Version 133 just went live with great improvements in performance. We don't dare to claim we're there just yet, but this should be a game changer already.
Network usage -50% : Last week we've halved the network traffic that is being sent/received. This should address quite some random disconnects and network lag.
Memory usage -40%: When loading, playing or unloading the level Picardie some users experienced game crashes. This was caused by too much memory usage. We've greatly reduced memory usage of Verdun, Picardie now uses +/- 750mb memory where it used 1200mb before.
Graphics performance (X2?): By making use of more Level of detail(LOD) states for objects we've greatly reduced the graphics costs. (For one specific position the 'render costs' are reduced to only 25% of what it was before, however, this gain greatly varies per level and exact camera position!)
While all of the above combined should greatly improve your experience, we will do our best keep polish the performance. We want to iron out even the smallest lag spikes. Please do let us know if you notice better performance, we'd love to hear!
To honor the Christmas Truce we implemented our own in-game Truce inbetween Frontline matches. Exchange seasonal greetings, throw snowballs or perhaps engage in a soccer match! Happy holidays from the Verdun team!
Happy (belated) thanksgiving to our contingent from the United States. Earlier this week we launched an exciting new update. containing the long-awaited new map "Picardie". Picardie is our biggest map and will offer countless hours of gameplay fun. In addition we are reforming the gameplay to a more mature and realistic trench-warfare based game. Players are now part of a one continuous battle that goes back and forth. You attack, consolidate the captured ground by repelling and enemy counter-attack and advance one line further. Argonne and Vosges both have 2 lines on each side of the nomansland, Picardy has 3. Next to that we also added a binoculars to the officer roles, much required to place those long-ranged mortar rounds. The chasseurs 1914 uniform is now expanded with the iconic "tarte" berret. In addition there is a small teaser hidden somewhere in the main menu of content to be expected in the future. Last but certainly not least: Steam achievements. A first batch of steam achievements has been added to the game. We are going to add a lot more as we progress.
Added the Picardy map
Added Ambient artillery fire
Added Ambient MG fire
At the start of the match, one faction is picked to be the attacker
The attacking side has a certain amount of time to take the next line (5 min on smaller maps, 7 on the bigger)
If the attack succeeds, the defenders are designated as the attackers and now get the same amount of time to take bake their line. If they fail, the other faction can proceed their offensive.
Each time a line is conquered, the attackers gain 1 victory point. Each time the defenders beat off an attack they gain 1 victory point.
The attackers are allowed to advance up and including the next enemy line. The defenders are prohibited from advancing into the nomansland. Once an attack fails, the former attackers have 30 seconds to withdraw to their jump-off position.
A faction wins if they capture the last line and fend of 1 counter attack (securing their position) OR if the match timer runs out and they have had more victories.
Spawning has changed: The defenders spawn directly behind their defensive point, the attackers spawn one line back. For the landsers and poilus, if their officer is alive, they can spawn in the nomansland between the lines near the officer (critical to victory!), chasseurs and alpenjaegers can spawn with any teammate.
We hope you guys enjoy the game. The initial results are very good with some intensive matches (now the entire team attacks) and some good back-and-forth capturing.
Any Constructive feedback is greatly appreciated as we try to advance the game(play) into a more mature stage.
Verdun players! Today we launch a new version of Verdun! During this week as a result of the update in the graphics engine to a new version appeared to be malfunctioning, we sustained some delay. The subsequent rollback of this update cost several days of fixing. The past month have been one big effort to implement the new "picardie" map which was poised to launch early this week as well. It will see the light of day at the beginning of next week. This update fixes the introduced performance issues, adds the binoculars and changes the gameplay of the frontline gamemode.
If there are any issues, please report in this topic, we will put it on our to-do list. Thanks for participating in the Verdun Early Access Beta!
-Matt, Mike & Jos
Performance issues introduced in V109 have been fixed
Aiming of the character now more accurate (fixed sideways shooting issue)
Graphics improvement of Argonne map
Lightmap fixed on the Argonne map
German Jaeger squad early war uniform now has the M1914 jaeger shako
The Poilu Caporal, Landser Unterofizier, Chasseur Guide and jaeger Oberjager now have have receive the binoculars. Binoculars can be used to mark targets for artillery or set distance objectives (using Q). In addition you are able to bash with the binoculars.
Random artillery is now being fired on the map
Fixed foliage error
Frontline gamemode update: per round there is 1 attack faction and 1 defending. Once the round is over, the defenders will go to counter-attack.
Frontline gamemode update: attacking faction is not allowed to enter final spawn
Frontline gamemode update: defending faction is not allowed to enter enemy territory captured (tactical withdrawal).
Frontline gamemode update: Spawning now more tactical. Attackers and defenders now spawn 1 line behind the current contested objective, unless they can spawn with a squad member. (Jaegers and chasseurs can spawn with any squad member, Poilus and Landers only with their captain (Caporal and unteroffizier)
Some teasers of the new map Picardie which will be live soon:
As you probably know, Verdun is one of the few Early Access games that is almost entirely bug free and certainly crash free. However we do have a few annoyances that can be easily fixed.
This week Mike will be focusing on bug hunting so you might see one or two updates every day. The two biggest issues that we want to have addressed are the rank reset and the frontline "server is full" error (This'll be an exciting fix as it'll finally make the frontline mode really enjoyable).
The game automatically sends us errors and exception logs which we can monitor live. These need to be reduced to 0. Right now we see 20k errors and 270 exceptions in the last 30 minutes. Luckily most of those are duplicates and harmless. Tomorrow these numbers should be reduced by 90% already!
Before we forget: You can keep playing, there won't be any downtime whatsoever.
v106 is now live with a major graphics update for the maps Vosges and Vauquois (Argonne will follow soon). Furthermore the frontline game matches will now keep on going instead of returning to the squad reserve after every match. This is the first of a few planned tweaks to make the frontline gamemode experience even smoother. In addition we are working on improving overall connectivity and a massive new map which will be deployed somewhere next week.
The first update we launched since our early access beta will go live anytime soon. It mainly addresses the artillery system, performance, a start of advanced graphics options and sniper scopes. If you encounter any bugs / issues, please contact us or head to our boards so we can make the game better!
Mike, Matt & Jos
V103 - October 1th 2013
French Tirreur elite now uses the lebel
Issued sidearms to the tirreur d’elite and scharfschutze
Point font fixed
Fixed French artillery in vosges firing against the edge of the map
Fixed heads disappearing
Reduced scope glare
Fixed possible hang at game start when server pings fail
Fixed exposed spawnpoints in the “meadows” sector on vosges
Artillery shells now correctly spawned on clients
Fixed buttons in the switch role menu
Fixed sniper scopes, now holds weapon closer to eye when aiming
fewer random planes in free for all
Fixed notification of mortars being fired by other squads
Tweaked ragdoll, limbs now make less extreme angles
Verdun is a squad based multiplayer first person shooter set in the first world war. Inspired by the infamous battle of Verdun in 1916 players are able to take part in never-before-seen World War One action.
Verdun is the first commercial world war one shooter on the market. We have done extensive research in the field, and are advised by experienced historicians to make the game as true to historical facts as possible.
Buy the four-pack, grab three friends, and start building your squad!
We are very happy to be able to welcome you to our Early Access on Steam!
Now that we have Steam working we will focus on game fixes & improvements. You can expect frequent updates so please keep coming back to see how Verdun improves in the coming weeks. However, tonight we're celebrating with some champagne!