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Verdun

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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)
Nov 22, 2013
Community Announcements - VerdunGame
V113 - 22nd of November

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:






Graphics update of the Argonne map


Community Announcements - M2H_Mike
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.
Oct 29, 2013
Community Announcements - M2H_Mike
To test steam events we are currently available on the Verdun chat of the steam community to answer your questions!
Join the group chat at: http://steamcommunity.com/app/242860

Don't worry, future events will be announced at least a few days in advance.
Oct 22, 2013
Community Announcements - VerdunGame
Verdun Players!

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.

Kind Regards,

Mike, Matt & Jos


V106 - October 22nd 2013


  • Vosges map update
  • Vauquois map update
  • Frontline map cycle




Community Announcements - VerdunGame
Verdun Players!

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!

Kind Regards,

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
  • Improved sniper scope performance
  • Advanced GFX now individually selectable (Deferred lighting, HDR, PostFX, DOF, SSAO, AA)
  • Fixed black screen issue for OSX/Linux users by default (Be warned: postfx maybe cause black screens on osx/linux, this is a bug in the engine)
  • Mainmenu disconnection will now bring you back to the mainmenu
  • Updated descriptions for squads and roles
  • Updated weapon descriptions
  • Weapon stats/description now showing in lobby
  • Fixed weapon sounds volume (4.2 engine bug workaround)
  • French 75mm and german 77mm artillery shell significantly more powerful
  • Slightly updated artillery explosion visuals
Community Announcements - Stemmerder
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!

Thanks for playing!
Jos, Matt & Mike.
...

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