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Verdun

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Aug 26, 2014
Community Announcements - M2H_Matt
Update V159 improved a lot of existing features but we also added new features: An advanced ballistics system. This systems removes the old gun lasers and bullets now act like real life bullets. This means the bullet will drop based on distance and that it takes the bullet time to travel to it's destination. Also bullets will now penetrate the body; arms in front of a head will no longer block a bullet but will kill as intended. We also improved some of the networking issues and reduced memory to prevent crashes. For more details please see the changelog below. Now get to the frontline soldier!

V159

August 26th 2014

  • Bullet Drop
  • Bullet Body Penetration
  • Bullet Leading
  • Improved Scope sighting, better recticle and
  • Upgraded networking system
  • Lowered character height when sighting to prevent getting killed in coover
  • Slightly improved 3P animations
  • Fixed a lot of culling issues(Seeing through level)
  • Fixed a bullet accuracy bug
  • Smooth Crouch/Prone switching
  • Fixed trees colliders
  • Fixed a lot of bumps in the maps where players can get stuck, please report if you see one.
  • Removed line artifacts in grass objects
  • Reduced pixelated skyboxes
  • Updated localization
  • Overall memory usage reducal
  • Engine Update: Unity 4.5.3 + 4.5.3p2 fixes
  • Minor bugfixes
Aug 10, 2014
Community Announcements - M2H_Matt
In this update we improved the damage system and weapon handling. Adding bullet drop will be the next step. The tag system got an overhaul, still not completely done but atleast there is no more clutter in your screen. This update also should fix some memory crashes and slightly increases performance. A lot of other smaller things have changed please see the changelog.

V157 Changelog

August 10nd 2014


  • Rebalanced Weapon Damage
  • Improved tag system with less clutter
  • Better Ragdoll and Ragdoll force impact(bullet, explosions)
  • Weapon sighting system improved
  • Fixed the show of enemy tags when switching team
  • Fixed dissapearing ragdolls
  • Extended mortar cooldown, from 30s to 45s
  • Chat text doesn't get faction color if you press space anymore
  • Localized every text in the game
  • Cyrillic Support, Russian translation is back
  • Ragdoll camera does not go through the terrain anymore
  • Added 3 Minimap zooming stages, better overview
  • Killfeed displayers longer
  • Removed battlescream on 'Z'
  • Lowered voices command screen so it is not in the chat
  • Loading screen soldier fixed and no more edge on Verdun logo
Aug 3, 2014
Community Announcements - BlackMill | Leo
Verdun players!



UPDATE: V156 - Additional Hotfix

Hotfix now live, fixing the performance issues and hiding corpses introduced in v156


Today we update the game with some fixes, mainly a memory leak that was causing frequent crashes on machines of players with limited RAM. Read the changes below.

Our work continues, with the top priority being the optimization of netcode and graphics, the debugging of the damage system and upgrading the weapon handling/bullet physics.


V156 Changelog

August 2nd 2014

  • Fixed memory leak issue that caused some people to crash out
  • Fixed options menu not showing and squad menu popping up in free for all
  • Added more strict regulations on ping
  • Added VAC banning
  • Voice command rose now no longer displayed during chat
  • Fixed issues with grass on picardie
  • Recon plane now no longer called in on outside deserter area causing glitches
  • Temporarily disabled Russian because of font issues
  • Fixed soldier images in main menu
  • Fixed longer loading times
  • Retreat timers on the bigger maps now significantly longer
  • Removed 'shiny' cloth materials
  • Added Chasseur adrian helmet with alpine horn symbol for latewar chasseur squads
  • Fixed Ruby pointing downwards
  • Added Crouch fire recharge animations
  • Rifle draw animation now debugged
  • Updated transitional animations for going to prone




Some gameplay images shot while playing live multiplayer:




Community Announcements - Blazy013
Trailer: http://youtu.be/gZefYG8nwo0

Verdun just released a new patch with renewing characters and animations!! More is yet to come, but we hope this update will answer some of your prays ;).
The countdown towards today, must have hinted that developers M2H and BlackMill Games have come up with a way to reflect back to the 100year anniversary of WW1. With an exclusive WW1 newspaper from July 28 until August 4 2014; Daily War Journal - http://www.verdungame.com/centenary/ , we hope to give you some insight in the WW1 and Verdun update. We made sure to add a giveaway event in the newspaper, which gives you the opportunity to win WW1 retail such as Trench Whistle’s, booklets, banners, medals, maps, etc. and Verdun Steam keys. You have a chance to win something every day, so you better bookmark; http://www.verdungame.com/centenary/.
Jul 3, 2014
Community Announcements - M2H_Mike


This update polishes the character voices and packs some minor fixes. Bigger improvements are in the works, with the character overhaul being the most promising as you can see from the images in this post

Changelog V153 - July 3rd 2014

  • More ambience character voices (e.g.: "Incoming grenade!") & tweaked 3D sound range
  • Temp. voice command menu: press E and then 1-6 to use. Will be revised.
  • Flanders fixes
  • Friend only lobbies are now truly locked to friends-only
  • Role locking in lobbies will now persist (used to reset when a new player joined)


Want to know what we are working on next? Read our roadmap here

Jun 3, 2014
Community Announcements - M2H_Mike
A minor update has just been launched, this contains some general improvements.
The character overhaul is progressing nicely we hope to show you preview screenshots soon.

v150 Changelog:
- Upgraded the engine (Unity 4.5). Level loading speed greatly improved and more fixes.
- Role switching in-game is now saved: next round will keep using the same role instead of reverting to the first role.
- "Play now" will make sure to fill the most populated games first instead of filling all games evenly.
- In-game loading screens added
- Loading screen positioning corrected
- Flanders: bunker collission fixed. Fire now linked to quality settings
- Tooltip improvements
Community Announcements - Blazy013
A major update has been made to the game Verdun, after receiving your valuable feedback. This update is one step closer to a full release announced for upcoming summer!

The game received a fancy new graphical user interface which will make it easier to play together in a squad. Another improvement is the addition of distinctive German and French voices, which greatly strengthens the World War 1 atmosphere of the game.
Most exciting will be the introduction of a whole new map, inspired by the battle of Ypres; Flanders! Probably the muddiest battlefield you’ve ever fought in and a real challenge due to its scale. Also, some enhancements are made on the Vosges map and the balancing of the weapons. And lastly but not least, Verdun integrated the Steam Trade Card feature for a full Steam experience. Enjoy!
Community Announcements - M2H_Mike
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!
Community Announcements - M2H_Mike
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!
Nov 29, 2013
Community Announcements - VerdunGame
V116 - 29th of November


Verdun Players!

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
  • Attack/Counter-Attack Gameplay
  • Added Ambient artillery fire
  • Added Ambient MG fire
  • Steam Achievements


Frontline Gamemode


  • 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.

TeamSpeak

Our french community at www.verdungame.fr have made available a teamspeak server speak2-12.teamspeak.net:21883.


Picardy screens












Binoculars (extremely powerfull mortar attacks)
...

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