a crew or regiment. www.holdfastgame.com

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/c3317910064f31149456a16d10f85395047a17ee.jpg)

Let us know if you're hosting your own event where the public can participate. We’ll help you get the word out.

Big thanks for your support! Until next time, may good health be yours.

- Anvil Game Studios   
21 Rate up
Title: Re: Holdfast: Nations At War
Post by: Asid on November 25, 2017, 03:13:02 AM
Holdfast: Nations At War is now 20 % OFF!
22 NOVEMBER   - AGS | REFLEAX


(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/0b9d794e71ab4d709b197a0b159acd7c5a4e5d7d.png)

Holdfast: Nations At War is now 20% off for a limited time during Steam's seasonal autumn sale.

Muskets with relatively long reload times, sail ships of war, men marching into battle at the sound of drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!

-20%   £14.99   £11.99

We would like to once again extend our thanks to the community for their support! Your continuous feedback and suggestions shape the game. It would be great if you can help us spread the word around about the sale to bring this genre of Musket Warfare games that we all love in the limelight.

Follow us on our Facebook and Twitter for more on Holdfast: Nations At War. We’re working on the next update.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/17345f3d20b786a4fcd8964570e75a9412cf0a36.jpg)

Community Spotlight. Content Creators
You’re welcome to check out the below videos. They have managed to capture some great moments!

https://youtu.be/wJ2iCN_f4wI

https://youtu.be/d-tnieBhTvg

Until next time, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Rinix on December 09, 2017, 01:00:14 AM
 https://www.youtube.com/watch?v=HtQnndBIn7g
Title: Re: Holdfast: Nations At War
Post by: Asid on December 22, 2017, 01:11:48 AM
Office space. Prussia and the upcoming update
10 DECEMBER   - AGS | REFLEAX

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/e7c8404895f26bb37131a7eaafa491019a896d9c.png)

Things have been very busy the past few weeks setting up a new office space. We’re investing time into that with the sole purpose of growing the team! However, that doesn’t mean that we have halted our work on the next update.

The Upcoming Update
You’ll be seeing at least two new maps (maybe a third one as well), improvements to the free flight camera, the ability to go into melee combat while crouching, smoother transitions when going from running to aiming, other direct improvements towards melee combat, and more.

This will only be the beginning of our work on improving the melee - There’ll be a lot more to come after the next patch. There has also been ample progress on preparing the game so it can be translated into other languages. We want to make sure that the game is widely available to everyone.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/b97eac5a436d3d465fec05b6359cdc05ea9e6b13.jpg)

The Next Nation. Prussia
It’s a good time to start showing off the Prussians! Here’s the very first look at one of the uniforms for the line infantry class - More to follow. We’re also head hunting voice actors as this faction will be requiring an entirely new set of voices along with tunes for the musicians.

Which regiments from the Prussian faction would you most like to see in the game? Let us know! Historical references are also greatly welcome.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/c05b5c29e9bd5bd824ea107cf944a16294b0e1ac.jpg)

Don’t let the new faction fool you, work isn’t finished on UK or France either. We have more units for the existing British and French nations done and ready, but we’ll be leaving them as a little surprise for future content.

IndieDB Awards. Cast Your Vote For Holdfast: NaW
Holdfast: Nations At War is in indieDB's Top 100! We now need your help for one last push.

Visit the below link to go cast your vote. Please do help us spread the word around!

Cast your vote for Holdfast: Nations At War! steam://openurl/http://www.indiedb.com/groups/2017-indie-of-the-year-awards/top100#vote57505

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/1dd181de313fe34766460dd44b41ee07ea52a3af.png)

Growing The Team. More Office Space
We promised to grow the team and we’ll be doing just that. Everyone would love to see more content-filled updates!

Therefore, we are now in need of more office space. Things are progressing smoothly but there are a few more things that need to be done - Segregating the office’s electricity outlets from the rest of the appliances, awaiting the delivery of furniture due to next week, hardware is being shipped over from overseas (our current PCs crash at random intervals and that doesn’t exactly make for the best of productivity) and network all the devices.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/8d64ad93db0298f3246325330996e3f2567d7d40.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/43c2d81852e45ecfd5afe30e80005a374b68932e.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/6312fd27014257e412f0886aaa989f2c4cc4f8c5.jpg)

The Community. Events & Regiments
More updates to the game focused on promoting organised play are also being considered. Besides our ongoing efforts on improving melee combat, we have other things planned out such as more maps to cater for the regimental style of gameplay for instance.

Here’s a look at one of the new maps we’ll be introducing in the next patch! We’ve gathered feedback on our previous designs for line battle maps from various regiments and event hosts to create a second variation of the Grassy Plains maps. Similar maps will follow after the third map has been finalised.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/4c472740a3bf44b8c3f3c0cd0060260512bca8a6.jpg)

Every Saturday, a Public Linebattle event is being hosted of which regiments and public players alike are more than welcome to attend! Join in on the “Saturday Public Linebattle Event” server between 19 and 21 UTC, follow the ruleset and you’re good to go.

We’ve been filling up the server during the past 3 weeks! For the next one, a second server will be launched to care for the demand.

Participate in the public linebattle. www.holdfastgame.com

Don’t shy away from chatting with us. We’re very open to suggestions! Once again, thank you very much for your support and may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on December 22, 2017, 01:15:16 AM
Holdfast: Nations At War is now 25% OFF! Progress
21 DECEMBER   - AGS | REFLEAX

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/b4b1c8ed012741fbe382fabbf16633ed28f0e984.png)

Holdfast: Nations At War is now 25% off for a limited time during Steam's winter sale.

Muskets with relatively long reload times, men marching into battle at the sound of drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death and mighty warships from the golden age of sail are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!

Things have been extremely busy here at the office! Keep on reading the blog post as we have a few rather exciting announcements to make. Your help with spreading the word around about the sale would be greatly appreciated. We’re doing our very best to bring this genre of Musket Warfare games that we all love in the limelight.

We’re Growing The Team!
There’s going to be an instrumental addition to the team coming next month! We have been listening very closely as to what the community wants. Improvements upon melee combat, the introduction of cavalry, more naval mechanics or even a map editor all require a programmer’s skill set to be developed.

As such, we are now embarking on a major investment towards the success of Holdfast: Nations At War - Another programmer will be joining the team! Dylan ‘Monroy’ Vassallo, will be working closely with our lead programmer Andreas ‘Dreas’ Grech to bring new and improved gameplay oriented features to the game.

There’ll also be another 3D Artist working on the game. We’ll do an official introduction for both of these good fellows later on next month.

Here’s a look at our progress on the new office space we mentioned in our previous blog post. We’re still awaiting the delivery of hardware but other than a few remaining aesthetics, everything’s pretty much done!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/8076ed6083a86ea1d09a465cad69a242633a1fe1.jpg)

More About The Next Game Update!
The next update is not ready just yet but it’s very close! You’ll be seeing four new maps - two of which are specifically designed to cater for line battle gameplay, improvements to the free flight camera, the ability to go into melee combat while crouching, smoother transitions when going from running to aiming, other direct improvements towards melee combat and more.

This will only be the beginning of our work on improving the melee - There’ll be a lot more to come after the next patch. There has also been ample progress on preparing the game so it can be translated into other languages. We want to make sure that the game is widely available to everyone.
 
Let’s move forward with a few more sneak peaks, shall we? We have been gathering feedback from various regiments (clans) and event hosts to improve on our current designs for line battle maps. Desert Plains is another line battle map that will be available in the next patch.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/c3c6d7bce04cda1ea58027d6ae8e7654a2c61bc1.jpg)

A new class! Chosen from the strongest and largest soldiers, Grenadiers will excel at killing other infantry units. More information about the Grenadier class will be made available in the patch notes.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/4e093221759d07750d75f9c3b78a41ac1f239176.jpg)

We won’t be revealing everything just yet! There’s more to the update than what we’ve shown above. In the spirit of this festive season, we’ll be providing you with another hint as to what you might be seeing get into the game relatively soon.

Loud and glorious. They are coming! But what could it be?

Join A Crew or Regiment! Clans.
Interested in organised play, firing volleys in a formation and all that goodness? Join a crew or regiment of your choice by posting an application in one of the threads on our forums. These clans partake in events which brings the game to a whole new level.

Apply to join a crew or regiment here.  www.holdfastgame.com
 
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/582f5424607852347ed4f07ddc1628fd33a46425.jpg)

Thanks again for your support. Be sure to keep forwarding us your feedback and suggestions.

There's a lot more in store for Holdfast: Nations At War in 2018! Stay tuned. From all of us here at Anvil Game Studios, we would like to wish you the best of holidays and as always, may good health be yours.

Feel free to give us a follow on our Facebook and Twitter.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on January 21, 2018, 12:52:35 AM
Holdfast NaW - Huge Update! Bagpipers, Grenadiers, Melee, 4 Maps & More
20 JANUARY - AGS | REFLEAX

Holdfast: Nations At War has been updated. Things have been extremely busy here during the past few months setting up a new office space. With everything now back on track, we’re releasing one of the largest updates that Holdfast: NaW has ever seen!

We’re bringing forth kilted men into the field of battle with the most recent addition of the Bagpiper Class, more line infantry units for both the British and French factions - The 92nd Gordon Highlanders and the Polish Legion, an entirely new class - The Grenadiers, four new maps - two of which are specifically designed to cater for organised gameplay, the start of our improvements on melee combat, five new tunes for the drummers and fifers, quality of lifeadditions and more.

Loud & Glorious. Bagpipers!
Role: Support

Against all odds, these kilted Scotsman marched gloriously into battle with their Pipes. Equipped with a sabre and a pistol, they can also be effective on the charge. You’ll most certainly be seeing a frequent occurrence of this class during matches - They’ll become the next big thing!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/eba44059a2d00d52c7af326ab8570b73963d1268.jpg)

What’s more impressive however is the selection of tunes available! A total of 22 bagpipe tuneswere recorded in a studio, and have been introduced into the game in this update. Here’s the list of tunes.

Bagpipe Tunes (British Empire)
•   With a Hundred Pipers
•   War or Peace
•   The Standard on the Braes O’ Mar
•   The Point of War
•   The Garb of old Gaul
•   The Black Bear
•   Scotland The Brave
•   Muckin’ O’ Geordie’s Byre
•   March of the Cameron Men
•   Lochaber No More
•   Lads With the Kilt
•   Highland Laddie
•   Hey Johnnie Cope
•   Flower of Scotland
•   Cock O’ the North
•   Campbells are Coming
•   Cabar Feidh
•   Brose and Butter
•   Bonnie Dundee
•   Blue Bonnet
•   Battle of Waterloo
•   A Man's a Man

A big thanks goes to everyone who brought this class to fruition. Calumn played the pipes, Joseph managed the recording session, Rejenorst edited the audio, Jackson took care of the art and Monroy which programmed the whole thing.

That is not all we have today for the musician classes. Fifers and Drummers certainly shouldn’t go amiss! 5 new fife and drum tunes are present in this update.

Fife & Drum (British Empire)
•   The Girl I Left Behind Me
•   The Campbells Are Coming

Fife & Drum (French Empire)
•   Fanchon
•   Le 31 Du Mois D'Août
•   On Vas Leur Percer Le Flanc

New Class. Grenadiers!
Role: Offense

Chosen from the strongest and largest of soldiers, Grenadiers excel at killing other infantry units. With this we’ve continued adding to an already vast selection of classes but we won’t be stopping right here. Do look forward to future additions to both this class as well as others.

French Grenadiers

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/30fdb22537f645f0325c3ae53c2191c099e42324.jpg)


See the full post + changelog  here (http://steamcommunity.com/games/589290/announcements/detail/1651000839371923177)
Title: Re: Holdfast: Nations At War
Post by: Asid on February 15, 2018, 12:56:46 PM
Game Update. Single Life! Linebattles & Organised Play
15 FEBRUARY   - AGS | REFLEAX

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/48913f83c78aa5a0e0ff4fe7af2ff7f1238aef99.jpg)


Holdfast: Nations At War has been updated. Ever took part in an organised event and experienced the thrill of the single life game mode? Within today’s addition, we’ll be bringing that on our official servers! We’ll also be paying more well-deserved attention towards organised play.

In addition to all of this, you’ll also find new maps being added to the game and more of our work on localisation.

Army Assault! Single Life Game Mode
Strategize, coordinate and make good use of cover to turn the tide of battle in your favour! You’ll have to wait until the round finishes before you can respawn if you meet an unfortunate end. New players joining the server will be unable to spawn if the three-minute mark has already passed.

Hop in on one of the official servers today to check it out yourself.

•   Anvil Game Studios Official EU3 - Hardcore Assault
•   Anvil Game Studios Official NA3 - Hardcore Assault

Hardcore Mode! Organised Play
As new strategies and tactics evolve within the line battle scene so must the game! Crews and regiments (clans) host weekly events where they follow the rules of engagement relevant to the Napoleonic era. It is a delight of ours seeing servers fill up to the brim with players, as regiments battle in formation.

In the Hardcore Mode, enemies are no longer visible on the minimap, you’ll find yourself spawning with limited ammunition and most importantly, the accuracy of firearms over long distances have been reduced. This will encourage closer range engagements to take place and promote tactical play.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/f4eb7d0273afd9c73eeaaf2adfd9616d5d731c4a.jpg)

Hardcore Mode

•   Your accuracy with firearms over long distances is reduced. The distance at which you engage your enemy is vital to increase your success at hitting your target!
•   Your ammunition is limited. Every shot counts!
•   Enemies don’t show on the minimap when they fire. Pay attention to your surroundings!
•   Friendlies are only displayed on the minimap at a close distance. Officers must pay attention to the ongoings of the battlefield!

If you haven’t done so already, we highly suggest that you enlist in a crew or regiment and join in the good fun. You can also form your own if you’re up to the task. Head over to our forums using the link down below to do so.

Enlist in a Crew or Regiment.[www.holdfastgame.com]

Firearm Recoil! Pistols, Muskets, Rifles & Blunderbusses
We’ve now introduced firearm recoil into the game to give you that extra kick whilst you’re burning powder. Kills are now also more satisfactory when your shot hits your intended target!

Your aiming reticule will no longer remain in the same position after you fire. During line battles and other forms of organised play, it has now become increasingly important for officers to teach their rankers how to fire at various distances. It is in your best interest to maximise the effectiveness of volley fire.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/ed68eec3a3627052408097d46fa08425125e0478.jpg)


See the full post + changelog  here (http://steamcommunity.com/games/589290/announcements/detail/3025727250366995945)


Title: Re: Holdfast: Nations At War
Post by: Asid on February 15, 2018, 08:54:00 PM
Constant Game Updates! Holdfast: Nations At War is now 20% Off
15 FEBRUARY - AGS | REFLEAX

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/25751e54258d566f75b613877dba9d6495a3a626.png)

After the release of two massive updates during the past few weeks, Holdfast: Nations At War is now 20% off for a limited time during Steam's lunar sale.

Muskets with relatively long reload times, men marching into battle at the sound of pipes, drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death and mighty warships from the golden age of sail are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!


Constant Updates! Ongoing Dedication
There’s been plenty of major recent additions to the game with more to come in the coming weeks! You can have a look yourself at some of the things we’ve introduced down below. Bagpipers, new units, classes, maps and more.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/eba44059a2d00d52c7af326ab8570b73963d1268.jpg)

Recent Additions
•   We’ve brought forth kilted men into the field of battle with the addition of the Bagpiper! A grand total of 22 tunes are available for this class. You can check them out by joining the British faction.
•   Yet another class. Grenadiers! Chosen from the strongest and largest of soldiers. They’re available to be played in both the British and French factions.
•   6 New Maps. Sharpton, Dutch Canals, Training Grounds, Grassy Plains II, Snowy Plains II & Desert Plains.
•   2 new line infantry units. The 92nd Gordon Highlanders and Polish Vistula Legion.
•   Melee combat improvements. You’ll be seeing more updates on this from us in future patches.
•   Multiple language support. Holdfast: Nations At War is now playable in French, German, Spanish, Portuguese (Brazilian), Russian, Chinese (Traditional & Simplified), Japanese and Korean.
•   Single life official servers. Strategise, coordinate and make good use of cover to turn the tide of battle in your favour!
•   Hardcore mode. A mode specifically designed for organised and competitive play.
•   Firearm recoil. Giving you that extra kick whilst you’re burning powder.
•   Quality of life additions, performance optimisations and a whole lot more.

Prussia! Another Sneak Peek
Have you ever met an Officer who turned the tide of battle with their unparalleled leadership and tactical knowhow? We certainly have! Here’s a very first look at one of the most important roles on the battlefield for the upcoming Prussian faction.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/c2e14be17301c706eaea71262c80eb6f7ea2b1ae.jpg)

We’ll keep you updated on our progress. We’re very much looking forward to introducing them into the game!
Join our Community! Discord

If you’d like to become more involved with the community, we highly recommend that you join in on our Discord! You’ll also find us there engaging with the community and answering your questions. Don’t shy away from providing us with feedback. We’re always on the lookout for great ideas.

https://discordapp.com/invite/XsHBUNs

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/f4eb7d0273afd9c73eeaaf2adfd9616d5d731c4a.jpg)

Enlist in A Crew or Regiment (Game Clans)
Crews and regiments (clans) host weekly events where they follow the rules of engagementrelevant to the Napoleonic era. It is a delight of ours seeing servers fill up to the brim with players, as regiments battle in formation.

You should definitely consider participating in one of these events. Head over to our forums and enlist in a crew or regiment to your liking.

Enlist in a Crew or Regiment.[www.holdfastgame.com]

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/4272c10123d57030cf1803688bad82ddb377f6f5.jpg)

Thank you very much for your support and as always, may good health be yours.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on March 03, 2018, 07:56:12 PM
Game Update. Bug Fixes & Stability
3 MARCH - AGS | REFLEAX

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/e1c5caf87faf4c630bbb6155e461f76c9806b1cb.png)

Holdfast: Nations At War has been updated. We’ve decided to place our focus on stability and bug fixes for this one. It might not be as exciting as new content but it’s just as important! If you’re looking for a couple of new things to try out, there’ll be plenty of that coming with the next update.

We’ve gone ahead and re-worked the firearm recoil mechanics so they feel less restrictive, optimised 3D VoIP to reduce latency spikes on servers, fixed a whole lot of graphical issues including the flickering green screen on naval and coastal maps and more.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/44de2a541460430f92f010fa0effa4c49de3ca4d.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 12 - Game Version 0.12.6636.11365
•   Improvements on firearm recoil mechanics. Players now have more control over their mouse movement after a shot is fired. Big thanks to the community for their feedback on this.
•   Fixed a bug which caused a flickering green screen to appear when playing on Naval or Coastal maps. This was a hardware specific issue so please do let us know if you experience it again.
•   Fixed a bug which caused all players to forcefully disconnect from the server when the 254th round starts.
•   Server-side optimisations to improve performance for 3D VoIP. This system has undergone an entire re-work in an effort to reduce latency spikes on servers.
•   A number of exceptions from the error logs we receive have been fixed.
•   Updated and re-worked multiple game shaders to improve performance and reduce the possibility of graphical issues occurring for players with low-end hardware.
•   Reduced the number of shaders the game utilizes. This is in an effort to improve stability.
•   Fixed multiple layout issues for different languages.
•   Introduced additional language characters in the game which were previously appearing to be missing.
•   Fixed a graphical which caused to rocks on Crosshills to appear entirely black.
•   Fixed a graphical issue which caused the sandbags on Fort Christiana to appear entirely black.
•   Fixed an issue which caused the watermill on Arendan River not to animate.
•   The background terrain on Sharpton and Fort Christina now support dynamic weather.
•   The Training Grounds spawn locations have been moved to the debrief area.
•   Fixed an issue which caused players to get stuck in the chimney on the Training Grounds map.
•   Fixed multiple floating props on the Training Grounds map.
•   Fixed an issue which caused players to get stuck on the church stairs when playing on the Training Grounds map.
•   A map loading screen for Training Grounds map has been added to the game.
•   Fixed an issue with the lobby status always appearing in Chinese irrespective of the selected language.
•   The Training Grounds and Snowy Plains II map names now show in the lobby when those maps are being played.
•   Players with low-end hardware will be seeing a slight increase in performance.

If you encounter any issues whilst playing the game, we would be extremely grateful if you were to report them to us. You can do so by posting a thread in the following section on our official forums.

Report a bug.[www.holdfastgame.com]

That’s all for today folks. We’re working on the next update.

Thank you very much for your support and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on March 17, 2018, 09:53:30 PM
Dev Insight. First In The Series!
17 MARCH   - AGS | REFLEAX

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/87c6e5117208d5635495f5e66039674a798f64ba.png)

There’ll be a new blog post series starting from this week! Developer Insight. We want to keep the community up to date on the game’s development as we progress towards the release of an update. It’ll also be a great opportunity for all those interested to provide us with early feedback on content.

The Developer Insight blog posts will be short in format. It won’t be entirely possible to reveal everything from the get-go we’ve been working on that particular week as new additions or improvements to the game could still be under an early design or development phase.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/cd564df30ad758673dbad61ac49a792b7ff33094.jpg)

Here’s what the team has been up to this week.

Andreas ‘Dreas’ Grech - Lead Programmer
Thanks to the various optimisations that Dreas has been working on since our release on Early Access, the game is now running on a solid back-end. This means that he is now in a position to start placing more of his priorities towards core mechanics of the game.

Melee combat will be seeing improvements in the upcoming update. As things are still under development, we’ll be going into more detail on this in our game update changelog.

You’ll also be seeing more bug fixes on 3D VoIP and performance optimisations by Dreas in the next update.

Dylan ‘Monroy’ Vassallo - Programmer
Monroy has been with us for a little over two months and you’ve already seen his work on Bagpipers amongst other things such as the Hardcore mode. After his work on the regiment (clan) focused updates, he’s now developing an objective based game mode for everyone to enjoy.

Monroy is also making sure that this mode features plenty of server-side configuration settings.

Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been working with Monroy in ensuring that all of Holdfast’s existing maps support the new game mode. He’s been putting a lot of thought into where to place objectives for each and every map and designing new models to make sure that this game mode is as polished as possible before its release.

He’s also in the final phases of the required implementation tasks to get Walki’s new map into the game.

Walentin ‘Walki’ Lamonos - Level Designer
Meet our latest addition to the team! We’ll be sure to provide a more official introduction for Walki in our game update blog post. This week, Walki has finalised his work on designing a new game level that you’ll be seeing in the upcoming update.

Here’s the very first look at the map. We’re eagerly looking forward to seeing this map play out! It will also support the new objective based game mode.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/70b22b48ac8237dc200b4d361eaac0e73975c1ee.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/3a32ba67db53e1ffcb5c3ad6f7be04d5e016a66d.jpg)

We’d like to end this post with a shout out to Auha! He organised a Public Linebattle event for a good cause and raised a total of 1400 GPB for the Help For Heroes and Mission 22 charities. Our heartfelt thanks go to all the regiments and players alike who participated in the event.

Feel free to give us a follow on Facebook, Twitter or hop in Discord[discordapp.com] for a chat.

Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on March 26, 2018, 04:28:34 PM
Dev Insight. Onwards To Version 0.13
25 MARCH   - AGS | REFLEAX

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/ec5a290a5d46bda2458d7e3306d59cb100cffc42.png)

Welcome to the second instalment of the Developer Insight blog posts. Today, we’ll be talking about more of our progress on Game Version 0.13. This update will be seeing its official release next week!

Here’s what the team has been up to.

Andreas ‘Dreas’ Grech - Lead Programmer
All Dreas has been up to this week is melee combat. One of the inherent issues that are currently impacting combat fluidity is the delay that players experience when striking with a melee weapon. As such, Dreas has been looking into reducing this delay.

Following the release of the upcoming game update, melee combat improvements will continue to be given the highest of priorities. We know that this mechanic is at the heart of our community and we want to give it the proper attention it deserves. There’ll be more improvements coming on melee combat after the release of Game Version 0.13.

Dylan ‘Monroy’ Vassallo - Programmer
As we want to make sure that the much requested objective based game mode is of quality, this week, Dylan has been placing his priorities towards polishing it. Adding new sounds, finalizing work on the server side configuration settings, re-designing the system that displays messages when a point is captured and a whole lot of new User Interface additions. He’s also been fixing bugs that cropped up in our closed-beta test.

The way capture points work will also be seeing changes and improvements. This will be present in both the new objective based game mode and the existing siege modes.

Julian ‘Rycon’ Farrugia - Lead 3D Artist
Once again Rycon has been working closely with Monroy in ensuring that the objective based game mode is polished before its release. He’s been going through all of our existing game levels and fixing bugs. He’s also been working on enhancing the game level we’ve shown in the previous insight blog post with birds, critters, and other animals whilst adding additional props to fill the scene up.

The final process that a game level goes through is optimisation. This, he managed to complete this week. You’ll be seeing ‘Fort Winston’ in the upcoming update.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/34ab369749bce1d069e2b3c0ee066e32b532d6cf.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/df4dca2081c0dbacb83cebf5734679a750926683.jpg)

Walentin ‘Walki’ Lamonos - Level Designer
After he finalized his work on a set of doors for Fort Winston, he’s now designing a new game level which won’t be making it into the next update. It’s going to be an interesting one! Looking forward to more of this in our future blog posts.

Walki is also making sure that the new art assets he’s creating are as modular as possible. This, of course, includes the fortifications that are present in the new game level. We want to continually increase the possibilities for level designs in preparation for the future inclusion of the map editor.


Holdfast: Nations At War will be updated next week! Oh yes, we’ll also be showing more of our progress on the Prussian faction in the blog post. Stay tuned.

Feel free to give us a follow on Facebook, Twitter or hop in Discord[discordapp.com] for a chat.

Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on March 31, 2018, 01:04:16 AM
A Look At Prussia! Holdfast: NaW is now 35% Off
30 MARCH   - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2d2bfadc8bc8cc6980a0b2285b2380ef84a11a3e.png)

Holdfast: Nations At War is now 35% off for a limited time! We’ll also be showing more of our progress on the glorious Prussian faction.

Muskets with relatively long reload times, men marching into battle at the sound of pipes, drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death and mighty warships from the golden age of sail are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/220e523b5646525cf9b0666bdaf4c0b44ac2ad5e.jpg)

Prussia! Development Progress
Everyone here is familiar with how Prussia got voted in by an overwhelming majority. It has been a pleasure of ours since then developing and designing the upcoming faction for Holdfast: Nations At War.

Today, we’ll be collectively going into our progress on the Prussians. There’s nothing better to start off with than by showing a couple of never before revealed uniforms! We’ve also recently got a voice actor in a studio to record insults, cheers, shouts and orders in German.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c2e14be17301c706eaea71262c80eb6f7ea2b1ae.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c05b5c29e9bd5bd824ea107cf944a16294b0e1ac.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/59f7ec9a893bd772f64d7ff803baf354a19026b8.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/cbacb1e08e7e864f311746b0e83c6b2242c8f424.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ed8384d0005adac07ed8f024e9d4957c109e0b26.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bc807077abf0c3fe4ec73eb4ead16428795b1955.jpg)


Before we release the Prussians, we plan on completely re-designing the spawn menu as we’ve shown in our Development Roadmap. It’s a hefty bunch of work but we’re up to the challenge. Be sure to keep a look out on our blog posts for more sneak peeks.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/98349b152deaff9378f80bcd05ef78bc09c40fab.jpg)

Game Updates. Army Conquest Mode
With the release of our latest game update, we’ve introduced the Army Conquest game mode. Co-ordinate assaults, capture and hold objectives to become victorious! There’s also a new map - Fort Winston that you can check out. Work on the next update is on-going.

Have a look at the trailer below.

https://youtu.be/CdGMSef0csI

The much-requested objective based game mode is here! Co-ordinate assaults, capture and hold objectives to become victorious in the brand-new Army Conquest mode.


Weekly Events. Enlist in A Regiment (Game Clans)
Crews and regiments (clans) host weekly events where they follow the rules of engagement relevant to the Napoleonic era. It is a delight of ours seeing servers fill up to the brim with players, as regiments battle in formation.

You should definitely consider participating in one of these events. Head over to the link down below to enlist in a crew or regiment to your liking.

Enlist in a Crew or Regiment Here![www.holdfastgame.com]

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/eba44059a2d00d52c7af326ab8570b73963d1268.jpg)


We highly suggest that you register on our official forums! There you can join a regiment, provide us with feedback on the game and become more involved with our community. Feel free to encourage others to do the same.

Register Here! Holdfast: NaW Official Forums[www.holdfastgame.com]

You can also hop in on Discord[discordapp.com] for a chat.

Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Rinix on April 17, 2018, 03:55:33 AM
 https://www.youtube.com/watch?v=7WtVZC3BWTk
Title: Re: Holdfast: Nations At War
Post by: Asid on April 21, 2018, 10:49:41 PM
Dev Insight. Game Engine Upgrade & Spawn Menu
21 APRIL   - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/7ace05a8a165fb3d22969260bcf4e52f2599ba80.png)

Welcome to another Developer Insight blog post. Today, we’ll be going into detail on a major undertaking the team has been undergoing. There’s been mention of melee combat improvements in our previous blog posts and as we’ve been investigating what can be done towards this effort, we determined that an upgrade to Holdfast: NaW’s game engine is required.

There’s other work ongoing in various other fronts including new game levels, bug fixes, re-working spawn mechanics in preparation for the upcoming Prussian faction, integrating the new spawn menu user interface and solving team balancing issues.

Andreas ‘Dreas’ Grech - Lead Programmer
Holdfast: NaW’s code base is massive. With over 150,000 lines of code growing as the game continues to be developed, Dreas will be upgrading from Unity 5.6 to Unity 2017. This means that he’ll be integrating over a year’s worth of game engine updates into the game’s existing code base.

Albeit this being one of the most time-consuming development tasks that he has been working on, it’ll definitely be one to look out for. Our main purposes for upgrading the engine is to first and foremost experiment with using new technologies to improve melee combat, however, the upgrade will provide us with additional benefits besides this.

With 150 players all in a single battlefield and most of which are in close proximity forming glorious lines like proper gentleman should, we’re always looking into ways on how we can improve performance especially on low-end machines. This is yet another reason why Dreas is upgrading the game’s engine. It’ll provide us with even greater possibilities to increase frame rate when those big battles are occurring.

Game stability and graphical fidelity are also two other reasons why Dreas is working on this task. Rycon will be having a go at making Holdfast: NaW look nicer in future updates.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/12be62913d6dc4bf6cfdf5cbd4633c91609fd266.jpg)

Dylan ‘Monroy’ Vassallo - Programmer
Since the release of the Conquest game mode update, Dylan has been re-designing the spawn mechanics in preparation for the upcoming Prussian faction. The way a faction is assigned a spawn location in the game is ‘hard-coded’ at the moment but this will be changing. He’ll be providing server administrators with the functionality to select the desired factions to start with for each and every round in a server’s map rotation.

As soon as Monroy completes this task, server administrators will also be able to switch the starting position of both factions in all game modes. It’ll certainly come in handy for competitive events!

This re-design is a necessary stepping stone towards the integration of the new spawn menu user interface. We are also aware of the team balancing issues that sometimes occur during matches. Monroy will be working on solving this issue in conjunction with the integration of the new spawn menu.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/98349b152deaff9378f80bcd05ef78bc09c40fab.jpg)

Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been working on yet another map for Holdfast: Nations At War. This one should be making it in the game along with the upcoming update since there’s not much left to be done besides optimizations.

Here’s a look at the map. Most of the combat will be focused on the fortified village in the centre. There are also plenty of opportunities for flanking manoeuvres to occur.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d846527bb0a49b2d76b715050570619dadabc47c.jpg)

Walentin ‘Walki’ Lamonos - Level Designer
Walki loves his fortifications. After he designed and developed Fort Winston which was released along with the Army Conquest game mode update, he’s currently in the process of modelling another fortification for his upcoming map. This one, however, is going to be far more complex and majestic.

Look forward to our future blog posts as Walki will surely be showing this one off.


Do you have any ideas or concepts for maps you’d like to see introduced in the game? You’re more than welcome to share them with us! Head over to our forums through the link below to do so.

Map Concepts - Share with us your Ideas! http://www.holdfastgame.com/forum/index.php?topic=821.45

We’ll keep you updated on our progress. Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on May 07, 2018, 12:08:21 PM
Dev Insight. Prussia & The New UI
6 May - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f1172ad95c86536d968057bfcb0d6c9a31b473f2.png)

Ladies and gentlemen welcome to another developer insight blog post. Throughout the week development has been constantly on-going on both the engine upgrade and the new spawn menu.

As we’ve discussed in our previous instalment, both of these tasks are massive undertakings and will be needing some time to complete. Not pushing weekly game updates also enables us to develop larger and more content-filled updates.

We also already have a good deal of progress to show off on the new spawn menu! More about the long-awaited Prussians, new fortifications, maps and our plans for building destruction below.

Andreas ‘Dreas’ Grech - Lead Programmer
A year’s worth of game engine updates are being integrated by Dreas into Holdfast: Nations At War's existing code base. With 150,000 lines of code continuously growing larger as the game continues to be developed, this task is one of the most time-consuming updates we have embarked on to date.

The engine upgrade will allow us to utilise newer and better technologies. As you’re already aware, the primary objective of this upgrade is to ultimately improve upon melee combat.

There’s been plenty of work done by Dreas on the upgrade but there’s more to be done. As soon as he has completed his work on the upgrade, we’ll be making it available on the BETA branch. We’ll certainly appreciate your help with testing it out then!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/12a331e6bd294571ce7b3632e9452b11c7f05097.jpg)

Dylan ‘Monroy’ Vassallo - Programmer
Monroy has been placing his priorities towards the integration of the new spawn menu user-interface and it’s shaping up quite nicely! Whilst working closely with our UI designer, Cameron Saliba, he is taking care of both the development of the required additional functionality to make this new user interface work and the placement of the 2D art assets.

One of the first major improvements that players will immediately notice from the old user interface is that it, of course, looks significantly better! A truly marvellous job done by Cameron here on the design.

When you initially join a server, you’ll be presented with a screen which will allow you to select your desired faction. There’ll also be new functionality being added to the game so that you can auto-join a faction. Once all the necessary work is complete, this will solve most of the team-balancing issues that players sometimes experience on public servers.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/640162f449c7ebf6082ba036f686bee0ac3e808a.jpg)

It has also undergone plenty of changes to provide everyone with more information on the class they’re choosing. This functionality is being developed in preparation for the new class-system that will be introduced in a future update. You can have a look at various developer blog posts on our website if you’re interested in knowing more about this!

You can check our progress on this section of the user interface below. Of course, this is still a work in progress and things will look a whole lot more polished as soon as all the functionality and new art assets have been integrated. Cameron is also designing new thumbnails to represent different spawn locations and a scrollbar to alert players of the available classes.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4afec4e1fff181ae8cd4d684115df0f4cc33aae2.jpg)

The flag bearer class will not be able to spawn with a musket as indicated in the screenshot. The equipment information panel is still being coded in.

We’ll also be displaying a randomised set of ship names with the new user interface so you can easily distinguish which ship to spawn on if you’re playing with your crew mates. On a side note, we haven’t forgotten about the bugs that occur whilst playing on naval maps. They’re on our to-do list for fixes.

Julian ‘Rycon’ Farrugia - Lead 3D Artist
Now that Rycon has finalised his work on yet another map for Holdfast: Nations At War, it’s time to show more of it off. You’ll be able to check Linberg out in the upcoming update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2b64d845659fccb7752e39941d5b6b5b443490e9.jpg)

One of the most anticipated updates to date is undoubtedly the Prussian faction. There’s more to be done before you’ll get to see them in the game but we thought that it’s an opportune moment to show more of Rycon’s progress on their integration. Here’s a look at one the infantry units and the officer class in the game.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/71c06c1e52d77389faea36627f802949b47ebba7.jpg)

What’s up next on Rycon’s list you may ask? Destruction! Our coastal fortifications already feature destructible environments and we now want to bring the same level of destructibility to the buildings present on land-based maps. Artillery will be playing a bigger role when this makes it into the game.

Walentin ‘Walki’ Lamonos - Level Designer
Walki has been making great progress on the fortification we hinted at in our previous blog post. The model itself is also based on a real fort. You’re welcome to have a guess as to where he took his inspiration from!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/749e4b42dbd29aa75343001edbc2c425b1d9cf5b.jpg)


Interested in designing maps or perhaps new uniforms for Holdfast: Nations At War? We’re now giving access to in-house development tools that’ll allow you to do so! These tools require a significant level of technical know-how but if you know your way around things, you’re more than welcome to apply.

Go Here - A Call For Map & Character Designers: http://www.holdfastgame.com/forum/index.php?topic=4372.0

We’ll keep you updated on our progress. Feel free to hop in on Discord[discordapp.com] for a chat.

Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios   
Title: Re: Holdfast: Nations At War
Post by: Asid on May 20, 2018, 07:48:54 PM
Dev Insight. About The BETA
20 MAY   - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/0e7927668373a9f4f3451f85a2b211bc0937213e.png)

Welcome ladies and gentlemen to another Developer Insight blog. As the engine upgrade is finally nearing completion after weeks of hard work, we’ll be talking about our plans for the upcoming BETA! You should definitely continue reading onwards if you’re interested in participating in testing.

Providing the community with access to our in-house development tools has certainly been a good step forward! Development on the Prussians, building destruction, interactable doors, more maps and the new spawn menu user interface is also ongoing.

Here are more details on what the team has been up to.

Andreas ‘Dreas’ Grech - Lead Programmer
One of the most time-consuming updates Dreas has embarked on to date will be done relatively soon! Holdfast: Nations At War’s game engine will be receiving a year’s worth of game engine updates when it’s upgraded from Unity 5.6 to Unity 2017.

All of this is being done with the primary objective to improve upon melee combat. We’ll also be able to utilise newer and better technologies to increase performance and improve stability thanks to the engine upgrade.

So, what’s the next? As you might have already guessed, these unprecedented amounts of changes to the game’s increasingly growing codebase will require plenty of testing to squash any potential bugs. We’ve already started our preliminary testing here in the office but the game supports a whole lot more players per server than our small development team could ever fill up.

As such, we will be looking for the assistance of our great community to help us stress test the servers and ensure a stable full release. If you’re interested in participating, be sure to hop in on our Discord. The first BETA of Game Version 0.14 will be out next week! Multiple updates to the BETA branch will follow thereafter with fixes and additional features.

An announcement will be put up on Discord with further details on how to download the BETA version of the game and participate in the tests. These tests will also be a great opportunity for you to provide us with early feedback and we highly encourage that you do so!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/955c5d1350240fc8a890a7107a9929c0ae847f7b.jpg)

Dylan ‘Monroy’ Vassallo - Programmer
One of the very first things that a player sees when they first opt into the game is the spawn menu user interface. During the past few weeks, Monroy has been working on implementing a new interface which is now in its polishing phase.

After the first implementation of the interface was done, we started looking for feedback from our community and one particular issue came up. This was that it was inconvenient for players to switch from one spawn to another since it was split into two different screens.

So, we then went back to the drawing board and came up with a concept which combines both selecting a spawn point as well as your desired class into one screen. Here’s a look at the User Interface. You’ll also be able to check this interface out in the upcoming BETA.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bc6f5e6352d20faccda6a4d668480c0969c98741.jpg)

Some of you might have already noticed from the screenshot that we’re now assigning a randomised set of names to every naval vessel. This will certainly make things easier for everyone to join a ship along with their crewmates.

Monroy has also been busy with other matters. In the upcoming BETA, doors will be interactable. In order to add some strategic element to this, we will also be restricting the functionality to open a door based on if your faction is controlling a capture point in the vicinity of the door object for the Army Conquest, Army Siege and Coastal Siege game modes.

Doors will also be made destructible by melee weapons before Game Version 0.14 is out of BETA.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/345df5eedc6dc2b61992cc07d096c87c6d750e6a.gif)

Julian ‘Rycon’ Farrugia - Lead 3D Artist
He’s been coordinating with Monroy to integrate the new interactable door functionality in each and every map. You can image how many of these objects we have in the game so it was quite the substantial job. Once that was over and done, he switched back to the Prussians. Here’s a look at the Prussian Riflemen in the game!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/fc74984a85044da894cb378654e3a7459f45a9f4.jpg)

If you’d like to hear more about the Prussians, we have also finalised the voice acting work required to integrate this new faction. Cheers, shouts, insults, acknowledgements and a whole lot more good stuff.

Building destruction. This is yet another task that Rycon has been working on. You’ll be able to tear down walls, houses and other buildings by pouring round shot into them. Buildings will gradually be made destructible as the game develops. Anyway, less talking, more destruction!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2bc31354579657642c0945426d6657eaf5c74b5b.jpg)

Walentin ‘Walki’ Lamonos - Level Designer
Walki has been designing a game level centred around the fortification we’ve shown in our previous blog post. The fort itself will be situated on a hilltop in a mountainous location. There’s been plenty of progress done on the map but he would like to add more detail to its surrounding areas before showing it off.

By The Community - Spotlight & Creations
There’s always a great need for a good line battle map. Pierre from the 59th Regiment of Foot is one of the good fellows who decided to have a go at making maps for the game and we’re already seeing the fruits of his labour. Here’s a work in progress shot of what he’s been doing.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ef53880015b173dbf8cc53e6e3a195be1c72874c.jpg)

At the enemy, Sir! Before we end this blog post, we’d like to share with you one of our favourite moments from last week’s Twitch streams.

Soviet Womble & Digby - View The Twitch: https://clips.twitch.tv/DependableTentativeLouseANELE

We are extremely grateful for the support that the community has shown for the game! It has been a blast for everyone here in the team during the past few months since our Early Access release.

We'll keep you updated on our progress. Once again, we thank you and as always, may good health be yours.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on May 28, 2018, 11:07:49 PM
Public BETA v1. Engine Upgrade, New Maps & More
27 MAY - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c434e12038da8bfc9d23318dfa9e6fcb08eebb26.png)

The 1st Public BETA of Game Version 0.14 has just been released. Holdfast: Nations At War is now running on the latest version of Unity 2017! Developing this update has been one of the greatest undertakings that the team has embarked on to date with a code base of over 150,000 lines of code receiving iterations to make this all possible.

In this Public BETA you’ll also find the spawn menu user interface we’ve shown in our blog posts along with new maps, interactable doors and functionality for server administrators to switch the initial spawn positions for both factions. We have also re-worked the spawn mechanics so the game can support more than two factions in preparation for the upcoming Prussian faction.

It is crucial for us to ensure that the game is functioning as intended before an update sees an official release. With the unprecedented amount of changes that we have undergone in this update, we certainly appreciate your help with testing it out!

Do join us on Discord if you’re interested in giving us a helping hand. We’ll be there listening to feedback and receiving your bug reports.

Join The Holdfast: NaW Community Discord! https://steamcommunity.com/linkfilter/?url=https://discordapp.com/invite/holdfastgame

How Can I Join The Public BETA Server?
You need to download the Public BETA branch of the game through Steam.

This can be done by right-clicking on ‘Holdfast: Nations At War’ in your Steam game library, selecting ‘Properties’ from the drop-down menu, going to the ‘Betas’ tab, then selecting the beta version of the game from the drop-down menu.

After the download has been completed, join the ‘Anvil Game Studios Official EU8 - BETA’ or ‘Anvil Game Studios Official NA8 - BETA’ server to check out the update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/98069f1ab869952fc48fed897ff4b9ff830fb583.jpg)

Our Plans. So, What’s Next?
Andreas, our Lead Programmer has been upgrading the game’s engine to expose and make available to the team newer and better technologies that allows us to improve melee combat. Now that the upgrade has been finalised, this will be our next step forward starting from the hitbox issues.

You’ll also be seeing more maps and destruction implemented into the game in addition to having doors and windows destructible by melee weapons. We're also working on the Prussian faction.

Multiple updates to the BETA will follow with bug fixes and additional content before Game Version 0.14 sees an official release on the main branch.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/febf3aa7cea375f899afc8dfab96571118198fef.jpg)

Check out the full changelog for the entire list of fixes, new additions and improvements.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

BETA V1 Changelog - Game Version 0.14.6721.38543
•   Game engine upgrade! Holdfast: NaW is now running on Unity 2017 - This will allow us to utilise new technologies to improve melee combat.
•   New spawn menu! The spawn menu has been completely re-designed. We do certainly hope that you’ll take a liking to the new menu. It’s going to serve as a great stepping stone to provide players with more information about the class they’re playing in a future update.
» We are also displaying a randomised set of ship names in the new user interface so you can easily determine which ship to spawn on if you’re playing with your crew mates.
» The new spawn menu user interface also comes with interactive sounds.
» The new spawn menu is still a work in progress.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bc6f5e6352d20faccda6a4d668480c0969c98741.jpg)

•   Spawn mechanics re-work! Holdfast: Nations At War can now support more than two factions. This has been done in preparation for the upcoming Prussian faction.
•   A new map has been added to the game - Linburg! Capture the town and set up defensive positions.
» Input the following parameter to host this map on your community server: map_name linburg

(https://steamcommunity.com/profiles/76561198128060463/home/)

•   A new map has been added to the game - Black Forest! Designed by Pierre from the 59th Regiment of Foot. You’ll be seeing this one on the official server map rotations. It’s suitable for both public and line battle play.
» Input the following parameter to host this map on your community server: map_name blackforest

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4a7035001bbfa7b2e1bac9939d3e1de85a8e6361.jpg)

•   Interactable doors! Players can open and close doors by pressing the ‘F’ key. Be sure to close those gates during a siege.
» In order to add some strategic element to this, we have also restricted the functionality to open a door based on if your faction is controlling a capture point in the vicinity of the door object for the Army Conquest, Army Siege and Coastal Siege game modes.
» Doors will also be made destructible by melee weapons before Game Version 0.14 is out of BETA.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/345df5eedc6dc2b61992cc07d096c87c6d750e6a.gif)

•   Now you’ll also get to play with the British Coast Guard class when the British are defending on the Coastal Siege game mode.
•   Interchangeable faction spawn positions! There are plenty of players who are particularly adamant about always joining one particular faction. Be it for better or worse, they only get to see one side of map. This will all be changing in this update, however.
» This functionality is supported on all existing game modes including Army Assault. It’ll certainly come in handy for competitive play.
» Input the following parameter per map rotation to define the position where a particular faction should spawn at: faction_attacking french and faction_defending british
•   Roleplay! Several chairs on various maps are now sit-able.
•   Shadows have been improved.
•   Fixed a bug which caused the server to disconnect all players after 254 rounds.
•   You can now find mortars at both of the base spawns on Fort Winston.
•   The cannons inside the siege camp on Fort Winston are now able to cover a greater area.
•   Fixed an issue where players couldn’t spawn using the Rifleman class on the Highlands map.
•   The Training Grounds map now has a unique loading screen.
•   You can now find multiple spawn points on Training Grounds map when playing the Battlefield and Assault game mode. This will make it easier for players to travel around various locations on the map.
•   Fixed an issue with an incorrect sound being played when hitting the wooden floors of the church found on the Training Grounds map with a melee weapon.
•   The camp on Fort Christina has been filled with additional props.
•   Fort Winston has received various optimisations.
•   Fixed an issue where players could hide inside gabions on the Desert Plains map.
•   Fixed an issue with objects disappearing at a close distance on the Desert Plains map.
•   The snow accumulation on the Grassy Plains map now looks better.
•   Fixed an issue with the snow accumulation on the Sharpton map looking too bright.
•   Players will now find additional doors when traversing inside the South Sea Castle fortification. This was done so that the fort is more easily defendable.
•   You can now play with all the in-game classes including the Naval and Coastal ones on the Training Grounds map.
•   Fixed an issue where the Officer class showed twice in the list when spawning on the Windmill spawn point on Sharpton.
•   Fixed an issue which caused players to spawn way too much above ground whilst playing on the Crosshills map.
•   Arranged the order of a variety of spawn points on land-based and coastal maps in the spawn menu. This is so that the base spawn points where the greatest number of players can spawn will always show at the very top.

We do hope that you join us in testing the BETA! Look forward to more updates from us in the coming weeks. Once again, we thank you and as always, may good health be yours.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on June 10, 2018, 03:38:08 AM
Public BETA v2. Bug Fixes & Additions
9 JUNE - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/9cb9392edc42aac180349db1a4b4f8740ee54cb0.png)

The 2nd Public BETA of Game Version 0.14 is now available. The team has been plenty busy fixing issues that cropped up during the previous weeks of testing. We cannot stress enough how crucial it is for us to ensure that the game is functioning as intended before an update sees an official release.

A big thanks to everyone who joined us during last week’s BETA tests! There’ll be more of this taking place in the coming days. Do join us on Discord if you’re interested in participating. We’ll be there listening to feedback and receiving your bug reports.

Join The Holdfast: NaW Community Discord! https://discordapp.com/invite/holdfastgame

How Can I Join The Public BETA Server?
You need to download the Public BETA branch of the game through Steam.

This can be done by right-clicking on ‘Holdfast: Nations At War’ in your Steam game library, selecting ‘Properties’ from the drop-down menu, going to the ‘Betas’ tab, then selecting the beta version of the game from the drop-down menu.

After the download has been completed, join the ‘Anvil Game Studios Official EU8 - BETA’ or ‘Anvil Game Studios Official NA8 - BETA’ server to check out the update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/95e6c6b787f47b1068b042b0c0659fe0e4025fd3.jpg)

Here’s a long list of fixes and some additions.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

BETA V2 Changelog - Game Version 0.14.6733.33738
•   Assigned a variety of different thumbnails to land-based spawn locations. These are present in the new spawn menu user interface.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1bc5c2137480e89303ed19b25ae0be487401f266.jpg)

•   Greyed out the Location, Attrib and Equip tabs in the new spawn menu user interface to indicate that they’re not selectable. We’ll be looking into this when we re-design the class system.
•   New end of round/victory tunes for all factions are now in the game! We do hope that you take a liking to these.
•   Server administrators can now select Brazil as a region through the server configuration file.
» Input the following parameter if you’d like to assign the Brazilian region to your server: server_region brazil

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ce83822f84a58c661a8e754ba66823457fe0a5c0.jpg)

•   Added an audio reverb for an echoey effect when speaking or other sounds play inside buildings.
•   Moved the spawn locations on Linburg for the Army Battlefield and Army Assault game modes to encourage combat to take place in other areas besides the village in the centre.
•   Fixed an issue where the capture point flags weren’t switching to the correct faction when captured in the Army Conquest, Army Siege and Coastal Siege game modes.
 
•   Fixed several issues with the new user interface scaling incorrectly on widescreen resolutions.
•   Map loading screen images will now appear faster.
•   Improved the looks of the join button in the new spawn menu user interface.
•   We have now included hover states to all the buttons in the faction selection screen.
•   Doors are now interactable by both factions irrespective of who owns the capture point in the vicinity. This will change once we get to fully integrate the ability to destroy doors, windows and other defences with melee weapons.
•   Adjusted the initial spawn positions for players on several maps so you don’t spawn way too much above ground. This is still a work in progress and some spawn locations have yet to be re-visited.
•   Fixed a bug which caused the randomised ship names for the 8-Gun Schooner to always appear the same when multiple schooners are present in the round.
•   Fixed an issue where the spawn menu would sometimes appear instead of the options menu when you press the ‘Escape’ key.
•   Fixed a bug where the chat remained visible whilst navigating through the faction and spawn menu user interfaces.
•   An infinity symbol now shows in the new spawn menu user interface instead of a -1 value when a particular faction’s reinforcements are unlimited.
•   Fixed an issue where the faction reinforcements in the new spawn menu user interface didn’t represent the correct value until you spawn.
•   A message now gets displayed in the spawn menu when a player must wait for the next round to spawn in the Army Assault game mode.
•   Fixed an issue where players could join at any point in the round whilst playing the Army Assault game mode.
•   Fixed an issue where players could re-spawn when they die in the Army Assault game mode.
•   Fixed an issue where players were able to click on the ‘Join Round’ button when they die in the Army Assault game mode.
•   Fixed an exception that was occurring on the server when changing from one game mode to another.
•   Fixed several spelling mistakes in the music selection panel for the British faction.
•   Fixed an issue with warnings appearing on the server every time a player interacts with a door. This was impacting server-side performance.
•   The doors on the Martello Tower coastal siege map are now positioned correctly.
•   Birds have been included in the Linburg map.
•   You should no longer be able to jump on top of Linburg’s windmill.
•   Fixed several floating props in Linburg.
•   Removed several colliders from small props so players can navigate more easily in Linburg.
•   Fixed an issue where players could get stuck between doors in Linburg.
•   Fixed an issue where players fell through the ground whilst walking in the cabin on the Black Forest map.
•   You are now able to pass through one of the shallow ponds on Black Forest.
•   Fixed an issue with snow and rain dynamic weather accumulation on the Black Forest map.
•   Fixed an issue where players could get stuck between objects in Black Forest.
•   Changed the grass textures on Black Forest so it blends better with the rest of the environment.
•   Added another mortar on the Black Forest map.
•   Fixed an issue where the Black Forest map loading screen appeared to be blurry.
•   Adjusted several ladders on Sharpton so players can climb them more easily.
•   Fixed an issue where one of the doors on Sharpton wasn’t interactable.
•   Fixed an issue with cannot rotations on the Sharpton siege map.
•   Fixed an issue where players could jump out of the window and go into the river on Sharpton.
•   More chairs on Fort Christina are now sittable.
•   Fixed a spelling mistake on one of the spawn points in Fort Christina.
•   Fixed several instances where players could get stuck between objects in Fort Christina.
•   You can now more easily climb the staircases near the gabions in Fort Christina.
•   Fixed an issue where players got stuck when they opted out of sitting from one of the chairs inside the blockhouse in Fort Christina.
•   The Fort Christina spawn location now appears at the top of the list in the new spawn menu user interface.
•   Fixed an issue with flickering textures on one of the pianos in the game.
•   Included several ambient sounds on Fort Winston.
•   Fixed an issue with recoil on one of the cannons on the Highlands map.
•   Fixed an issue on the server to prevent the new Black Forest and Linburg maps form outputting a warning at the beginning of the round.
•   Fixed an error that was being caused when an object was destroyed in the game.
•   And most importantly, the equip-able flag of the Flagbearer class is now animating again. Make your presence known as every Flagbearer should.

Known Issues
•   Players can get stuck whilst moving on the stone stairs in Linburg.
•   You can ‘Turn On’ a door. Yeah. Brilliant.

There’s also a little bit of a surprise for you to discover in this BETA! Look forward to hearing more from us on the full release. We have also been working on the melee combat hitbox issues. We’ll be sure to keep you updated on this.

Once again, we thank you and as always, may good health be yours.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on June 21, 2018, 11:16:27 PM
Huge Update. Prussia Released! For The King - 35% Off
21 June - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/5f9fc7dc4da2f8d937026896b7a2e89a5161869b.png)

Brace yourselves as Holdfast: Nations At War has just received one of the largest content updates to date. The much-anticipated Prussian faction is here! Muster the men and march once more for the glory of the King. Make sure to fill those ranks with new recruits as Holdfast is now 35% Off for the duration of the Steam Summer Sale.

There’s a whole lot more to look forward to besides the Prussians. A re-designed spawn menu user interface, interchangeable faction spawn positions, multiple game mode servers, interactable doors, more maps to explore and we will also be adding two new additions to the Coast Guards!

Check out the trailer.

https://youtu.be/kKXQNiG-CR4


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


We’ve also finalized development on the game engine upgrade which was quite the hefty task. You’ll be seeing improvements on melee combat mechanics get into the game after this update. The community will also be heavily involved in our testing so be sure to join us on Discord if you’d like to participate.

Join The Community Discord!: https://discordapp.com/invite/holdfastgame

Prussia Released! For The King
A big cheer for the King! Head into battle with the all-new Prussian faction as they are now available to play in Holdfast: Nations At War. Cheers, shouts, insults and a plethora of German voice acted orders, brand new uniforms for each and every class and most importantly, new fife and drum tunes to make your presence well known throughout your conquest.

This faction was voted in by the community with an overwhelming majority. It has truly been a pleasure of ours designing and developing the Prussians. Here’s a look at all the uniforms.

Infantry Officer
Role: Command

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c6be83c14c80387693869663aa32557c78e37f4a.jpg)


Line Infantry - Colberg
Role: Offense

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b1b74e90938f91025927d66ef13301a7033cb6b0.jpg)


Line Infantry - Freikorps
Role: Offense

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/769abb8dffa5506da58829afd5dece40fbfba2b4.jpg)


Light Infantry
Role: Offense

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/baf9992777d11b7359f4b5cbf6bc151a189cfbea.jpg)


Guard
Role: Offense

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2809311c9f1b3207a01f4d27aab18679c440e14e.jpg)


Flag Bearer
Role: Support

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c08ec31eabd9aca111477ec61636c4aa4abc10b4.jpg)


Drummer & Fifer
Role: Support

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/833d78aa56ce9faf478f529e8717045448db705e.jpg)



The update is huge continue  here (https://steamcommunity.com/games/589290/announcements/detail/1684791781099895896)
Title: Re: Holdfast: Nations At War
Post by: Asid on August 06, 2018, 01:03:36 PM
Dev Insight. Our Plans. We're Growing The Team!
5 AUGUST   - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b43a584e1d2367589b396926bd4e84eeb59ae9f6.png)

Now that everything is set in stone, we have a rather exciting announcement to make regarding the future of Holdfast. We’re growing the team! This will be integral towards bringing the game out of Early Access with bigger, more content-filled updates.

Having to take care of expanding the office space, recruiting new individuals and the upcoming update, has resulted in an extremely busy month for everyone at Anvil Game Studios. We’re sure that you’d love to hear more details about our plans and what we’ve been up to.

Growing The Team! Game Programmers
Starting with the most exciting recent announcement, we’d like to give you a better insight into the changes that’ll be happening to our programming department. Melee combat improvements, cavalry, player-built defences, new artillery mechanics and any other feature that you’d like to see in the game all require the expertise of a game programmer.

On the 13th of August, a Senior Game Developer (Programmer) - Dylan ‘Wrexia’ Abela will be joining the team. He’s been working in the industry developing games for over five years and we’ll be sure to put his experience to good use! He’s an awesome chap to hang out with as well.

There’s going to be yet another addition to the same department coming soon! We’re currently in the process of recruiting a Game Developer (Programmer) bringing us to a total of 3 programmers working on a full-time basis. We already have plenty of prospective individuals that we’ll be conducting interviews with this Monday.

Dylan ‘Monroy’ Vassallo has taken a step backwards from development by switching from working on a part-time basis to freelance. He’s doing this to further his studies. The team here would like to wish him the best of luck with his master’s degree! Monroy will be taking the role of mentoring new Game Developers to hasten productivity.

Walentin ‘Walki’ Lamonos, a Level Designer who works remotely from Germany will also be joining us for a few weeks during this month. Truly exciting times ahead of us! Here’s a look at the renovated office space to house the new folk that’ll be joining the team.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/86189202c3150fd2b4535bfca24a75b6bef8cbee.jpg)


Continue reading  here (https://steamcommunity.com/gid/103582791457691207/announcements/detail/1698306386998836739)
Title: Re: Holdfast: Nations At War
Post by: Asid on September 01, 2018, 08:08:13 PM
Game Update. Army Front! Stability & Fixes
1 September - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/76cf2530a201cb17352f93f25852d1eb99009b54.png)

Holdfast: Nations At War has been updated. As Game Version 0.15 hits the decks, it’s going to bring with it some long-awaited fixes to the naval and coastal combat scenarios. The Army Front servers are also making a comeback! Battlefield, Conquest and Siege all in one rotation.

New maps, a massive number of bug fixes, performance optimisations, stability and more! Check out the blog post for more about our plans for the next update.

Army Front! Multiple Game Mode Servers
Want to have a go at playing a variety of different game modes? We’re re-introducing the Army Front official servers! Capture strategic objectives in Army Conquest, Breach fortifications in Army Siege and fight to the last man in the Army Battlefield game mode.

Whilst working hand in hand with our community, we’ve re-designed the Army Conquest game mode. Multiple changes to both the selection of maps rotating on the Army Front servers and the game modes they are played on have also been set up based on feedback.

Here’s some of the feedback we’ve acted upon.
•   Reduced the number of capture points on every map. Players were previously too spread out.
•   Base spawns are now uncapturable. This will ensure that players in the server always have a position to spawn on.
•   Significantly reduced the number of players that can spawn on a captured point. Captured points were almost impossible to re-take since the entire team could spawn on that more advantageous forward position.
•   We’ve placed more defensive emplacements around capture points to make them easier to defend now that the number of players that can spawn on a specific location has been significantly reduced.
•   Increased the points gathered when capturing a flag from 50 to 150.
•   On the Army Front official servers, you will never find Desert, Grassy or Snowy Plains maps being played on the Conquest game mode.
•   We’ve reduced the number of reinforcements on the Army Battlefield game mode for last stands to occur more frequently.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/874694642a9f07b32c9ff09b0848c7eae7d63774.jpg)

Naval Combat! Set Sail Once Again
Most of the issues that have been plaguing the naval and coastal combat scenarios are now over and done with! You should no longer be experiencing any graphical issues or desynchronization whilst playing these game modes. We’ve also solved various instances that previously forced players to close the game on map load.

The only class equipped with a spyglass on deck was the Captain. Most of the time this fellow is busy steering the ship and there was no other class which could properly take the role of a spotter. To counter this, we’ve now assigned a spyglass to the Adept Sailor.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bdd5540efa89c68d256ab91675cca68103098647.jpg)


Continue reading  here (https://steamcommunity.com/games/589290/announcements/detail/1693805323551975113)
Title: Re: Holdfast: Nations At War
Post by: Asid on November 09, 2018, 12:01:36 AM
Game Update. Melee Arena! Multiple Rounds
8 NOVEMBER - AGS | REFLEAX
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/54190c1d268e582134b32eaa16f06a8cfa6fd1e8.png)


Holdfast: Nations At War has been updated! Game Version 0.18 will bring with it the much-requested multiple rounds for the Melee Arena game mode, an announcer that broadcasts your glorious achievements in the arena, multiple bug fixes, optimisations and changes based on community feedback.

Melee Arena. Multiple Rounds
After the release of the Melee Arena game mode, we received plenty of requests from our community asking for this mode to support multiple rounds. A match can end relatively quickly especially when skilled players are involved!

The victor in the Melee Arena game mode is now determined based on the number of rounds won before the match ends. Players will play a total of 15 rounds before switching to the next map significantly reducing the wait time between rounds.

We’ve also made sure that the number of rounds played is configurable by server administrators. It’ll certainly come in handy for all those good folks hosting melee oriented tournaments.

Melee Arena Official Servers
•   Anvil Game Studios Official EU4 - Melee Arena
•   Anvil Game Studios Official NA4 - Melee Arena

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/049bd6e452ac2227990877d2cccfda96947e50c4.jpg)

Melee Arena. Announcer
Let others know of your glorious achievements in the Melee Arena game mode! As you ramp up your kill streak, an announcer will broadcast your name to everyone in the match. This feature wouldn’t have been fully complete if it wasn’t voice-acted so we made sure to get that in with this update as well.

Here’s a look at what the announcer will broadcast based on the kill streak that you gather. It is going to be quite a challenge to achieve some of them!

Announcer Kill Streaks
•   Kill 3 Players In A Round - Killing Spree!
•   Kill 4 Players In A Round - Dominating!
•   Kill 5 Players In A Round - Unstoppable!
•   Kill 6 Players In A Round - Oh, That’s Brutal!!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/29e42cf393cc13ba32a5bea693c74a22b92e1ca2.jpg)
 
Optimisation & Bug Fixes
A good majority of this update’s development time was invested into plugging leaks that degraded performance over runtime, fixing an issue that negatively impacted accuracy when players fired in third-person and a variety of VoIP related problems.

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

If you are still experiencing issues with VoIP after this update, kindly let us know of this by posting a thread in the ‘Tech Support & Reports’ board.

Go to the Tech Support & Reports board

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64ed476e5afa566f9e490b01cfc04ab140943f43.jpg)

Join The Discord! Community
Are you looking to participate in one of the many public line battle events hosted by the community? Share with us your feedback and suggestions about the game? Or perhaps even searching for a good bunch of like-minded players to join or form your own regiment (clan)? Discord is a great place to do just that.

We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/5e2a9a7e70ebb65c460ebd903646f3c5b48e5edb.jpg)

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

https://steamcommunity.com/linkfilter/?url=https://aka.ms/vs/15/release/vc_redist.x64.exe

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 19 - Game Version 0.18.6886.26661

Game Features
•   Multiple Rounds! The Melee Arena game mode now supports multiple rounds. Reduce the wait-time. You can find the new server configuration commands for this game mode below. These need to be set per map rotation.
» round_spawn_close_timer_seconds 35 - Set the time it takes before the arena gates open for the first round. Set this higher than the timer below to allow some time for players to load the map.
» round_spawn_close_timer_seconds_between_rounds 20 - Set the time it takes before the arena gates open for all the round to follow after.
» amount_of_rounds 15 - Set your desired number of rounds to play before the match ends. The value that you set here must be an odd number to ensure that there is always a victor.
•   Announcer! Let others know of your glorious achievements in the Melee Arena game mode. As you ramp up your kill streak, an announcer will broadcast your name to everyone in the match.
•   VoIP quality has been improved.

Optimisations
•   Plugged several leaks that were degrading performance over long periods of play time on the client.

Quality Of Life Additions
•   Renamed the ‘Listen Locally’ option to ‘Test Microphone’ so players have a better understanding of what this feature does.

Bug Fixes
•   Fixed an issue that negatively impacted accuracy when firing in third-person.
•   Fixed a bug which was causing certain players to hear robotic-sounding audio when other players spoke through VoIP.
•   Fixed a bug which was causing certain players to be unable to hear other players speaking through VoIP. If you are still experiencing the issue after this update, try installing the redistributable linked below.
» Click on the following link to download the redistributable https://aka.ms/vs/15/release/vc_redist.x64.exe
•   Fixed a bug that was causing the End of Match screen to disappear very quickly in the Melee Arena game mode.
•   Fixed a bug were an incorrect faction would be displayed as the victor at the end of match screen.
•   Attempted fix towards a bug that sometimes causes players to spawn on a ship of the enemy faction whilst playing on the Naval Battlefield game mode.
•   Attempted fix towards a bug that sometimes causes an incorrect number of ships to appear in the spawn menu whilst playing on the Naval Battlefield game mode.
•   Fixed a bug that caused an incorrect faction icon to show in the top bar if you spectate a match without joining the round.
•   Fixed an error that was being outputted when hitting an enemy player.
•   Fixed an error that was being outputted when playing on Fort Salettes.
•   Fixed an error that was being outputted when playing on Caribbean.
•   Fixed a bug that allowed players to go inside the well on Fort Winston.
•   Fixed a bug that caused an incorrect particle to show when players hit a snowy terrain.

Know Issues
•   Some players are unable to change their Audio, Game and Display name settings. We will release a client-side hotfix tomorrow.


We’re working on the next update. Development on the artillery focused update is ongoing.

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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on November 16, 2018, 12:23:29 AM
Game Update. New Map! Ernest Ridge
15 November - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c505a075c14ce7b41820486575ee25a3a37886b7.png)

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3ceec20919ccfb23175a700456a82e51ff94cdd9.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/fdfccd41ad96f445e343566b49df3f0d34d7ffae.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a15547044dce7b73b6bf7b69603b50d47b563d42.jpg)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2809311c9f1b3207a01f4d27aab18679c440e14e.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2367dfb65fcbf92bf4f7b8591bdc911f370719d9.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 21 - Game Version 0.19.6893.28555

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

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

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

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

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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on November 18, 2018, 12:04:48 AM
Game Update. Engine Upgrade
17 NOVEMBER - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/6f8982d08d24f0cc422b18a94f0acb1f989728ed.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 22 - Game Version 0.20.6895.29194

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

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

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

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

More game updates to follow soon.

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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on December 07, 2018, 12:36:39 AM
BETA Testing. Moveable Artillery!
6 December - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/095c94c3c3872f6e121893ff7642b92d93c71b10.png)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b2aa06277a8618307562a9ce7b5eadba526af267.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3ad00c3465348664cc4535c8a9f1af32b90616e9.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/86409fda46063da56972632a57cefe58b9141156.jpg)

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

- Anvil Game Studios   
Title: Re: Holdfast: Nations At War
Post by: Asid on December 19, 2018, 12:13:29 AM
A New Class. Cannoneer! Moveable Artillery
18 December - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/16bdaeec05900b4b6696e4beaf38dc19f832039a.png)

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

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

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

https://youtu.be/jztiwMnY5gc

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/779d25f447372f3b6626b11650f3bab3f6c48f20.gif)

Full Blog here (https://steamcommunity.com/games/589290/announcements/detail/3222787006955174910)
Title: Re: Holdfast: Nations At War
Post by: Asid on December 20, 2018, 12:37:02 AM
Game Update. Fixes & Balance
19 DECEMBER - AGS | REFLEAX

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c019396120bcec1ebb3e95a84d13585d54d54182.png)

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

Here’s the entire changelog for this update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 25 - Game Version 0.23.6927.34248

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

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

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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on December 21, 2018, 01:28:31 AM
Vive L'Empereur! Holdfast: NaW is now 60% Off
20 December - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1b7269074ad0138d922097315c276034923090f8.png)

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


-60%  £14.99  £5.99

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

Title: Re: Holdfast: Nations At War
Post by: Asid on February 17, 2019, 06:01:07 PM
Game Update! Engine Upgrade. Optimisations
15 Feb - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/896cc0138492212ced612754a40f7eeb6bef1baf.png)


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

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

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


Full Blog here (https://steamcommunity.com/games/589290/announcements/detail/3532415200156489549)


Changelog 26 - Game Version 0.24.6984.29141

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

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

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

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

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

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

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

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

We’re working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on March 16, 2019, 11:25:44 PM
A New Class. Rocketeer! Scale The Walls
15 Mar - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/dff6f9239f09159eabdaf7caf1f69f5fac97d556.png)

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

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

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

https://youtu.be/ZBOXGuneZsY


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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1e308c98720035fea018f84dc3f247d7a23acc65.gif)


Full Blog here (https://steamcommunity.com/app/589290)
Title: Re: Holdfast: Nations At War
Post by: Asid on April 18, 2019, 10:16:37 PM
Game Update. Camp Salamanca! Combat Changes
18 Apr @ 5:14pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4507d34c5df0091c8a6cee0ce70eaf30b56929c5.png)

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

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

A New Map. Camp Salamanca!

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/6226d2acd4e485a613213afbe4c9c846a80b1aee.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ac4e3d9677c4d00b029527eef4e785e319c6e313.jpg)

Combat Changes

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

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

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

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

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

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/348c41fc88fdece22a3e2d88a15c4ea494e55c07.jpg)

What’s Next? Work In Progress

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/da66a50263cc994efcdfc626da287e89127519f2.jpg)

Holdfast NaW. Development Roadmap

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

Be sure to keep a look out for this!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/eb566c350c9e85a068d71f74d063cd9419ab8e1f.jpg)

Community. Join The Discord!

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/906c10cafbcc0cbdab0c2303fc87237959ba9ec4.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 29 - Game Version 0.27.7046.36487

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

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

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

Game Core
•   Performed a minor game engine upgrade.

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

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

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

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

We’re working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on May 02, 2019, 01:01:58 AM
Holdfast: Nations At War. Development Roadmap!
1 May @ 7:45pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ea741b67bb17b33e273d15f5d6536edddf587907.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/fbf2921d1917edcf881dbd9a69df034c23a33269.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ad094d8425b487ecb4bdce77618296657604f946.png)


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

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

- Anvil Game Studios   
Title: Re: Holdfast: Nations At War
Post by: Asid on May 04, 2019, 12:37:10 AM
Public BETA V1. Naval Warfare & More!
3 May @ 9:39pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b6675ca91b32f275bf3ee1b22be704c10f6dd374.png)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f4962c82dc64df3cee6210e8e05300faf0c6f0f1.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/111ee7d99235913e3bae846508e1be777f7e160a.jp)g

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1ff3d7880ed2c55325bb99ab67e9b08532679dbc.jpg)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/8c7beb00652f33bf5ac3087dbbd8d58b909fe8f3.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2045952401e920131b288d05c4c310b26d2e1f00.jpg)

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

We're working on the next update.

- Anvil Game Studios   
Title: Re: Holdfast: Nations At War
Post by: Asid on May 17, 2019, 12:28:04 AM
Game Update. Prussian Grenadiers! Canyon Makes A Comeback
16 May @ 5:11pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1b44c1f2eaa87fdc6459d0b028301cdb571a72ea.png)

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/85f3b4fa7d94acf1404e6355cb07b2305ce7e306.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4beb514f10725cd78775ac0e5130fdb01c372cec.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3180ff7d4952dfec9210ab06e1d21765a7f9310a.jpg)

Quality of Life. Muting & More

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

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

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/021eb0d1e1c88e609507e29d2ffa4dd39748adb7.jpg)

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

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

Holdfast NaW - Community Discord[discordapp.com]


Holdfast: Nations At War Announcement    12 May
 Public BETA V2. A New Coastal Siege Map!  (https://steamcommunity.com/games/589290/announcements/detail/2891786390365861925)
We’ve been plenty busy this week getting the relatively sizeable naval update up to speed. Even though there’s more that needs doing, progress has been smooth-sailing.


Holdfast: Nations At War Announcement    3 May
 Public BETA V1. Naval Warfare & More!  (https://steamcommunity.com/games/589290/announcements/detail/2891786390365861925)
Prepare to set sail once more as the relatively sizable naval update has entered its BETA phase! We need all hands on deck as the new game-play additions will require plenty of testing to make sure...

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/111ee7d99235913e3bae846508e1be777f7e160a.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

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

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

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

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

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


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

We're working on the next update.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on May 26, 2019, 12:07:06 AM
Huge Update. Ahoy! Aboard The 50-Gun Frigate
25 May @ 4:54pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ffdde7683d8f01fcf46f0dfba29a40e1cb1aeddc.png)

Ahoy! Assemble the crew and sail the seven seas once more. As the relatively-sizable update hits the decks, it’s going bring with it a naval vessel that is truly a sight to behold. Being one of the largest vessels to date, the 50-Gun Frigate packs enough arsenal to make quick work of others at her broadsides.

Coastal sieges, rocketboats, a ton of roleplay-oriented features, rowable rowboats, a complete redesign of the Naval Battlefield game mode along with various gameplay mechanics and so much more! All packed in one relatively-sizable update.

Before you have a read of our lengthy blog post, do check out the trailer.

https://youtu.be/qEDO0Ter31w


Full post here (https://steamcommunity.com/games/589290/announcements/detail/1608261029767941789) ...It's BIG  :thumbsup

Title: Re: Holdfast: Nations At War
Post by: Asid on May 27, 2019, 07:40:54 PM
Beat To Quarters! Holdfast: NaW is now 50% Off
27 May @ 6:51pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4fe4f2c420b3537de5d5c72ef7e3421d315e1e69.png)

Beat to quarters! Run out the guns and make ready the broadsides as Holdfast: Nations At War embarks on a two-week long sale. Get the game at 50% off for the duration of this special Steam sale and participate in weekly organised events.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

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

Have a read of our blog post for a brief insight into what we’ve been up to.

Recent Major Release! Naval Warfront
Do check out our recent major update release if you haven’t done so already! It saw the inclusion of one of the largest vessels to date - the 50-Gun Frigate, coastal sieges, rocketboats, a ton of roleplay-oriented features, rowable rowboats, a complete redesign of the Naval Battlefield game mode along with various gameplay mechanics and so much more! All packed in one relatively-sizable update.

Holdfast: Nations At War - Ahoy! Aboard The 50 Gun Frigate

https://youtu.be/qEDO0Ter31w


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f4962c82dc64df3cee6210e8e05300faf0c6f0f1.jpg)

In Holdfast: Nations At War the fight takes place on multiple fronts. You’re sure to find plenty more to have a go at besides sailing vessels from the golden age of sail! March into battle at the sound of drums, fifes and pipes, lead men to victory or an inevitable death with the officer class and a whole slew of features unique to the army warfront.

Holdfast: Nations At War - A New Class. Cannoneer! Moveable Artillery

https://youtu.be/jztiwMnY5gc


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/22e01bef10de265cd9860716a63e969aac1bf017.jpg)

What’s To Come? Player Built Defenses
We’ll be heading back to developing game-play oriented features on drier pastures for the next major update. Well placed player-built defences will turn the tide of battle in your favour. If you’re wanting to gather insight on some of our plans for the upcoming update, check out the development roadmap.

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b9e070e89e8a6722f89619cbad7b5dbf91f73e9b.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2e4317576e3ed08c70e867e99904fd84d9c3f036.jpg)

We have plenty of great content lined up so be sure to stay tuned.

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

- Anvil Game Studios   
Title: Re: Holdfast: Nations At War
Post by: Asid on June 10, 2019, 08:05:33 PM
Public BETA V1. Player-Built Defences
9 Jun @ 5:42pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/31ed8b0e63ac5f53f594f89c1fc4498ba3fe21a5.png)

Here goes another BETA. With hammer in hand, construct defences and turn the tide of battle in your favour! There’s plenty more coming with this update. Have a read of our latest blog post for an insight.

What To Expect? A Brief Rundown
With our focus set on bringing forth more game-play oriented features as we develop our way through Holdfast: Nations At War’s eventual full release, the first version of the update featuring player-built defence is now undergoing its testing phase.

The Sapper is your new go-to class to freely construct a variety of defences on land-based scenarios. Chaveaux de frise, infantry stakes, gabions, sandbags and more. All of which serve to provide cover from enemy fire amongst other purposes.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e0aa5d151cec9c702f5ec7f265ddd92d654e1d1a.jpg)

Materials also play a role within this new mechanic to restrict the number of constructible defences that can be present at any point in time during a match. Larger constructions such as the chaveauxs deplete more resources than their smaller counterparts.

Contributing further to the strategical element that this update brings with it, destroying the enemy faction’s emplacements through the use of various artillery pieces, explosives or melee weapons will deplete materials from their pool and bring them into yours. Sappers can then make use of these materials to further solidify your defensive positions.

Speaking of explosives, everyone appreciates a good bang and that’s relatively easily achievable with the new player-constructible explosive barrels. Watch out for enemy fire while carrying these volatile explosives or they’ll be sure to blow you to kingdom come.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b8d92b5ac86e8c073241a3f0bbe7b6efa60255b4.jpg)

Once again, we won’t be going through all the in and outs of the new additions present in this BETA. There are plenty more we haven’t even hinted at in our blog post! If you’re up for a little bit of discovery yourself, you’re most welcome to join us in the BETA.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/af7dcbcfa89a2734dabfd8cc3a0a9f8362658c13.jpg)

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

Everything present in this BETA is still a work in progress and bugs are to be expected. There’s still work going on aimed towards balancing and polishing new functionality.

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/59f6a29373cb7d6b19160f9742b04a2bcefed5e4.jpg)

Known Issues
•   Sometimes you are unable to load into the map due to an exception that occurs on the server. Let us know on Discord if you have issues connecting to the BETA server.
•   Sandbags placed atop earthworks don’t get destroyed along with the earthworks.

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

You'll be hearing from us again soon.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on June 15, 2019, 09:02:08 PM
Public BETA V2. Constructible Defences
15 Jun @ 7:08pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/966142936b8d5e3e94000f8f2a081f94de72d15a.png)

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

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/7029b96012a936eab39f4decba4ea9faa87f4b3c.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b8d92b5ac86e8c073241a3f0bbe7b6efa60255b4.jpg)

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

We're working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on June 23, 2019, 03:14:22 PM
New Class. Sapper! Fortify Your Position
21 Jun @ 4:44pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f2eec5ecb039c40336664e7fe6912a66e3dc1faf.png)


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

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

https://youtu.be/ultq6Imu_1s


 Read on (https://steamcommunity.com/gid/103582791457691207/announcements/detail/1601508165506398418)
Title: Re: Holdfast: Nations At War
Post by: Asid on June 24, 2019, 11:30:18 PM
Bug Fixes. Player-Built Defences
24 Jun @ 5:08pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f3a971aff7a916ed99ed3d54a75fcbfeb7838bcc.png)

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

Here’s the full changelog.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 34 - Game Version 0.32.7114.28816

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

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

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

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

We’re working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on July 16, 2019, 02:03:41 AM
Public BETA V1. Class System
14 Jul @ 6:02pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/57b5d05ac7dc127e06afea6ad5dbc5728b38f04a.png)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ba1be3a88aa83bc5b55f191c8ab9cbab9c60679d.jpg)

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1dd33f71ee7309e230c92cce0d88bba7fbfb0269.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3ad6da91999c27cfa4d86cc1097f17ac354ca15f.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/76e8c4fd0ac237749792d4fd9dc48fcada64aa6b.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/40f52d1ba70d9ebeeb8fd0e8c19259a4e19cca40.jpg)

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

You'll be hearing from us again soon.

- Anvil Game Studios   

Title: Re: Holdfast: Nations At War
Post by: Asid on July 21, 2019, 08:56:16 PM
Public BETA V2. Class System Additions
21 Jul @ 7:14pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/0ab1b96e142d413649a186c31f4fe10c162de35f.png)

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

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

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

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/0ee387955ac95476e30bc07e29c5f7d410075df1.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f18b8f3bec3f140f45a96bcd1ac485cf22a5b569.jpg)

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

You'll be hearing from us again soon.

- Anvil Game Studios


Title: Re: Holdfast: Nations At War
Post by: Asid on August 24, 2019, 11:20:35 AM
Class System! Onwards To Victory
26 Jul @ 4:29pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e65077149f5ac668a2ed289ae4f9487a30595a56.png)

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

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

https://youtu.be/pDIX4SdjyeM


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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a582645f516f965b2c3a040a41b20d8e58c507b7.jpg)


Read on... (https://steamcommunity.com/gid/103582791457691207/announcements/detail/2704893329087253878)
Title: Re: Holdfast: Nations At War
Post by: Asid on August 24, 2019, 11:24:02 AM
Public BETA V1. Game Polish
17 Aug @ 8:46pm - AGS | Refleax   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ab300575a4ce2cfff361aa25be0a5f4cc11d08bc.jpg)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/045d651b24b237d386b19742f900cff507c6434d.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d929c7b72bebe1c02cc845a899a2e3747ac25239.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d87930fb7cfb562886526bb67e15c6889981b0f4.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/94d4621fd8f73df6bd0bbc8c3543f92338452b91.jpg)

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/99ca68b7ab51ed03c0d156ec163cff169e8011bd.jpg)

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/7616b49e6721dec29daac9ff4b8310ba1291779e.jpg)

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

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

You'll be hearing from us again soon.

- Anvil Game Studios   

Title: Re: Holdfast: Nations At War
Post by: Asid on August 24, 2019, 11:30:17 AM
Update Released. Game Polish
23 Aug @ 5:56pm - AGS | Refleax

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b6baf2c2efe380d516fb005c43cec8cf929932ac.png)


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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/045d651b24b237d386b19742f900cff507c6434d.jpg)

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

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/011bdd5d6c93dd6a541e336121d50e13f89c3978.png)

(http://User Interface. More Polish)
As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience.

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d929c7b72bebe1c02cc845a899a2e3747ac25239.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1dd33f71ee7309e230c92cce0d88bba7fbfb0269.jpg)

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/94d4621fd8f73df6bd0bbc8c3543f92338452b91.jpg)

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/99ca68b7ab51ed03c0d156ec163cff169e8011bd.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/69c6b8c645dbb7c1fd5498eb7cf1860ed356c564.png)

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

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

https://discordapp.com/invite/holdfastgame


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 37 - Game Version 0.34.7174.32299

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

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

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

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

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

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

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

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

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

We’re working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on September 15, 2019, 01:25:32 PM
Leaderboards! Rise Through The Ranks
Sat, 14 September 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/299dd5bbc95db2d904d01b87747010d2a929b294.jpg)

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

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

Leaderboards. Better Your Standing

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c5530181e80ab54c3a7d703c2025e23baaa5dcbb.jpg)

Leaderboards. Medals

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

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

Read on.... (https://steamcommunity.com/games/589290/announcements/detail/2876034563866936803)


Title: Re: Holdfast: Nations At War
Post by: Asid on September 20, 2019, 01:09:52 PM
Update Released. Bug Fixes & Additions
Wed, 18 September 2019


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/8338cb01ce728e8e944bcbc9248758c0a97ebce5.png)

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

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

Check out the full change log below.



Changelog 41 - Game Version 0.36.7200.32417

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

● Improved the surgeon’s healing animation.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

● Solved an issue which caused increased leaderboard loading times.

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

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

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

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

● Solved an issue with underpopulated leaderboards not loading correctly.

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

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

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

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

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

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


Changelog 42 (Hotfix) - Game Version 0.36.7200.35090

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


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

We’re working on the next update.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on September 21, 2019, 01:19:18 AM
Update Released. Fixes & Admin Tools
Fri, 20 September 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/90290f71c7e70354ea1b91940d34917bbd6b4b1f.png)

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

Have a read of our latest blog post.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 43 - Game Version0.37.7202.30892

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

● Update the ‘Join Custom Server’ panel.


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

We’re working on the next update.

- Anvil Game Studios
Title: Re: Holdfast: Nations At War
Post by: Asid on October 12, 2019, 03:28:36 PM
Lamarsh Fen! Holdfast: Nations At War is now 50% Off
Fri, 11 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4ef93dcf444bf8e8515177479a8426daa7a5b285.png)

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


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

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

2 Maps! Lamarsh Fen & Causeways

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

Lamarsh Fen
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/5ad966fb027a4a2ec539b156a13245a5f1678cb9.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1d1a186e8b8e2542a2ccaced86cac32d4b9a59fc.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/be50f04f1108574242ed1870390ad570f66c6c15.jpg)

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

Causeways
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/41aa7a1aa0d1209d7680ecaac9abd47e22aced82.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/558462c5bb0ef596cb27901db79abbc7fa9bd4d2.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1f50c309b3265d76202819344b7da5d8c7e617fc.jpg)

More Languages! Localisation

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/29f6d726bbc325a8331e0890f3b69dfb27c695c0.jpg)

What’s Next? Cavalry Units

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

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

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/68074af61dd57e78e05f859ce0017089eb86d268.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

Changelog 44 - Game Version 0.38.7223.25126

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

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

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


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

We’re working on the next update.

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on December 18, 2019, 03:01:59 AM
Major Update. Cavalry! Ride To Glory
Tue, 17 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/fed66133f657e6ce318299e6ea60f138859da1a7.png)

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

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

https://youtu.be/W8hJmdfDHIQ



(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ef93f5280146333f40e4f3263d5b862e273c91df.gif)


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/4889e67beb167a2840ef27494c14d0644ad23c6b.png)


Read on (http://usacac.army.mil/CAC2/CGSC/CARL/nafziger/index.asp)


Title: Re: Holdfast: Nations At War
Post by: Asid on January 02, 2020, 11:26:16 PM
Launching a few rockets

(https://steamuserimages-a.akamaihd.net/ugc/778493212053071481/2D258E206AC6A134A8D34282C697B90AD5512201/)

Title: Re: Holdfast: Nations At War
Post by: Asid on January 21, 2020, 03:55:13 PM
Public BETA V1. Game Polish
Mon, 20 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bb47eb25ee6178929a5e297d6e07fbff022b5f87.png)


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

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

What To Expect? Changelog

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

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

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

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

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

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

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

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

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

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

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

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

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

● Performed multiple optimisations on Cavalry Units to improve framerate.

● Performed multiple optimisations on the Scoreboard to improve framerate.

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

● Performed multiple optimisations on VoIP to improve framerate.

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

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

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

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

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

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

● Performed various optimisations on the Causeways map.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

● Increased the speed at which ladders can be carried.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Graphical
● Adjusted the visibility of horse dust particles.

Participate In The BETA!

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

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

https://discordapp.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/976645cfa8754ccec480953fbf1c400fe5012a0c.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a41a4c7ebe2a67adc0a8a9e48b77e886ae554d29.png)


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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on January 31, 2020, 12:11:49 AM
Public Beta V2. Game Polish
Sat, 25 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1fa2f585666571170ab16542e830396a2af5c37e.png)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/c420cc59727ad994b150e1164d7da2f2fe480791.jpg)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1b79e18d0d6aa09c40c4ba46fdd300efa349d3cb.jpg)

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

- Anvil Game Studios

Title: Re: Holdfast: Nations At War
Post by: Asid on January 31, 2020, 12:12:01 AM
Update Released. Game Polish
Thu, 30 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e4c4425caaf58ab6a5386866afb17159747b0ae1.png)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d39535ffac06afc47e34252ed9e6f89873786087.jpg)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


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

   
Title: Re: Holdfast: Nations At War
Post by: Asid on March 06, 2020, 02:48:33 PM
Russian Empire! Version 1.0 Now Available
Thu, 5 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/40ff7a97ccb628090f6de66fadda5b6cb7897a49.png)


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.

https://youtu.be/Bcx4IL7XBRE


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/65493f1a5b415aefb33c4c5a68c46b1481d5d09c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2c9f9f953a95323881bde02b95e1efecdfea5fb2.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2995accccad88681c177c661a302d5a5a6962fa4.png)

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

(https://steamcdn-a.akamaihd.net/steam/apps/1243770/header.jpg?t=1583453822)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/9ac8a37061004c5f34810c17e0bf1d22e19c67ba.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b797ed79acc45c397009b5a9ae37017bbe944d43.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a5f17e887eeb473a816ddea57b47cdd22a089bba.png)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e4203162ce702fc1d13d1f877b5e2d830362182a.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

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

Title: Re: Holdfast: Nations At War
Post by: Asid on March 22, 2020, 11:50:51 PM
Battlefield Experience! Double XP Weekend
Fri, 20 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f7073d5bfc759b010d67cd0f1926b40648715f23.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/93820ae97357d6424531b96cf8f43985cf8eea97.png)

Read on (https://steamcommunity.com/games/589290/announcements/detail/1813202083210434778)

Title: Re: Holdfast: Nations At War
Post by: Asid on April 26, 2020, 02:01:40 PM
Holdfast Modding Tools. BETA Invitation
Sat, 25 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/0fad6e58ba0b819c464f347ac4ff2648fd28fa9b.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/85e2edb46d9adf683db6d621c05f529e76516496.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d031ccf5ab7f819980efcd980b13884e43866727.png)

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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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/738949b6a320c9ff09d08b0c15fb4282374f035e.png)


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 (http://[url=http://usacac.army.mil/CAC2/CGSC/CARL/nafziger/index.asp)] here[/url]

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/19909aa77e73757f4df117c76fef12e3e79a7d57.png)


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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


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

Title: Re: Holdfast: Nations At War
Post by: Asid on May 29, 2020, 12:52:17 AM
Holdfast SDK V1. Modding Tools
Thu, 28 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a970dd668e1c2c586915b6fb07a9f9e03312f285.png)


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 (https://steamcommunity.com/games/589290/announcements/detail/2224161905039285285)


Title: Re: Holdfast: Nations At War
Post by: Asid on June 04, 2020, 01:00:10 AM
Game Update. Bug Fixes & Additions
Wed, 3 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a6aa85d360e394c83ad266d6635453c38f983bd9.png)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2f96ea558823e5b704287bff6664cb60430d7dee.png)

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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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

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


Title: Re: Holdfast: Nations At War
Post by: Asid on June 27, 2020, 12:59:45 AM
Game Update. Naval Warfront Fixes
Fri, 26 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/80d0e9b32ab8c43f4a7a3d3b97bd7422283d85d1.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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


Title: Re: Holdfast: Nations At War
Post by: Asid on June 27, 2020, 01:13:42 AM
Summer Sale! Holdfast Is Now 50% Off
Fri, 26 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d0a2cffbc3db3e2a6b235e34358d5ac9a2de8808.png)

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.

https://youtu.be/Bcx4IL7XBRE


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/492719aee28adfe977e680739b1988044b2ccd0a.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ffb9babe0ae09a97d8e3e74d72fb2cc563ae8ef8.png)

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(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/caccc505f0e6efc89602dc4c44f282ca6f11f1d9.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/66c169238284d4bd510a95a28a1a5af3cc363661.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/efbfd701b9e874fd3d6ab90d7d86f6dd8486d767.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/65abef3598ca6a0f6265771c771260c6afa0fd5f.png)


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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/2f96ea558823e5b704287bff6664cb60430d7dee.png)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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


Title: Re: Holdfast: Nations At War
Post by: Asid on July 04, 2020, 02:01:31 AM
Major Update. Shoulder Arms! Forward Positions
Fri, 3 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/25fcfa2a5c43fd2010ef5c5bd84e7e100d80f53f.png)

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.

https://youtu.be/Bcx4IL7XBRE


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e66248990037083ba853694a1d9a8ed03212f866.gif)

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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.... (https://steamcommunity.com/games/589290/announcements/detail/2516898401244919497)





Title: Re: Holdfast: Nations At War
Post by: Asid on July 16, 2020, 12:04:14 AM
Game Update. Bug Fixes & Additions
Wed, 15 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a488a868731814a5cc5d9f8df5a8dca7db8e79ed.png)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/1a980cf827dba840378b41ba92db6eb80595b248.png)


Take a look at the changelog for all the details.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios

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


Title: Re: Holdfast: Nations At War
Post by: Asid on September 09, 2020, 11:38:31 PM
Major Update! Battlefields Expanded
Wed, 9 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/6840a7ad7513f0246b90c8f832fd96b63be7ad8b.png)

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.

https://youtu.be/1c5t6wU21V4


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…

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/309c25919d270b068a79951584210db7233995ac.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/8323ab82a99ecf1bbca79f6ca48289dc135f60c5.png)


Read on.... (https://steamcommunity.com/games/589290/announcements/detail/2892955313288224619)


Title: Re: Holdfast: Nations At War
Post by: Asid on September 13, 2020, 01:06:51 PM
Game Update. Battlefield Additions
Fri, 11 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/ab1ae6cb75e3f3e476158c67587b658d9b2f1b03.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/88e05815524a48a619a78c5c08d35a117e6758d0.png)


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/2f96ea558823e5b704287bff6664cb60430d7dee.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


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.


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on September 24, 2020, 03:09:31 PM
Australian Official Servers. Launched!
Thu, 24 September 2020

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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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/69c0e3cf07d4ffc3e48b8109b84d0b136f99af78.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/0de0bb7268c48506f5f552f68f15df359fdfd22a.png)

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.


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on October 10, 2020, 02:33:16 AM
Mapping Contest. The Battlefield Forger Commences!
Fri, 9 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/811fa075bf2d25ba514c7fadf53ecd1be0963043.png)

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
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/b9672deba3b46e8e00e29ccb9d0f8c2265f36d65.png)

Cliff Tower by Leopard
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/856b10430e411a03955093134d2935d457f70427.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f00c16e50b6b3246adae14979d2348ad7bad6940.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/49ccd533428aece57f1898e23fcd15a0d01b1e4e.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3fd5f6200de2337a73557c00231f809c6dd9f97e.gif)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/5a4396b1bb3515890eefb32545eaf9001c1c2aa5.png)


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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on October 30, 2020, 02:13:56 AM
Beware. The Plague Doctor Arrives!
Thu, 29 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a7fb9c7957b36d642cd09e938afa49746a20595f.png)

Douse the Jack-o'-lanterns and flee for your lives as this Halloween Holdfast: Nations at War’s battlefields are joined by a new foe… With a daunting crow beaked mask and the power to spread disease, the Plague Doctor class variant will briefly be available to play this Halloween.

To further celebrate this spooky season, Holdfast: Nations At War will be 40% off for the remainder of Steam’s Halloween Sale!


If the terrifying thought of a Plague Doctor chasing you down isn’t enough to scare you away, have a read of what else is to come in this update below.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/0cf50fd33c9cf958265822b2d2da1a48cc747b6c.png)

Witch Doctor? Plague Doctor!
A new Surgeon class variant, the Plague Doctor will be playable in-game over the Halloween period by those who wish to scare unsuspecting infantrymen on the field of battle.

Skilled in alchemy, this doctor has the ability to spread disease to those unfortunate enough to be caught in his path. Whispers of these ghost-like figures with deadly powers haunting the battlefield have long been used to scare the fresh recruits. Those whispers are now coming to life...

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif)

In addition to the Plague Doctor class variant, players being healed by Surgeons will display a new particle emission to indicate they’re being healed.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/e1850789f0522fd977ac60ad296f8dbd6e9a682b.gif)

For ‘Pump’-King & Country!
With sightings of evil ever-increasing, superstition has called for all the lanterns to be replaced by ghoulishly carved pumpkins in an attempt to scare him away… Simply equip your lantern as a lantern carrying class and bathe the world around you in a glow of pumpkin glory!

Eager pianists will also find special Halloween styled piano music that can be played on the pianos should anyone find facing the battlefield too gruesome this Halloween.

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Linux & Colour Blind Modes
New colour blind options with support for multiple colour blind modes and official support for Linux-based game servers have been introduced to the game.

Support for Protanopia, Deuteranopia & Tritanopia types of colour blindness can be toggled through the game’s video settings and will hopefully be a welcomed addition for those who need it.

Linux servers are also being made available to providers officially after stability testing has been concluded. Join the Official Holdfast Discord and visit the #server-owners text channel to gather support should you require it. You’ll also find a setup guide on the Wiki to get you started.

Wiki Server Hosting - Linux
https://wiki.holdfastgame.com/Server_Hosting#Linux

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/ba51670f4fa04d03cd41c1346e0720b080f3586c.png)

Contest. Battlefield Forger
Two whole weeks have now passed since the Battlefield Forger contest first commenced. Already we have received some pretty creative entries into the competition and have seen plenty of splendid works in progress soon to be entered.

If you have not started on your battlefield yet there’s still plenty of time as you have until November 9th to finalise your submission. Should you already have submitted your battlefield and want to make changes and update your submission that is perfectly acceptable and you’ll be able to do so until November 9th when the entry period closes.

To clear up some questions that have been asked over the last couple of weeks here is a brief FAQ about the contest.

Can my map be larger than 500 x 500?

If you’re creating a Naval battlefield then a playable area larger than 500 x 500 is acceptable. However if you’re creating a land battlefield please keep to the set 500 x 500 playable area (This does not include background terrain, try not to exceed 1000 x 1000 for this though).

Can I use custom models?

Provided that you own a transferable license for the model, you created the model yourself and the model is up to a high quality standard similar to what is seen in Holdfast currently then you may use custom models. If you’re unsure if you own a transferable license for the model it’s best if you do not include it.

Want to participate? Take a read of the previous blog post that details everything you need to know about the contest. Keep being creative. We can’t wait to see what you come up with!

Blog Post - Battlefield Forger Contest
https://store.steampowered.com/newshub/app/589290/view/2904217486090272023

Cliff Tower by Leopard
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/856b10430e411a03955093134d2935d457f70427.png)

Join Discord. Community!
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
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/88e05815524a48a619a78c5c08d35a117e6758d0.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/001171987c7c488c04b7a8d6e35d2ebf9c483a6b.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 60 - Game Version 1.10.7597.18857

Halloween Event

● With a daunting crow beaked mask and the power to spread disease, the Plague Doctor class variant will briefly be available to play this Halloween.

● Lanterns are replaced by ghoulishly carved pumpkins in an attempt to scare him away.

● Special Halloween styled piano music.


Quality of Life

● Players getting healed will now emit a particle effect informing them that another player is replenishing their health.

● Introduced colour blind modes for those that require it.
» Protanopia
» Deuteranopia
» Tritanopia


Linux Servers

● Providers now have access to Linux-based game servers after stability tests where concluded.
» You can find a setup guide detailing their installation on the Wiki.
» Wiki Server Hosting - Linux


Bug Fixes

● Solved an issue with spawns breaking due to forward positions.

● Solved an issue with neck pieces floating when using cannons.

● Solved an instance where your uniform would sometimes appear darkened when spawning with modded characters.


Look forward to what more we have in store for Holdfast: Nations At War. Until next time, may good health be yours.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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


Title: Re: Holdfast: Nations At War
Post by: Asid on November 20, 2020, 02:02:21 AM
Battlefield Forger Contest Ends!
Thu, 19 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/f4c8f0077b568059f36e5037805b0ebc3bc21d0b.png)

Everyone here at Anvil Game Studios would like to say a big congratulations to everybody who participated in the first-ever Holdfast: Nations At War mapping contest. Members of the modding community both new and old showed great passion, creativeness and support for others throughout the duration of this contest. It was truly admirable!

Over the course of the month that the contest was running we received a massive 24 entries into the competition which made whittling them down to a top three rather challenging indeed. They were all brilliant in their own unique ways.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/9f4018d9e59305ee4a07d8a96bb927e24d6a0802.png)
77th Ed’s Prussian Hills

Winners Announced!
Judging commenced on the night of the 15th of November 2020 and lasted a good number of hours as Refleax, Rycon, Harper and Storey took their time analysing each map one by one in all their creativity. Despite each map showing their brilliance in their own way, the top 3 had to be given the highest honours.

So without delay here are our Battlefield Forger winners!


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/48f2793c6ee4703fe1707fb66f549e2393f459dc.png)
1st place is awarded to
Willy - Aspern

This countryside battlefield really stood out to us as it incorporated all aspects of Holdfast: Nations At War within one map. It’s rolling hills, fields of wheat and beautifully designed village lent itself brilliantly in making a hybrid urban and rural battlefield. We look forward to seeing this officially added into the game.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/32f3955bb8ad6afa4b0d97b788db332e453f2823.png)


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2nd place is awarded to
Davwado - Port City

Read on... (https://steamcommunity.com/games/589290/announcements/detail/2901969490034456516)

Title: Re: Holdfast: Nations At War
Post by: Asid on December 22, 2020, 04:16:34 AM
Winter Update. 3 New Maps & Regiment Prestige!
Mon, 21 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/d01cd9a91045bbb655a1feca3f18b20df92a0285.png)

Here comes a new content update! Introducing 3 new maps, regiment prestige mechanics, new soldier ranks, the long-awaited Guard DLC uniforms and much more. Holdfast continues to expand and improve thanks to the community’s ongoing support.

So shoulder your musket and sit by the fire while you take a read of what is coming to Holdfast: Nations At War this Holiday season! Don’t forget to clean the chimneys and prepare a cup of hot milk and cookies for the ‘man in red’ to drink though.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/f632d4b91b5f5a190228ebdfb51f65d92a456628.png)

Regiment Prestige!
Expanding upon the game’s regiment registry system, regiments are now able to prestige should they reach the new rank limit of 70. It will be possible to prestige your regiments through 3 additional ranks once you have obtained that level.

Of course, as fitting for the time, there will be a special way to recognise regiments that manage to achieve such heights in the form of shiny new decoration around your regiments banner both in the registry and in-game. You can take a look at these decorations below.

Additionally, the curve for collective experience required has changed, this may mean your regiment’s level has also been altered but the experience gathered has remained the same. Be sure to capitalise on these new features and changes as Holdfast official servers will boast an increased XP weekend starting Thursday the 31st of December 2020 and running until Monday 4th of January 2021.

Congratulations to the [45e], BB and KRA for reaching the maximum legacy regiment rank. Let’s kick this new year off with a bang!

Regiment Banners - Level 1, Level 50 & Level 70
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/289195c7632bf7e46ca96735889d9c41974e2f85.png)

Read on... (https://steamcommunity.com/games/589290/announcements/detail/5363189319893980687)


Title: Re: Holdfast: Nations At War
Post by: Asid on December 24, 2020, 03:03:14 AM
Winter Update. Bug Fixes
Wed, 23 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/dc8cc3b9e937eded57689dd912b4b3d160bee7dd.png)

Following yesterday’s content-filled update, we’ll be pushing another featuring bug fixes and other additions based on feedback. Come have a read of our latest blog post for all the details and while you're at it, feel free to join our Discord.

Join Discord!

If you are experiencing issues with launching the game, or crashing please try verifying the integrity of your game files through Steam. You're also welcome to reach out to us on Discord for assistance.

Steam - Verify Integrity of Files

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png


Changelog 62 - Game Version 1.12.7662.23499

New Map - Glacier

● Solved an issue with one of the areas being blocked by an invisible collider next to a house.

● Solved an issue with an invisible collider blocking an entrance leading to a cave.

● Solved an issue with one of the swivel guns floating on Glacier.

● Solved an issue where players could reach an area on the map which wasn't meant to be accessible.

● Introduced an additional ladder leading to the rooftops on one of the houses.


New Map - Fort Al Farid

● Solved an issue where the tower's cannon wasn't getting destroyed when the tower itself is reduced to rubble.

● Solved an issue with one of the pillars being incorrectly textured.

● Solved an issue where players couldn't fire the tower's cannon after it was loaded.

● Solved an issue where cannons present on Fort Al Farid were not required to be rammed before firing.

● Solved an issue where players sometimes went underneath the terrain when aiming cannons on Fort Al Farid.

● Players now face towards the fort when spawning as the attackers on Fort Al Farid.

● Solved an issue with the carriable rocket launcher on Fort Al Farid.


New Map - Port Nile

● Solved an issue where the player didn't run smoothly on the staircases leading to the edges of the map.

● Solved an issue where certain objects went invisible when looking towards a specific area on the map.

● Solved an issue with one of the docked Brig-Sloop's missing its front mast.

● Solved an issue with an error popping up when shooting at the barrel on Port Nile.

● Player spawn locations on both base spawn for either faction have been spread out.

● Introduced another staircase next to the base spawn leading to the garden on Port Nile.


Soldier Medals

● Changed the colouring of the Gold, Decorated and Valour medals.

● Players can now better distinguish between Bronze and Valour medals.

● Solved an issue where soldier medals overlapped in the scoreboard.


Regiment Banners

● Solved an issue where sometimes a regiment's banner didn't show above the player's head.

● Solved an issue where certain banners were not tiling correctly.


Regiment Medals

● Awarded the [45e], KRA and BB with a unique medal for having reached the maximum regiment rank of 50 prior to the introduction of prestige.


Naval Warfront

● Solved an issue with textures flickering on the Naval Warfront game mode.


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

Title: Re: Holdfast: Nations At War
Post by: Asid on December 24, 2020, 03:03:41 AM
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/525bd749a46a6a55a0dd55c96d2d5ca2be74f297.png)

Title: Re: Holdfast: Nations At War
Post by: Asid on December 30, 2020, 01:35:59 AM
In Memoriam. A Friend’s Farewell
Tue, 29 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/73f7a1255b73b479ac264e9631c0fa9d8e688c0b.png)

During this joyful time of year, the Holdfast community lost a stalwart and an icon to mental health struggles. Jon_Snow was nothing but a kind soul. It is not just the community that is at a loss but indeed everyone who was as fortunate as all of us that have met him.

A memorial in remembrance of E|C Jon_Snow has been erected on the map Highlands. Please don’t forget to reach out if you’re having a rough time.

Here’s our final salute to you good friend.

Jon's Highlands Watch
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/17c7ef3d7d7a040018e975d4152ba7f097979297.png)

Our heartfelt thanks go to everyone who spared their precious time and paid their respects to the departed.

Jon's Service
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/3625e43642b5f2d3e6cac805f2cdaf7efe06def2.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/719351821aa06258026d432845dd4f374f9fc2b0.png)

Do share with us and the community a few anecdotes of your ventures with Jon on Discord should you wish to do so.

https://discord.com/invite/holdfastgame

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 63 - Game Version 1.13.7668.21840

New Features

● Erected a memorial in remembrance of Jon Snow on the map Highlands.


Bug Fixes

● Solved an issue which caused framerate to drop when a player played a tune on the piano.

● Solved an issue with the ocean turning invisible when selecting the 'Low' graphical preset setting.


Rest in peace, Jon_Snow.

Until next time, may good health be yours.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on December 31, 2020, 11:44:17 PM
New Year Brawl! Increased XP Event
Thu, 31 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/19eb4b745a096a7d23cd876d9b821df33ebfd867.png)

If the turkey, stuffing balls and roast potatoes weren’t enough to fill you up this festive season then this most certainly will. Put musket to hand as Holdfast: Nations At War is running an increased XP event from Thursday the 31st of December until Monday the 4th of January 2021 to see us into the new year.

It is a perfect time for players looking to climb the leaderboards to gain some extra experience on their way to the top.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/a1bea14427595c7030a49ea050db6ef56b165a8c.png)

Gathering Experience
Ram your shot and fix bayonets because over the duration of the event you will be able to gather an additional 50% of experience upon completion of a round! Rank up your favourite classes or stake your claim as the best Carpenter around with this final festive treat for the new year.

Not only will you be able to rank up your soldier at an increased pace but you’ll also be able to collect medals along the way. With the recent addition of the valour medal, this event puts it slightly easier within your grasp.

Soldier Rank
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28169799/bce967f57e1f7bdd993ac4cfb8eb6ab13f90453b.png)

Read on... (https://steamcommunity.com/games/589290/announcements/detail/2925616482186375615)
Title: Re: Holdfast: Nations At War
Post by: Asid on January 26, 2021, 01:05:03 PM
Update. Game Additions
Tue, 26 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/4ffbb4647d9af16adb01ed4b6518e4d1023e201d.png)

Another update makes its way to Holdfast: Nations At War! Version 1.14 will see bug fixes targeting cavalry mechanics, map-related issues solved amongst other minor additions. We’re also pushing all necessary back-end changes required to move official game servers over to a Linux infrastructure.

Come have a read of our blog post for more about this release.

Get Involved
Should you have any questions about Holdfast or wish to participate in the community more, why not join the official Discord server? It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, history discussion and more.

Click below to join today!

https://discord.com/invite/holdfastgame

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/88e05815524a48a619a78c5c08d35a117e6758d0.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/2f96ea558823e5b704287bff6664cb60430d7dee.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 64 - Game Version 1.14.7691.21021

Official Game Servers

● Necessary back-end changes required to move official game servers over to a Linux infrastructure are present in this update.
» It enables us to more quickly update official game servers to the latest version when a new game update is rolled out.

● Introduced a function allowing server hosts to place servers in hibernation mode if no players are connected to it. This will reduce CPU utilisation for idle game servers.
» Input the following commands in the server configuration file to make use of this function: server_hibernation_enabled true and server_hibernation_fps 5.


Standalone Windows Server

● A dedicated Windows OS server for Holdfast: Nations At War is now available.
» Download the server files through your Steam Library. Ensure that you have 'Tools' selection.


Cavalry Fixes

● Reduced the ghost range when striking with melee weapons while on horseback.

● Adjusted the horse’s hitbox to be more representative of the model.

● The ‘Horse Effects’ graphics setting toggle no longer mutes horse audio effects.

● Attempted fix towards an instance which sometimes caused horse-related audio effects to cut off.


Client Optimisations

● Minor optimisations targeting player movement.

● Minor optimisations targeting audio-related functions.

● Performed minor optimisations on Port Nile.


Bug Fixes

● Solved an instance which caused the server to crash.

● Solved an issue with featured servers not un-featuring themselves.

● Solved an issue causing players to get stuck when detaching their bayonet and interacting with a cannon.

● Prevented entry to certain locations on Port Nile which were not meant to be accessible.

● Solved an issue with the floor turning invisible on one of the destructible models on Fort Al Farid.

● Introduce free-flight camera colliders on Glacier.

● Solved an issue with forward positions on Glacier.

● Solved an issue with one of the wall structures next to the church on Lamarsh Fen.

● Solve an issue with an excessive amount of Cannoneers on Marquette.

● Solved an audio-related error that occurred when players hit with a cannon one of the gatehouses present on Canyon and Marquette.

● Solved an issue which caused players to fall underneath Fort Imperial when one of the houses was destroyed.


Game Balance

● Increased the defender’s reinforcements on Fort Darial by 15.

● Increased the reinforcements on Fort Al Farid for the defenders by 40. They also get 30 additional build points.


Atmosphere

● Musket and pistol sounds now come with added base for an additional kick when firing volleys.

● The weather audio slider will now default to 100 from 30 for players launching the game anew.


Graphical

● Changed the white circular banner displayed above player’s heads.


We do most certainly hope that you’re having a decent start of this new year. Stay tuned for more Holdfast updates! Expect new maps, player-suggested additions and major game-play focused updates throughout the year.

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


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios

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



Title: Re: Holdfast: Nations At War
Post by: Asid on January 26, 2021, 01:05:31 PM
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/4211df5aaffee06ab3fab12b7343ce5db7984889.png)

Title: Re: Holdfast: Nations At War
Post by: Asid on April 30, 2021, 11:56:06 PM
Update. Fixes & Optimisations
Fri, 30 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/7b974bd261b13476639d77311065db92361b9d72.png)
Following the release of the Kingdom of Italy, we'll be pushing a smaller update targeting bug fixes, optimisations and other additions.

Should you have any questions about Holdfast or wish to participate in the community more, why not join the official Discord server? It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, history discussion and more. Click below to join today!

discord.gg/holdfastgame

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/bcf3107f9c846a39fed1c79a765910ed074b1453.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 66 - Game Version 1.15.7790.3438


Optimisations



Optimised the Italian flag’s cloth of which shader was causing performance degradation.


Shortened the Italian flag to match the standard French size. Server administrators must update their game servers for the weapon’s melee reach to match the new size.


Optimised various uniforms across multiple factions.


Optimised the weapon models.


Optimised the carriable ladders to reduce garbage collection and therefore improve performance.


Bug Fixes



Solved an issue with players appearing to be standing up when swapping their weapon.


Solved a few grammatical errors visible which were visible when the player opened the voice acting panel.


Quality of Life



Regiment leader names now load in order of the regiment’s rank on the registry.


Graphical



Ramrods now detach from the weapon model as the player reloads the musket.


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


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios


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

Title: Re: Holdfast: Nations At War
Post by: Asid on August 05, 2021, 11:45:23 PM
Game Update. Map Voting Is Here!
Thu, 5 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/2634070f2186a6a269d10357cb5069a2cc3e9684.png)

A welcome and thank you to all the new players who took to the frontlines for the first time over the Steam Summer Sale! As we discussed in our previous blog post, map voting has finally arrived.

One of the community's most highly requested features, map voting, makes its way onto all Holdfast servers this update but that’s not all. New quality of life features are being implemented, new game mechanics introduced and in this same update, the Holdfast SDK is getting an upgrade too.

This update takes us one step closer to letting the community play Holdfast exactly how they want to. Take a read below to find out more about how these changes and additions will achieve this.

Player Map Voting!
The long-awaited map voting update is here! At the end of the round players will be given the option to select the next battlefield to be played and whichever map receives the most votes will then be played thereafter.

At the end of the round players are now presented with 4 battlefields to pick from. The map's gamemode and factions are also shown. Players are then given a period of time to vote on the map they wish to play next after which the results are then tallied and a winner is selected. It is only at this point that the amount of votes each map gets is shown.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/79e6d6729db515e2fc051d520903210425864174.gif)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/639224f22844ef5bc8b47c2c39befac4015541d2.gif)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/2affe6911372a38cd182a61f77dd6b0523150e01.gif)

Map voting will also be available to community and private servers. We have provided additional rotation inputs so server owners can customise their map voting exactly as they desire. Likewise, support for custom maps has been integrated into the system to ensure any custom maps loaded with the map voting system will correctly display their name.

New Gameplay Mechanics
Someone taking too long in the outhouse? Kick the door in style and let them know their time is up! This new mechanic allows players to kick down doors in dramatic fashion and really make their entrance as they take buildings and forts alike. Additionally, cannoneers with a ramrod equipped will now receive a 5% speed buff when ramming their cannon. So get kicking and ramming till your heart’s content.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/c56d99588bcc3caf25200cc1a1de6c6418d23ffa.gif)

Quality Of Life Additions
This update also brings along a plethora of new console commands and player menu options to further aid server administrators running events on community servers.

Server admins can now be added to a whitelist which will automatically grant them administrator privileges as they join the server. They will no longer have to log in via the console. Using the new ‘serverAdmins.txt’ file will enable a whitelist allowing the players inputted in this file to access administrative privileges without having to enter a password.

Admins that are whitelisted will be able to join the server directly should it be full. However, this is limited to a maximum of 5 additional slots dedicated for them. Server admins are also given the option to revive fallen men via the Round Players ‘P’ menu. It will instantly respawn them in the location they died.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/72b1fea772eb0908423c27df525de895f8e0e484.gif)

In contrast to giving life with the new revive feature, the new slap server admin command gives administrators the ability to damage individual players for an amount of damage they specify. Simply type out the command below to slap someone.

rc serverAdmin slap <id> <dmg> <reason>


Linebattle Stalemates
Linebattle organisers will be able to place a capturable flag that if captured will give the win to the capturing team. This flag can be configured to be spawned after a specific amount of time and act as an anti-camping tool during linebattle events that are taking slightly longer than desired.

Similar to map voting this feature can be configured via rotation inputs. This flag can also be triggered and spawned directly by an rc command. Take a look at these below.

Server Config Commands

●dynamic_capture_point_enabled true/false <default: false>

●dynamic_capture_point_position -11.90 6.26 -59.10 <default: 0 0 0>

●dynamic_capture_point_auto_active_time 120 <default: 0>

●dynamic_capture_point_capture_duration 360 <default: uses map settings>

●dynamic_capture_point_max_capture_player_count 10 <default: uses map settings>


RC Commands

●rc set triggerDynamicCapturePoint

We look forward to seeing this new mechanic put to good use during events.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/e22f1267abb9fc68a13fbe11faa79ba932ef53c9.gif)

Holdfast SDK Update
The latest Holdfast SDK update is the largest update to the SDK since its release. It exposes the ability for the modding community to receive code events when specific actions happen and gives mod creators the option to tag their work making it easier to find on the workshop.

This first step in exposing elements of the game for modders to use. It will give the community the foundations for creating new game modes, conversion modifications, and much more for everyone to enjoy. We have been running a closed-beta with some modding community members running up to the release of this portion of the update which has already yielded some fantastic and very creative results.

As mentioned above, mod makers can now set tags for their creations. When you go to upload your mod via the SDK you will be presented with a menu that allows you to fill out your mod's title, description and select multiple tags that best suit it. Tagging and appropriately naming your modification will make it easy for players to find and subscribe to.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/0692bfb82db473b7c695f538aa5f7653d16d3a22.png)

Modding Community
Want to give the latest SDK update a go? Then the Holdfast official Discord server is the place to be! It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, game modding, and more. Click below to join today!

Subscribe to the @artisan role
from the #getting-started channel to get going.

https://discord.com/invite/holdfastgame

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/3fd5f6200de2337a73557c00231f809c6dd9f97e.gif)


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 69 - Game Version v1.18.7887.29184


New Features

●Player Map Voting!
At the end of the round players will be given the option to select the next battlefield. Event hosts can make use of this function to allow players participating in their event to vote for a map of their own choosing.
» Input the following commands in the server configuration file to make use of this new functionality.
» » map_voting_enabled true
» » map_voting_duration 15
» » map_voting_allow_same_map false
» » map_voting_history_count 3
» » map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege

●Custom modded maps can also be made part of the voting selection.

●Linebattle organisers will be able to place a capturable flag that if captured will give the win to the capturing team. Can be configured to be spawned after a specific amount of time and act as an anti-camping tool during linebattle events that are taking slightly longer than desired.
» Input the following command per map rotation to configure this new function.
» » dynamic_capture_point_enabled true or false
» » dynamic_capture_point_position -11.90 6.26 -59.10
» » dynamic_capture_point_auto_active_time 120
» » dynamic_capture_point_capture_duration 360
» » dynamic_capture_point_max_capture_player_count 10

●Use the command below to force spawn the capturable flag while the match is ongoing.
» rc set triggerDynamicCapturePoint


Holdfast SDK

●Artisans may now tag their mod before uploading it to Steam providing it with better visibility.

●Exposed the ability for the modding community to receive code events when specific actions happen.
» Wiki - Script Modding Guide

●Join the Holdfast Discord and apply for the @artisan role to get started with modding.
» discord.gg/holdfastgame


Gameplay

●Explosive barrels now deal less damage to siege walls providing the defenders with a better fighting chance at holding their ground.

●Someone taking too long in the outhouse? Kick the door in style by pressing the ‘F’ key and let them know their time is up! You are unable to break doors with this method when the Army Siege or Coastal Siege is in play.
» You are unable to kick-open large double doors.

●Win condition interactable object now works in ArmyDeathmatch. Message also displays when the victor is announced.

●A smooth quick zoom animation will play when the player looks through the spyglass.

●Players equipping a ramrod will now load cannons at a faster pace. They will receive a 5% bonus increase when doing so.


Server Administration

●Players can now view the official server rules through the Round Players ‘P’ menu. Administrators can customise this message by using the following command. Use a similar syntax to that of the welcome message to format it.
» server_rules_message <message>

●Using the serverAdmins.txt file will now enable a whitelist allowing the players inputted in this file to access administrative privileges without having to enter a password. Define the location of the serverAdmins.txt file through the following launch parameters.
» serverAdminsFilePath=<path>

●Up to 5 administrators defined in the serverAdmins.txt file are now able to connect to a game server even if it reaches its maximum player count. This will ensure administrators are always able to oversee an event.

●Administrators are now able to revive others through the Round Players ‘P’ menu or by using an rc command.
» rc serverAdmin revive <id> <reason>

●Administrators can now use the command below to despawn all horses from the map. You may still define to spawn just a singular horse by passing an ID.
» rc vehicleDespawn

●Administrators can now use the command below to damage a player.
» rc serverAdmin slap <id> <damage> <reason>

●Administrators can now send a broadcast message without having it show in the middle of the screen. It will only display in the player’s chat.
» rc serverAdmin say <message>

●Administrators may now privately message a player through the rc console instead of just the Round Players ‘P’ menu.
» rc serverAdmin privateMessage <player_id> <message>

●The characterWeaponDamageScale command now also impacts player bullets hitting other players or vehicles in addition to melee damage.
» rc set characterWeaponDamageScale <modifier>

●Introduced a new command allowing players to disable the mechanic used to differentiate between upper body and lower body melee damage.
» rc set meleeLegHitSystemEnabled false

●Administrators may now define an unlimited timer in the Army Deathmatch game mode.

●Map names have been added to the scorelog.txt file.

●Introduced additional functionality for spawned ‘firearm ammo boxes’ and ‘firearm weapon boxes’ to have infinite uses when the max value is set to 255.
» Wiki - Weapon Racks


Bug Fixes

●Tentative fix on ‘Look Vector’ warnings being displayed when Marquette is in play.

●Solved an issue where the Press ‘E’ to Mount tag was shown at the 0,0,0 coordinate rather than nearby mountable horses.

●Solved an issue with warnings being thrown when a cavalry unit spawns on round start.

●Reduced instances of cavalry units being able to go through map borders.

●Solved an instance where players unintentionally faced their demise when standing on one of the house’s rooftops situated on Aspern.

●Solved an issue where text messages sometimes disappeared from chat.

●Solved an issue where sometimes cavalry units equipping a Russian piston can be seen equipped with a ramrod and sometimes not.

●Solved an issue where the incorrect trampling kill log icon was being shown.

●Replaced one of the ammo boxes on Heartmound with one which contains ammo to load swivel guns with.

●Players are no longer able to spawn on captured flag positions when the Army Conquest is in play on Aspern.

●Solved an issue where two of the mortars on Linburg were slightly angled making the trajectory deviate from their originally intended position.

●Solved an issue where the player's swimming animation on Marquette was elevated.

●Solved an issue where carriable ammo boxes placed through the SDK floated when dropped.

●Solved an issue where players spawned on trees on Marquette.


Misc.

●Introduced a tip informing players they can no longer spawn on an officer’s flag once its reinforcements deplete.

●Introduced more prop variants to the Holdfast SDK.

●Players that fall under the terrain will now face their demise after a short while.

●Reduced mod loading time.


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

We're working on the next update. You're more than welcome to give us a follow on our new Steam developer page.

https://store.steampowered.com/developer/anvilgamestudios

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on August 16, 2021, 11:15:23 PM
Game Update. Bug Fixes & Community Spotlight!
Mon, 16 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/720e76a9798432611ea56742a1bea4abccead62e.png)

Since the release of the map voting update, it has been rather splendid watching players voting for their favourite maps and controlling the official public servers in a way not possible before.

Additionally, we’d like to extend a thank you to those who submitted bug reports post the release of the update. We are pleased to announce that a good portion of these bugs have now been addressed with the release of this bug fix update along with some small changes to the map voting setup.

Along with reading the changelog, why not also take a look at what the community has been up below to since the release of the map voting and SDK update.

Community Spotlight
With the recent addition of modded scripts to the SDK the modding community of Holdfast wasted no time creating some already impressive scripts to assist gameplay on community run servers.

There is some real talent within the modding community and we look forward to seeing what is to come next for Holdfast modding. To celebrate this talent we caught up with some of the modders and map makers to showcase some of their brilliant work.

Auto Admin Script by eLF
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/319743028680b100cf06788512d44d140889d081.gif)


eLF has been an active member of the Holdfast map making and modding community since the SDK’s release and with the release of the scripting update they have already been hard at work making an auto admin script for private events to manage things such as ‘fire out of line’ and other rules. Take a look at the gif above to see the script in action. We also asked eLF what got them into modding Holdfast, here’s what they had to say.

“Between running linebattle events and competitive matches, I often find myself spending as much time hosting events as playing the game. So once I got invited to the beta for the SDK update, I became focused on automating as much as I could before the update was released. So far I'm very pleased with my AutoAdmins results in the linebattle testing it has completed.”


Modded uniforms by UberJuice
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/814ff8d9e82600f6deaee68ee8df762522188c14.jpg)


Like eLF, UberJuice has been at the forefront of Holdfast modding since almost its conception and has produced some stunning maps and uniforms during their time.

“Creating mods for Holdfast has motivated me to dive deeper into 3D work. In this past year of making maps and uniforms I have learned a ton of new skills and ultimately a new passion. Regardless if I’m trying to recreate a uniform from an old painting or dressing a chimp up in a British uniform - the creative outlet feels limitless. The greatest reward for it all is seeing a battlefield of players enjoying my work.”


Join The Community
Whether you’re interested in modding Holdfast, hosting your own community events or just wanting to get involved deeper within our great community, the Holdfast official Discord server is the place to be. It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, history discussion and more.

Click below to join today!

discord.gg/holdfastgame

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/88e05815524a48a619a78c5c08d35a117e6758d0.png)


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/56ca75be1b6108ef265b7843fdfbf534a0e149b5.png)


Changelog 70 - Game Version v1.19.7894.19868


Bug Fixes


●Solved a server-side error log related to cavalry units when swapping maps.

●Solved an issue with mods not loading in the correct order.

●Solved a warning on the spawn menu with modded uniforms.

●Removed all unnecessary logs from the map vote system.

●Solved an issue with the new revive admin tool not working as intended due to Discord integration.

●Solved an issue with the new revive admin tool not working as intended when reviving a cavalry unit.

●Solved an issue with the new revive admin tool not working as intended when two administrators revived the same person.

●Solved an issue with the new revive admin tool placing the team’s score on the negative.

●Solved an issue with modded maps using capture points not loading.

●Solved an issue with some gabions having the wrong physics layer applied.

●Solved an issue when striking to the right from horseback. It could sometimes get stuck.

●Solved an issue where mounted attacks from horseback would let go despite the player holding the attack.

●Solved an issue where score applied for healing other players when a map is changing would apply on the next map.

●Solved an issue with some stairs on Port Nile speeding up the player.

●Solved an issue with the Russian officer sword dealing less damage than intended with the up attack.

●Horse to horse collision is now more reliable.

●Attempted a fix for the Officer reinforce order running out prematurely.


Misc


●Solved an issue with the american servers experiencing latency issues.

●Changed the map voting history count on official servers from 3 to 5 maps.


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

You're more than welcome to give us a follow on our new Steam Developer Page.


- Anvil Game Studios


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

Title: Re: Holdfast: Nations At War
Post by: Asid on December 20, 2021, 11:57:08 PM
Holiday Update! Its Christmas Time
Mon, 20 December 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/bad42bccd1327957f19eb5c51dce2c4634e605ff.png)

Head back from the frontlines and let the festivities commence! Yet another year of Holdfast is coming to a close, but do not fear as there is plenty still to come with this update and in the new year.

As it is the time for giving, Holdfast: Nations At War will soon be on sale and has now already been updated to introduce a new rewards system for regular returning players. We’ll also be giving some more information away about this “Big Update” this blog post so be sure to read until the end.

Daily Rewards
Climb the ranks to eternal Holdfast glory with the addition of daily XP rewards for all players to enjoy. Featuring x2 and x3 experience multipliers, along with future undisclosed in-game rewards, your player score can now be boosted by simply playing Holdfast: Nations At War.

Those who reach at least 2000 xp gained per day for a minimum of 3 days of the week will gain access to the weekend bonus multipliers.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/4f54dfe38a637493bb06f68ce8ad9487bc75fc3e.png)

Be sure to check out the new experience panel in the main menu as it will keep track of your progress towards the weekend bonus rewards.

Themed Content
Keep warm by a roasting fire, build an army of snowmen, fire giant snowballs out of cannons, sing carols and ride on the back of a ‘reindeer’ while fighting off foes. There’s plenty to get you in the spirit of the holidays this winter sale.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/c60356e1f6103fb25347daae11b1d58932f6afc3.gif)

Practice the age old craft of snowman-ship by constructing makeshift snowmen with the sapper class. These brave snowmen whilst not doing much as they are just for ‘snow’ will offer some comfort, and cover, during the cold winter wars.

Read on: https://steamcommunity.com/games/589290/announcements/detail/4450117468963559240

Title: Re: Holdfast: Nations At War
Post by: Asid on February 06, 2022, 05:35:10 PM
Holdfast: Frontlines - Announced!
Sat, 5 February 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/d08266db8aa2beb92cd6584e888572c49d5b7678.png)

Prepare to march into the Great War in Holdfast: Frontlines! A total-conversion DLC releasing for free
as a show of thanks to our beloved community.


In the same update we’ll also be dishing out graphical improvements to the game’s Napoleonic front. Stay tuned as there’s plenty more in store for Holdfast! Look forward to the release of a new faction joining the battlefield later on this year.

Get involved with the community on Discord. Play on the 17th of February 2022.

https://youtu.be/j1tPgPCQeXY


discord.gg/holdfastgame


- Anvil Game Studios

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

Title: Re: Holdfast: Nations At War
Post by: Asid on February 17, 2022, 11:25:48 PM
Holdfast Breaks Concurrent Player Peak!
Thu, 17 February 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/fb9e99709115e51b343776bc190040b5b2d59d14.png)

We just broke our concurrent player peak!

A big well done to everyone at Anvil Game Studios and a heartfelt thanks to our beloved community.

Look forward to more from us this year. Until then, may good health be yours. 💕

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/9a43be53355e87df5a930473c2248e6ba4f781a5.png)


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst, Harper, Storey & Winston (The Cat).
Title: Re: Holdfast: Nations At War
Post by: Asid on February 28, 2022, 11:50:43 PM
Holdfast Development Roadmap 2022!
Mon, 28 February 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/31a6b1ccd5a8a2398516f536f7de907ecac45c66.png)

Holdfast: Frontlines was a massive hit! Breaking its all-time concurrent player peak record 3 times over, it saw many new and old players alike return to experience the free total-conversion DLC. However. the team here at Anvil Game Studios already has their eyes set on bringing fresh new content to the game. Check out the development roadmap for a sneak peek at what’s to come.

We do most certainly hope that this will keep you just as excited as we are for the future of Holdfast! Expect updates to hit both the game’s Napoleonic front on both land and sea as well as the latest addition to that of the Great War.

An update will release early this week targeting bug fixes and optimisations.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/070d383ec498d990360f3757b1d2b76c221c8fb4.png)


Our Vision. Holdfast’s Future

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/24f58bb640af1abf306a43db5ac36962a5cd7f52.png)

The release of Frontlines stays true to AGS’s roots - Forging our Way Through History. It marks the beginning of a new era for Holdfast both literally and figuratively. The development of Frontlines has been well over a years worth of effort and required the expansion of our team to ensure multiple projects could be worked on at once and that nothing would become neglected.

Both Harper and Storey will be joining the team officially as artists to continue their work on Nations At War, Frontlines and a 3rd yet-to-be announced project that is early in the works. We’re most excited to share more about this in the future but for now we’ll leave you with one thing, as can be said with any title we develop, it will have you, our beloved community in mind. Graciously we ask for your patience and know that development of Holdfast will not cease thanks to the expansion of our team.

We’re sure you’ll enjoy this just as much when it sees a release!

We truly believe that the community is the content and our efforts will not stop here. As mentioned, the release of Frontlines is not an endpoint, rather the start of a new era for the team and this genre of warfare roleplay games we all dearly love. This expansion of our team will allow for content based releases to be worked on at a larger scale and efficiency as shown with Frontlines.

We also want to continue providing the tools for our most dedicated fellows to better enjoy the content we create. Our great community of modders have already been hard at work since the first iteration of the Holdfast SDK which is why we plan on releasing ‘Version 5’ of the SDK that will incorporate the new Frontlines additions amongst additional modding abilities. This will allow modders to create their own unique experiences for the game, perhaps even in eras or settings of their own picking.

Multiple competitions based around the updated SDK will also rise giving players the opportunity to get their own creations into the game. We've also committed to introducing additional content throughout this year on both the game’s Napoleonic and Great War fronts.

Finally, a thank you from everyone at Anvil Game Studios for your ongoing support, it is invaluable and has powered us on to create new experiences to give back to this wonderful community. We hope you enjoy all our efforts and we look forward to seeing you on the Frontlines after all this time!

Until then, may good health be yours. 💕


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Cameron, Jackson, Rejenorst, Harper, Storey, UberJuice & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on May 14, 2022, 11:58:28 PM
Napoleonic Content! Linebattles 2.0 (Coming Soon)
Fri, 13 May 2022

Present, Arms.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/0f487e1306c79baa72a8fbc8a6cd412e911e9d6e.png)

Return to the era of canon and musket with the new linebattle-themed

major update! It’s time to take a break from the Great War front and fall in to rank and file on the great battlefields of Napoleon.

Holdfast: Nations At War will receive a major update in the coming month. All hands will be on deck, polishing off this content update for the games Napoleonic front. This update will bring some of the biggest new additions and changes many of which where requested by our community.

Linebattles are a staple of the Holdfast community and they will be receiving the attention they duly deserve. Be sure to join us on Discord!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28169799/dce1ec16aaff3d980b18d22c1f30a9c490e97589.png)

Read on: https://steamcommunity.com/games/589290/announcements/detail/4758627362734850293

Title: Re: Holdfast: Nations At War
Post by: Asid on June 24, 2022, 01:09:49 AM
Regiments Assemble! 3 New Maps
Wed, June 22, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/364cf339074523230f8d579a49c38ec7c99f60e9.png)

From new maps to plenty of additions much requested by game clans.
 

Raise the banners and fall into rank with the release of the Regiments Assemble update. This update comes as precursor to the great ‘Linebattle 2.0’ update releasing to Holdfast in August. However, this update is rather plentiful in itself featuring 3 new maps, a new scoreboard, new medal designs and the introduction of new regiment registry features to the game.

So before you head to the frontline be sure to take a read below of all that is coming to Holdfast with this update. Be sure to join us on Discord for all things Holdfast!

discord.gg/holdfastgame

Read on... https://store.steampowered.com/news/app/589290/view/6020764566746035380

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/941497138bb572272df719a20b5742de7e5f4a25.png)
Title: Re: Holdfast: Nations At War
Post by: Asid on June 25, 2022, 03:10:46 AM
Summer Sale! 1.5x Increased XP
Fri, 24 June 2022

Join the Holdfast community today.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/dce1ec16aaff3d980b18d22c1f30a9c490e97589.png)

Kick the summer off with a bang as Holdfast goes on sale at an impressive 60% off
! Running parallel with this sale all DLC’s are now available at upwards of 15% off on selected DLCs
. Hop on Holdfast and check out the newly released Regiment Assemble update featuring 3 brand new maps and plenty of new additions to the game.

-60% £14.99 £5.99


Limited Event! Increased 1.5 XP

Increased experience event starting from June the 24th and running until July 7th.

Want to get a headstart on some of the unlocks that’ll present themselves with the introduction of character progression and customisation releasing with the next major update in August this year? Take the opportunity to progress your soldier’s rank during this limited-time event and prepare yourself!

The increased XP is now available on all Holdfast official servers. Simply join one via the server browser to take part in this special summer sale event.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/3a1e5e6fb97751bb870b3e73d699b2cc314fe72a.png)


Join Us! Community Discord

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/b7e8e53489cfd675ff92405328b0c50e627b65cc.png)

discord.gg/holdfastgame

Whether you’re interested in modding Holdfast, hosting your own community events or just wanting to get involved deeper within our great community, the Holdfast official Discord server is the place to be. It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, history discussion and more.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/b2a89439e5e2d85865cf6b2f6cf7c87c83e3b265.png)

Take a read of the Linebattle 2.0 blog post here https://store.steampowered.com/news/app/589290/view/4758627362734850292 to find out about what else is coming in Holdfast's upcoming major update. Expect some additional content to also make it into the game - This is one of the largest updates
that will be hitting Holdfast since the release of Frontlines!

Stay tuned for what is to come to Holdfast: Nations At War later this year as we continue to develop and bring this new genre of Roleplay Shooters into the limelight.

Until next time, may good health be yours.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on September 03, 2022, 02:09:24 AM
Prepare For Battle! Linebattle 2.0 Teaser
Fri, 2 September 2022


A whole slew of musket goodness.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/0f487e1306c79baa72a8fbc8a6cd412e911e9d6e.png)

Order your sergeants to prepare the men for battle as the Linebattle 2.0 update will be released on September 8th 2022.

This major update to Holdfast will introduce the much-anticipated character customisation and progression mechanics, new animations for all firearms across the game’s Nations At War front, 5 new Napoleonic battlefields, the new sergeant class and plenty more new additions that will be detailed throughout the release blog post on September 8th.

It will be the first in a series of updates targeted at taking Holdfast into the new age while ensuring it stays true to its identity. While you await the release of this bountiful update take a look at the teaser trailer below for a glimpse at what is to come and be sure to get involved with the community on Discord.

https://discord.com/invite/holdfastgame

Join us for the Premier Today!

https://youtu.be/GhbLHpqIsao


We’re most excited to share with you all this update has to offer. Stay tuned for what is to come later this year as we continue to develop and bring this new genre of Roleplay Shooters into the limelight. Until next time, may good health be yours.


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)

- Anvil Game Studios

Refleax, Rycon, Dreas, Wrexial, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on September 12, 2022, 12:52:35 AM
1st Series. Words From The Producer
Sat, 10 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/5396f525e04e6ed400efbd2b125a7a49a6b684e8.png)


Bringing Holdfast into the new age.

Greetings good fellows of our beloved community. First and foremost let me start by thanking every one of you lot for your most generous support and for being with us throughout this delightful journey. I can speak for everyone here in the team that it has been a great pleasure working on the game and seeing you enjoy the content we create.

Some of you might be asking the question of what’s the next big step for Holdfast and the team. I’ll be answering some of your questions in this decently sizeable post.

Anvil Game Studios is currently undergoing a major restructuring of its workflows, pipelines and schedules. We will be better defining the responsibilities and roles everyone in the team plays within the company based on each individual’s core strengths and aspirations. Why are we doing this? We want to ensure that our planned growth doesn’t come at the cost of lesser-quality releases or the sanity of everyone whom I have the greatest of pleasures working with.

Within the next year, we will be bringing new folks into the flock. As we have done so before, we will first look to recruit talented individuals within the confines of our community. The team will continue to grow as we embark on more ambitious updates for Holdfast and beyond.

Our sights are now set on a series of releases leading into 2023 that will bring Holdfast into the new age. Rather than continuing to pile on the many features that Holdfast sports, we will place the good majority of our development schedule focusing on improving existing content to deliver a smoother experience. We’re already doing this with Linebattle 2.0 by improving on performance, the fluidity of the game’s animations and its audio-scape.

To go hand in hand with the above-mentioned endeavour, we have been revisiting our planned update release strategy to ensure the longevity of Holdfast while keeping in mind the needs and wants of our community. We want you to be able to enjoy Holdfast and all that it has to offer for the years to come!

We will also be moving a few features from the 2022 roadmap to future updates. But does this mean that the next foreseeable releases will be lacking in fresh new content? Most definitely not. We are committed to delivering improvements to existing content alongside new maps, a new… Austrian faction and more.

How will we be bringing Holdfast into the new age?

●Polishing the game’s existing animations.
●Improving the first-person view.
●More passes to redefine the role every class plays on the battlefield (both army and naval).
●Cavalry, artillery, skirmishers and other mechanics will be undergoing significant reworks.
●Increase gratification for kills.
●Expanding on the recently released progression mechanics.
●Improving replayability and player retention (more maps, roleplay features etc).
●Revisiting old props and game models.
●Further improve our sound-scape.
●Redesigning our dated user interface.
●Dishing out more optimisations to the game.
●Bug fixes, optimisations and stability.

Our update release strategy has been fine tuned with something big we have in store for Holdfast in 2023. This will ensure the longevity of the game for the years to come. We’ll be sure to bring you in on this as we reach closer to this huge release!

I’m sure you’d also be interested in knowing what we’re planning for the next update so without further notice, here’s what you should expect to get your hands on with the release of version 2.8. Be sure to join Discord if you’re looking at getting in touch with us or wanting to provide us with feedback.

What’s in store for the next Holdfast update?

●Napoleonic howitzers.
●More additions to Holdfast’s soundscape.
●Engine upgrade.
●Feature allowing artisans to select the recently introduced new faces through the Holdfast SDK.
●Festive content! We’ll be planning ahead for some lovely Fred lore additions this Halloween.

discord.gg/holdfastgame

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/b7e8e53489cfd675ff92405328b0c50e627b65cc.png)


If you haven’t checked out the Linebattle 2.0 update, we welcome you to do so!

We’ll be on Discord listening to feedback.

Holdfast: Nations At War EventThu, 8 September 2022
Linebattle 2.0! Customisation & Progression
Get those muskets ready for this game-changing release.
https://steamcommunity.com/games/589290/announcements/detail/3301723568224735002

That’s all for my first TED talk. I look forward to sharing with you our goals, thoughts and direction in similar posts. You have my word that we will always stay true to our core values of promoting player-to-player interaction, encouraging roleplay and placing community at the forefront.

Until next time, I thank you once again and may good health be yours.


- Andrew ‘Refleax’ Farrugia

Producer


On behalf of all the great folks at Anvil Game Studios.

Title: Re: Holdfast: Nations At War
Post by: Asid on September 22, 2022, 12:25:50 AM
Celebrating 5 Years of Holdfast!
Wed, 21 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/29aa2562aebe9c7cbd2c8efc233266c6a749a0bb.png)


Today we celebrate 5 years since Holdfast: Nations At War was first released into Steam's Early Access program.

A heartfelt thank you to all beloved community fellows new and old for being part of Holdfast's unique, delightful and prosperous story! Your ongoing support has been and continues to be incredibly appreciated.

Take a read of our 'Words from the producer' blog post to gain an insight into what the future holds for Holdfast and the team at Anvil Game Studios. Here's to 5 more years of Holdfast and as always, may good health be yours.

Read The Blog Post (above post)

1st Series. Words From The Producer Bringing Holdfast into the new age.


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/64752cbe85e826e1678d4abeff312f08efa81198.png)


- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan & Winston (The Cat).

-65%  £14.99  £5.24

Title: Re: Holdfast: Nations At War
Post by: Asid on September 22, 2022, 12:26:02 AM
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/dce1ec16aaff3d980b18d22c1f30a9c490e97589.png)

Title: Re: Holdfast: Nations At War
Post by: Asid on November 22, 2022, 10:02:35 PM
An Early Christmas Gift

Of course, we wouldn’t be able to let this year come to a close without ending it with a bang so here’s a sneak preview of what (or in this case who)
is coming to Holdfast in December this year.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/23aa818d651c3101eb9bc8dc2eed0836731f5267.png)

Title: Re: Holdfast: Nations At War
Post by: Asid on December 04, 2022, 06:27:34 PM
Austria Is Coming! Release Date Announcement
Sun, 4 December 2022

The boys in white are arriving to the battlefield this December.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/0e78954de9b249ba4505bb33c13925d10d51a38f.png)


The Österreich finally make their way to Holdfast: Nations At War on December 20th 2022.
Sporting dazzling white uniforms and flying the eagle, Austria will soon be made available as a playable faction within the game alongside some other additions to compliment this update over the Holiday season.

Our countdown to Austria begins! Join the official Discord
to get exclusive previews of Austria prior to their big release. 🦅

https://discord.gg/holdfastgame?event=1049023434027442247



(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/b7e8e53489cfd675ff92405328b0c50e627b65cc.png)


- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan, Headbusta, Gest & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on December 21, 2022, 11:39:00 PM
Major Update! Austrian Empire Released
Tue, December 20, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/e878f2e6474eadac6a8fff99aebcad940ce63f21.png)

Steadfast and ready for battle, the Österreicher have arrived to Holdfast!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/6f9265452d0810a59d55d9c21c4692b4ef7d6585.png)

The long awaited Austrians finally arrive! Ram your shot and prepare for battle, the Austrian nation marches into Holdfast with this major update release. These dashing fellows in white are the latest addition to the Napoleonic front of the game and feature unique uniforms, voice lines and music to accompany them.

Before grabbing your musket and heading to the front, take a moment to watch the release trailer below and take a dive into the rest of this blog post to find out what else is coming and meet the latest fellow joining us on the battlefield… Nick ‘Wobblebang’ Claus.

https://youtu.be/GUC6rombf4g


Austria When? Austria Now

The Österreicher marches onto the field of battle in this major update. Featuring unique uniforms, voice lines, music and of course very splendid headwear, the Austrians will certainly make an impression on the battlefield and leave their mark.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/15b93185dba072bc44775efbcccc7cff83ce2f13.png)

These fine chaps in their glorious white are now available to play across all Holdfast Nations At War servers. So hop on Holdfast to enlist and fight for the Kaiser.

Nick 'Wobblebang' Claus!

After the antics of Fred during the dark Halloween nights we have been sent the ‘gift’ of none other than Nick ‘Wobblebang’ Claus who has come to cleanse the land of Fred's minion’s evil doing during this most festive season. Good ol’ Nick has brought with him not only his unwavering festive spirit but he has even kindly placed some presents for us all under the Christmas trees.

Unfortunately for us however, someones been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/ca3e9fa8cae74dec6620ccdbb49027b07a4314f4.gif)

Players are able to select the Nick ‘Wobblebang’ Claus head for a limited time throughout this festive update, allowing them to spread Christmas joy the only way Mr Wobblebang knows how. Our good fellow is doing his best!


Hills of Tyrol

Accompanying Nick and the Austrians will be a new battlefield for the games Napoleonic front. Inspired by the western Austrian state of Tyrol this small country town sits quietly beside a still lake making it the perfect place for a spot of fishing or in the case of Holdfast, some good old fashioned volleys of powder and shot.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/0c87fed943ecb0cece41142bbfdfe686fcc013e8.png)

The Hills of Tyrol is now playable across all Nations At War servers.

A Christmas Gift

All of the available Nations At War DLCs have been updated! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/edb6493a7e973b6c2f0f0832a61fd099cb45b18c.png)

This upgrade to the game's DLCs will also apply automatically to players who newly purchase them. All of Holdfast’s DLC will be on sale for the duration of the Steam Winter sale. Feel free to pick up some additional uniforms for your classes during this holiday season!

Napoleonic Pack
(https://cdn.akamai.steamstatic.com/steam/apps/589290/header.jpg)
https://store.steampowered.com/bundle/25822/Napoleonic_Pack/


Collector's Edition
(https://cdn.akamai.steamstatic.com/steam/bundles/13424/pmz3xn8xpndo7th2/header_ratio.jpg)
https://store.steampowered.com/bundle/13424/Holdfast_Collectors_Edition/


Join Us

Don't forget to join Discord for everything Holdfast! Partake in community-hosted events, enlist in a clan more widely known as regiments amongst the community, discuss the game and beyond or even chat with us, the game's developers. We'd love to hear about your recent escapades and your thoughts about the game.

discord.gg/holdfastgame


Changelog 85 - Game Version 2.11.8388.27593


Count

●9 new features and improvements.
●8 DLC additions.
●50 additions and fixes to the Holdfast SDK.
●1 quality of life addition.
●2 graphical upgrades.
●7 bug fixes.
●1 optimisation.

Click here for the full change log https://wiki.holdfastgame.com/Game_Version_2.X#2.11


We look forward to another groundbreaking year for Holdfast in 2023! There’s a whole lot more in store for Holdfast and beyond.

A special thanks to the following community members for their assistance in making this happen - CharlesEJesus, Cheekyfox, Denizen, Charles, ApexPhantom, NitroPunch, Delta, Binghampton, Davide, Mr Dario, Ed, Mattr
and all those that joined us in our testing.

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





- Anvil Game Studios


Refleax, Rycon, Dreas, Wrexial, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan, Headbusta, Gest & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on December 23, 2022, 11:19:43 PM
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//28169799/16a68fb663cfb390fad810ffc20be09573400190.gif)
Title: Re: Holdfast: Nations At War
Post by: Asid on January 02, 2023, 12:03:32 AM
2nd Series. More Holdfast In 2023
Sun, 1 January 2023


Wishing you all the best for the new year.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//28169799/6f9265452d0810a59d55d9c21c4692b4ef7d6585.png)

Greetings good fellows of the community. As another delightful year for Holdfast comes to an end, everyone at Anvil Game Studios has their sights set on yet another exciting and ambitious chapter.

It's been a whole 5 years since Holdfast saw a release on Steam Early Access back in 2017. Wondering about whats next for the team? Our commitment to Holdfast and its most-beloved community hasn’t changed.

Staying true to our vision that will bring Holdfast into the new age, in 2023 the team will continue focusing their efforts on a series of planned updates targeted at improving existing content to deliver a smoother experience. You will also not be left wanting new gameplay additions while all of this is ongoing. We have updates in store on that front as well within the same year.

Our strategy is fine-tuned with something big in mind for 2023. We want to ensure players of generations both old and new can continue enjoying Holdfast and all it has to offer for the years to come. To fully enjoy the beauty of multiplayer titles, it is instrumental that at any point during the day one can find like-minded individuals to play with.

You’ll soon have the pleasure of meeting talented new developers joining the team. Those in our Discord have seen some of these new faces cropping up already. We’ll be leaving official introductions for the coming year offering them some peace and quiet as they get accustomed to the codebase and everything else required to make games happen.

Stay tuned for more Holdfast. On behalf of everyone here at Anvil Game Studios, I wish you all, our dear community the best of health. May your 2023 be filled with great joy and happiness!

discord.gg/holdfastgame

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//28169799/93d850c53ec40e7e3205750354a2c7838aa7fa0c.png)


- Andrew ‘Refleax’ Farrugia

Game Director


On behalf of all the great folks at Anvil Game Studios.

Title: Re: Holdfast: Nations At War
Post by: Asid on March 09, 2023, 11:08:11 PM
3rd Series. The AGS Team Grows!
Thu, 9 March 2023

More on what's to come.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/6f9265452d0810a59d55d9c21c4692b4ef7d6585.png)

Greetings good fellows of the community! Continuing with our commitment to bringing Holdfast: Nations At War into the new age the team has been hard at work laying the foundations for our 2023 plans which are just as much exciting as they are ambitious.

Holdfast has always strived to break through boundaries and revolutionise this genre of roleplay shooters and our year ahead will remain focused on this target. Bringing forth the next chapter of Holdfast will ensure its continued growth and expansion of a community that we have all come to love so dearly.

Once more, we want to ensure that you can continue enjoying Holdfast for the years to come.

With this goal in mind, the Anvil Game Studios team has welcomed 3 additional talented individuals who will be joining us on this journey to uplift Holdfast, and community-focused games from the team beyond to newer and greater heights.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/2e1e601c0ff12006a3d747ab4dc3b3fbb7e46ce4.png)

Those eagled-eyed fellows in the official Holdfast Discord server would have already noticed these new faces but as an official introduction, we now have the pleasure of introducing to you the latest members of the team.

Gest - DevOps

Joining us as part of our development operations he's the one that makes systems happen for developers to work efficiently. It is an instrumental role that will enable the team to produce larger, more inspiring releases.

Matt - Game Developer Int.

As an intermediate Game Developer, Matt will be heading the charge forward in our primary efforts to polish up the game ready for the current and next generation of Holdfast enjoyers to get their fix of musket and trench warfare for many more years to come.

Grandayy - Game Developer Jnr.

Covering all things Holdfast, Grandayy will be getting his hands dirty in bringing additional gameplay mechanics and content into the game to enhance the overall experience on the battlefield and at sea.

While the onboarding process of these new fellows does of course take time, especially with Holdfast’s impressive 1 million+ lines of codebase, through the mentoring of our seniors all these chaps have made excellent progress.

You can expect to see content in the game from them very soon.


Increased XP Event Announcement

Serving as a small show of thanks from us for enabling our creative visions to come to life and making a dream come true, starting on the 15th of March 2023 until the 24th of March 2023 players can hop on Holdfast and get an increase of 1.5x for all score earned on all official servers.

Join us on the above mentioned dates and feel free to say hello if you spot these new chaps in the game to bid them welcome!


What We've Been Up To

Even with the team being busy to the brim onboarding these new individuals in the increasingly complex but awe-inspiring and rewarding field of game development, we're still set on bringing you more Holdfast content.

Be on the lookout for our next community-focused update targeting a late April release making accessible the regiment registry (clan system) while playing a match, bringing additional features to the said registry, a game-wide regiment chat, new leaderboards and much more.

This will all be coupled with a complete backend redesign of all the above-mentioned systems enabling us to continue expanding on similar features in the future. Holdfast is built on community and we want to continue showing our support as you have done so generously throughout these brilliant years.

On behalf of everyone at Anvil Game Studios, I wish you all, our dear community the best of health.

discord.gg/holdfastgame


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//28169799/93d850c53ec40e7e3205750354a2c7838aa7fa0c.png)



- Andrew ‘Refleax’ Farrugia
Game Director

On behalf of all the great folks at Anvil Game Studios.


Title: Re: Holdfast: Nations At War
Post by: Asid on June 29, 2023, 09:14:38 PM
5th Series. The Barracks!
Thu, 29 June 2023

Visit the barracks and customise your soldier before heading into battle.

(https://clan.cloudflare.steamstatic.com/images//28169799/6f9265452d0810a59d55d9c21c4692b4ef7d6585.png)


Greetings good fellows of the community! After many months of hard work we are now reaching ever closer to the release of the next major update. Internal quality assurance testing have been ongoing these past weeks and we have already undertaken early feedback sessions as we prepare to move into a larger scale closed BETA.

This update has taken some time, however, testing and polishing has been integral for bringing in a fresh lick of paint to the game and laying the foundations for the updates that will follow.

(https://iili.io/HiHVD6F.gif)

This update will bring with it an entirely redesigned user interface which will introduce some much needed modularity and scalability to the UI while also making Holdfast more accessible for all players.

One feature of this is the new ability to customise your soldier and playercard within the main menu. Before heading into battle, visit the barracks tab and customise your soldier for each and every nation. Any changes here will also be reflected within the in-game spawn menu.

(https://iili.io/HPbgmKB.gif)

(https://iili.io/HPbrxHX.gif)

*The above footage is a work in progress and may not be representative of the content upon release.

This introduction of the barracks will be the first phase of a new slew of cosmetic unlocks that will be obtainable through challenges coming with an update later this year. Playercard customisation for this update will be limited to begin with but we look forward to bringing in new medals, banners, weapon designs and much more into the barracks with the coming updates.

Rest assured that our commitment to Holdfast and its community remains as strong as ever! Revealing more of our plans for the year, sappers will be equipped with an improved arsenal of buildables.

The sapper was always intended to have a far great presence on the battlefield and the introduction of these new constructible objects will bolster their impact throughout matches and provide some far greater and robust defences to dynamically change up the battlefield with towers, palisades and much more.

(https://clan.cloudflare.steamstatic.com/images//28169799/dd79713fbac69294f34b4e67e25cba00c3d800fe.png)

(https://clan.cloudflare.steamstatic.com/images//28169799/89e8cab4ada31f7a952d004f08fb7527ec7f0bfe.png)


Holdfast Game Sale

Enlist and fight the foe today, over the hills and far away! Holdfast: Nations At War is now on sale at a grand 60% off! Complimenting this sale all of the games DLC is available at a discounted price for the duration of the Steam Summer Sale.

Holdfast: Nations At War
-60%  £14.99  £5.99


Holdfast: Collectors Edition

INCLUDES 9 ITEMS
Holdfast: Nations At War
Holdfast: Nations At War - Loyalist Upgrade
Holdfast: Nations At War - Regiments of the Line
Holdfast: Nations At War - High Command
Holdfast: Nations At War - Regiments of the Guard
Holdfast: Frontlines WW1 - American Forces
-56%  £58.51  £25.64


Napoleonic Pack
INCLUDES 6 ITEMS
Holdfast: Nations At War
Holdfast: Nations At War - Loyalist Upgrade
Holdfast: Nations At War - Regiments of the Line
Holdfast: Nations At War - High Command
Holdfast: Nations At War - Regiments of the Guard
Holdfast: Nations At War - Grenadier Regiments
-54%  £42.94  £19.68



Thank you for your patience and ongoing support.

On behalf of everyone at Anvil Game Studios, I wish you all, our dear community the best of health.

discord.gg/holdfastgame



- Andrew ‘Refleax’ Farrugia
Game Director

On behalf of all the great folks at Anvil Game Studios.

Title: Re: Holdfast: Nations At War
Post by: Asid on September 22, 2023, 12:11:36 AM
Celebrating 6 Years Of Holdfast!
Thu, 21 September 2023

(https://clan.cloudflare.steamstatic.com/images/28169799/cbe0cb0d8bf01651b3bae61eb0270867ebf41e81.png)

September 21st 2023 marks 6 years since Holdfast's initial release into Early Access.


(https://clan.cloudflare.steamstatic.com/images//28169799/e3520f72c8a98245384cf1874e83b35a0e213536.png)

Celebrating 6 years of Holdfast! September 21st 2023 marks 6 years since Holdfast initially released into Early Access way back in 2017. Since then Holdfast has seen multiple evolutions of the game including, new classes, factions, customisation, a free WW1 total-conversion DLC, the regiment registry and most recently the Howitzer artillery piece just to name a few.

(https://clan.cloudflare.steamstatic.com/images//28169799/54dcabea0002c538d07124f48a88b17d1a68a2c0.png)

The best thing about it all is that we’re not done yet… Anvil Game Studios are committed to further bettering the experience of this game we all love so dearly. Our development efforts for the remainder of the year and the year to come will continue to be focused on bringing the game into the new era and revolutionise this genre of Roleplay Shooters with new features and mechanics for players new and old. Development on more optimisations making the game increasingly more accessible is also currently ongoing.

(https://clan.cloudflare.steamstatic.com/images//28169799/03aa3449350f33df0d29b9e0bd104a7d64fc13f9.png)

Celebrating this remarkable feat, Holdfast and all its DLC’s can now be purchased at a discounted price for a limited time. Gather Holdfast on sale at 60% off
and all of its cosmetic DLCs up to 55% off.


These past 6 years have truly been a blast! The community has grown and evolved in ways that we could never truly have imagined. Your ongoing support and dedication are very much appreciated and we look forward to expanding the great Holdfast community even more.

(https://clan.cloudflare.steamstatic.com/images//28169799/08a5e62153017232946aab37aaf977af0d2806e1.png)

We wholeheartedly thank you and until next time, may good health be yours.

discord.gg/holdfastgame

(https://clan.cloudflare.steamstatic.com/images//28169799/93d850c53ec40e7e3205750354a2c7838aa7fa0c.png)


- Anvil Game Studios


Refleax, Rycon, Dreas, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan, Gest, Matt, Grandayy & Winston (The Cat).

Title: Re: Holdfast: Nations At War
Post by: Asid on January 13, 2024, 12:02:43 AM
Vive L'Empereur! Releasing 17.01.2024
Fri, 12 January 2024

Rally the Old Guard and raise the banners. The Emperor himself will soon join the battlefields.

(https://clan.akamai.steamstatic.com/images//28169799/25e42903cf8e6c1b9b41f01d5b8672d77e64b914.png)

"To have good soldiers, a nation must always be at war." - Napoleon Bonaparte


Rally the Old Guard and raise the banners. The Emperor himself will soon set foot upon the battlefields of Holdfast. Here's a sneak peak at what's to come. Napoleon's Rise, a cosmetic DLC for Holdfast: Nations At War will release on January 17th 2024 alongside free content themed around the Emperors rise to power.

(https://i.imgur.com/Z81ekzk.gif)

There's plenty more coming with this update including an entire graphical overhaul and important optimisations drastically reducing the game's file size. Here's one more peak at what we've been working on.

(https://i.imgur.com/ks7dXW1.gif)

The orchestra are tuning up! Releasing alongside this update will be the official sound track of Holdfast 'The Plight Of War'. Charge forth with some classic songs ranging from the Napoleonic Era to the Great War.

(https://clan.akamai.steamstatic.com/images//28169799/110a46b950f13376bd32e426d3b5a0740850f433.png)

There are many more changes, features, bug fixes and quality of life additions being introduced in this update so be sure to check out the change log when it releases! Thank you for your support and until next time, may good health be yours.

(https://clan.akamai.steamstatic.com/images//28169799/d9327a848672e9960e686e66d403b75d52fa9abf.gif)

discord.gg/holdfastgame


- Anvil Game Studios


Refleax, Rycon, Dreas, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan, Gest, Matt, Grandayy, Charles & Winston (The Cat).


Title: Re: Holdfast: Nations At War
Post by: Asid on January 18, 2024, 12:13:36 AM
Napoleon's Rise Release! Holdfast OST
Wed, 17 January 2024

(https://clan.akamai.steamstatic.com/images//28169799/c11de2e33d04f9cd3434e8ecfe2c98659e949874.png)

March onto the battlefields as Napoleon himself in stunning new glory.

Holdfast updated! The past few months we have been hard at work undertaking one of Holdfast's largest updates to date.

We've upgraded Holdfast's game engine and render pipeline allowing us to utilise new technology for optimisations while also improving the graphical fidelity of the game. Holdfast has never looked better and now as a result of these optimisations will also run smoother and more consistently across various setups.

But that is not all... Your Emperor calls. Napoleon himself marches onto the battlefields of Holdfast along with some iconic uniforms of his past in the new Napoleon's Rise cosmetic DLC available for the game. Plus the official soundtrack for Holdfast is out now!

A brand new urban map featuring new environments themed on the city streets of France will also be playable for all for free.

https://youtu.be/tLb7IebbabE


Read on:  https://steamcommunity.com/games/589290/announcements/detail/3909752009314202983

Title: Re: Holdfast: Nations At War
Post by: Asid on January 26, 2024, 12:01:56 AM
Napoleon's Rise! Fixes & Additions V2
Thu, 25 January 2024

(https://clan.akamai.steamstatic.com/images//28169799/c11de2e33d04f9cd3434e8ecfe2c98659e949874.png)

Dishing out more fixes and additions based on community feedback.

Greetings good fellows of the Holdfast community. We're dishing out another update following our recent major release tackling bugs and introducing additional features. Should everything go well with this release we will set our sights on the next major update featuring CPU optimisations.

Optimising over 150 players running over a single server instance is no simple task but thanks to the engine upgrade we've embarked on in V2.15, we have more tools now available to us which will aid us continue pushing performance.

We want to deliver this to you as soon as humanly possible. We're excited for what the future holds for Holdfast! There's also a new office move we'll be embarking on during the beginning of February.

Stay tuned for more to come and until next time, may good health be yours.

The Plight of War OST

(https://cdn.akamai.steamstatic.com/steam/apps/2692500/header.jpg)


discord.gg/holdfastgame

(https://clan.akamai.steamstatic.com/images//28169799/93d850c53ec40e7e3205750354a2c7838aa7fa0c.png)

(https://clan.akamai.steamstatic.com/images//28169799/d9327a848672e9960e686e66d403b75d52fa9abf.gif)


Changelog 91 - Game Version 2.16.8789.28152


Features & Improvements (7)

●Upgraded FSR 2.0 to FSR 3.0 improving its quality.
●Upgraded DLSS to 3.5.10 improving its quality.
●Introduce an option allowing players to have the Microphone Echo setting always on.
●Players are now able to disable upscaling through the game’s video settings.
●Players are now provided with the option to disable grass and tree wind movement through the game’s video settings. Go to Grass Movement and switch this to Off if you experience visible blurriness on flora.
●Updated the game’s lobby to reduce rare cases of individuals being unable to receive a populated server list.
●When selecting any of the game’s input text fields such as when changing a regiment’s description or custom player name the cursor will now appear respective to where you click.

Gameplay Additions (2)

●The ladders atop Fort Schwarz are now climbable.
●Stationary swivel guns on Spanish Farm are now able to load round shots.

Graphical (6)

●Adjusted the chimney smoke on Glacier.
●Improved the resolution quality of the Empire map loading screen.
●Adjusted player banner and nameplate visibility.
●Adjusted the bush sizes on Aunby Valley.
●Updated the in-game store banner to match the existing Napoleon update banner.
●Adjusted the sandstorm particle’s looks.

Bug Fixes (24)

●Solved an issue with players getting stuck on map load while using ExpressVPN's Lightway protocol.
●Solved an issue with players sometimes getting stuck on map load.
●Solved an issue with cavalry floating on specific maps.
●Improved issues with blurriness players were experiencing.
●Improved issues with distant fuzziness players were experiencing.
●Solved an issue with fallen trees on Camp Salamanca not looking as intended.
●Solved an issue with raindrop particle effects not working.
●Solved an issue with a small rouge pixel being visible in the kill feed.
●Solved an issue with people spawning on roofs on Empire.
●Solved an issue with code exceptions appearing when using FSR.
●Solved an issue where you could look underneath the water plane when swimming in first person on land-based maps.
●Solved an issue which caused the audio volume to reset when switching from mono to stereo.
●Solved an issue where VoIP sometimes stopped functioning if the player switched from mono to stereo.
●Solved an issue with grass being present inside the church on Lamarsh Fen.
●Solved an issue with terrain clipping through one of the houses on Hills of Tyrol.
●Solved an issue with transparency on one of the props in Fort Al Farid.
●Solved an issue with water on Hudree Marsh being low resolution.
●Solved an issue with one of the trunks on Fort Darial appearing as pink.
●Solved an issue with the weapon shuffling sound always playing while on horseback.
●Solved an issue with floating grass on Fort Salettes.
●Experimental fix towards an issue which produced a halo underneath players when switching graphics presets.
●Experimental fix towards a rare case that prevented players from spawning when clicking the spawn button.
●Experimental fix towards an issue with nameplates going invisible when individuals are moving an artillery piece.

- Anvil Game Studios


Refleax, Rycon, Dreas, Walki, Jackson, Rejenorst, Harper, Storey, UberJuice, Stan, Gest, Matt, Grandayy, Charles & Winston (The Cat).