Verdun - M2H_Mike
We've just launched v202 with quite a few performance improvements. Give it a try and please let us know if performance has indeed increased for you.

Changelog:
http://steamcommunity.com/app/242860/discussions/0/613936039432728350/
Verdun - M2H_Mike
We've just launched v202 with quite a few performance improvements. Give it a try and please let us know if performance has indeed increased for you.

Changelog:
http://steamcommunity.com/app/242860/discussions/0/613936039432728350/
Mar 19, 2015
Verdun - Blazy013
Another great update just went live. Not only are we exterminating bugs and polishing up the game (incl. more GUI updates), we are also adding new features to give you a more immersive and balanced game and offer more gameplay opportunities. Some noteworthy ones are;

Spawn points
When spawning on a squadmate you will copy his/her stance. Some predefined spawnpoints now start crouched or prone.

Autobalance
An overpowered team will receive a chat mesasge and penalty. Which includes a 10% score reduction for every player too many and a +1 second spawntime for every player too many starting at 3 players difference.

Private match improvements
We added more customization options for the private matches such as a timeleft command and friendly fire setting.

You can have a look at the entire list on our Changelog

Mar 19, 2015
Verdun - Blazy013
Another great update just went live. Not only are we exterminating bugs and polishing up the game (incl. more GUI updates), we are also adding new features to give you a more immersive and balanced game and offer more gameplay opportunities. Some noteworthy ones are;

Spawn points
When spawning on a squadmate you will copy his/her stance. Some predefined spawnpoints now start crouched or prone.

Autobalance
An overpowered team will receive a chat mesasge and penalty. Which includes a 10% score reduction for every player too many and a +1 second spawntime for every player too many starting at 3 players difference.

Private match improvements
We added more customization options for the private matches such as a timeleft command and friendly fire setting.

You can have a look at the entire list on our Changelog

Verdun - M2H_Matt
Listen up Verdun players!


Today we update the game with an overhaul in the leveling system. We have simplified our complex leveling system with the introduction of Career Points.



The career point system replaces the role levels and weapon levels. Verdun now only has a personal Career Level, and co-op XP with is saved between two friends to make up a squad level. You will receive 10 career points by default, then for each level you get 2 career points. Currently there are 77 points to be earned. note: existing players will automatically receive the points they should have earned, leaving all unlocks in-tact. If you have unlocked more than you could have for the career level you are at, you are automatically promoted so you will not lose any unlocks / specializations.

Career points can be used for:

role specialization
Unlock a role specialization which are the weapon sets in a squad role, players start out with one basic kit but can chose to spend an unlock point to unlock another tier (there are 3 in total). As experienced player know these tiers are not better than eachother, but can be used within different contexts to allow players to change their playstyle within the role they have a squad member.


Squad setup screen in game, the system will indicate if you have any available unlock points, role levels have been removed

RDM weapons and attachments
Unlock weapons and attachments in the rifle deathmatch game mode. Once weapons have been unlocked (for 1 career point), you can choose to unlock each of the available attachments for 1 point each, in consecutive order.

The new more compact Rifle Deathmatch UI


V198 has more features. such as a weapon self-shadowing. Taking full advantage of the new unity 5 engine, after the weapon texture upgrade of V196 we updated the way in which weapons react to lighting and shadows. Also the sleeves have been upgraded with physically based materials and are more detailed.

Weapon self-shadowing and casting shadows on the sleeves, which also have been updated

Work on the game continues in steady progress, we are working to convert the entire engine to physically based materials, polish mechanics such as melee and MG deployment, tweak network performance and framerate. Expect more fixes in the coming weeks!



V198
20 February 2015
  • We have simplified our complex leveling system with the introduction of Career Points. These points can be used to unlock a role specialization (weapon set in a squad role) and to unlock weapons and attachments in RDM mode. This removes role levels and weapon levels. Verdun now only has a personal Career Level, and co-op XP with is saved between two friends to make up a squad level.
  • RDM private matches fixed
  • More melee improvements (stunning, suppression, lock-on)
  • We are now running a Twitch chat bot that automatically visits everyone who streams Verdun
  • We finally added a credits list!
  • Fixed the "invisible cheater" bug
  • Added 1P weapon shadows
  • Squad end match: next level is now correctly +1
  • You can now switch between audio modes (mono,stereo, 5.1, 7.1 etc.)
  • Ragdoll physics improved (colliding with itself)
  • The game will no longer run Flanders and Picardie right after eachother
  • Highlighting own name in medal section at the end screen
  • Polished graphics on various level assets
  • Ladders will no longer block rotation of the NCO Q command
  • (Private) match results will automatically be registered online: http://www.verdungame.com/matches/
Verdun - Leo
Listen up Verdun players!


Today we update the game with an overhaul in the leveling system. We have simplified our complex leveling system with the introduction of Career Points.



The career point system replaces the role levels and weapon levels. Verdun now only has a personal Career Level, and co-op XP with is saved between two friends to make up a squad level. You will receive 10 career points by default, then for each level you get 2 career points. Currently there are 77 points to be earned. note: existing players will automatically receive the points they should have earned, leaving all unlocks in-tact. If you have unlocked more than you could have for the career level you are at, you are automatically promoted so you will not lose any unlocks / specializations.

Career points can be used for:

role specialization
Unlock a role specialization which are the weapon sets in a squad role, players start out with one basic kit but can chose to spend an unlock point to unlock another tier (there are 3 in total). As experienced player know these tiers are not better than eachother, but can be used within different contexts to allow players to change their playstyle within the role they have a squad member.


Squad setup screen in game, the system will indicate if you have any available unlock points, role levels have been removed

RDM weapons and attachments
Unlock weapons and attachments in the rifle deathmatch game mode. Once weapons have been unlocked (for 1 career point), you can choose to unlock each of the available attachments for 1 point each, in consecutive order.

The new more compact Rifle Deathmatch UI


V198 has more features. such as a weapon self-shadowing. Taking full advantage of the new unity 5 engine, after the weapon texture upgrade of V196 we updated the way in which weapons react to lighting and shadows. Also the sleeves have been upgraded with physically based materials and are more detailed.

Weapon self-shadowing and casting shadows on the sleeves, which also have been updated

Work on the game continues in steady progress, we are working to convert the entire engine to physically based materials, polish mechanics such as melee and MG deployment, tweak network performance and framerate. Expect more fixes in the coming weeks!



V198
20 February 2015
  • We have simplified our complex leveling system with the introduction of Career Points. These points can be used to unlock a role specialization (weapon set in a squad role) and to unlock weapons and attachments in RDM mode. This removes role levels and weapon levels. Verdun now only has a personal Career Level, and co-op XP with is saved between two friends to make up a squad level.
  • RDM private matches fixed
  • More melee improvements (stunning, suppression, lock-on)
  • We are now running a Twitch chat bot that automatically visits everyone who streams Verdun
  • We finally added a credits list!
  • Fixed the "invisible cheater" bug
  • Added 1P weapon shadows
  • Squad end match: next level is now correctly +1
  • You can now switch between audio modes (mono,stereo, 5.1, 7.1 etc.)
  • Ragdoll physics improved (colliding with itself)
  • The game will no longer run Flanders and Picardie right after eachother
  • Highlighting own name in medal section at the end screen
  • Polished graphics on various level assets
  • Ladders will no longer block rotation of the NCO Q command
  • (Private) match results will automatically be registered online: http://www.verdungame.com/matches/
Verdun - M2H_Matt
A big update was just released today with some big features. If you want more information about those features please keep reading!

Medals, Afteraction and Account stats
We extended our after action screen with some new match stats and medals. You can earn medals in the match by doing specific actions. Which medals can be earned and how much you have earned can be found in your account screen.



Medals can be earned in three categories: Elite, Veteran and Common. The higher the rank, the smaller are the odds of receiving and thus earning you more points. These medals not only show of your skills but also give you extra XP so make sure you try to collect as much as possible.

Along with the medals we finished the account screen. In the account screen you can find exstensive information on the progress of your gave and the statistics of your performance. Check it out!

Graphics Boost

Volcol has already been helping us with characters but we can now inform you that he is full on board with the Verdun team to also help boost all off the other graphics. We is currently working on improving the weapons to make them stand out more in the new PBR rendering. The weapons have gotten a first pass and I am sure you will agree they look a lot better. Also the all of the characters have gotten an extra polish.



As you have also may have noticed we switched colorspace from gamma to linear. While this is kind of technical what this basically means is that the colors of the game will look much better and less washed out which was a problem we had on the older versions. A long with this we also added a sharpen filter over the game which does what it says and make the game look more crisp. The graphics overhaul is still a work in progress but the results are already very promising!

An extra post effect has also been added namely Depth of FIeld blur on Weapon sights. Now when sighting your rear sight will blur allowing you to focus on the front sight.


Specializations overhaul
Since most loadouts did not differ much we switched from having 4 loadouts to 3. Also with this we removed captured weapons. For the recon squads we sharpened the knives and game them to the apprioriate classes.



Beginning of melee fixes
We have begun improving melee and there are already some improvement but it still a work in progress but you may find it already works better. Features that will be added later is suppresion from melee and other tweaks to make it more useful in your close quarters combar.

Flinching
We added flinching for whenever you get shot. Also your character now flinches when jumping so this should prevent bunny hopping. This is still not perfect so your feedback is welcome.

Networking
We made some improvements to the networking which should reduce if not fully solve the teleporting of people in the distance. A long with that we also highered the ping kick as the disadvantage is with the new update with the high pingers and not with the lower ones.

These were some of the highlights of this patch. And we hope you enjoy them.

See you in the trenches!

Verdun - M2H_Matt
A big update was just released today with some big features. If you want more information about those features please keep reading!

Medals, Afteraction and Account stats
We extended our after action screen with some new match stats and medals. You can earn medals in the match by doing specific actions. Which medals can be earned and how much you have earned can be found in your account screen.



Medals can be earned in three categories: Elite, Veteran and Common. The higher the rank, the smaller are the odds of receiving and thus earning you more points. These medals not only show of your skills but also give you extra XP so make sure you try to collect as much as possible.

Along with the medals we finished the account screen. In the account screen you can find exstensive information on the progress of your gave and the statistics of your performance. Check it out!

Graphics Boost

Volcol has already been helping us with characters but we can now inform you that he is full on board with the Verdun team to also help boost all off the other graphics. We is currently working on improving the weapons to make them stand out more in the new PBR rendering. The weapons have gotten a first pass and I am sure you will agree they look a lot better. Also the all of the characters have gotten an extra polish.



As you have also may have noticed we switched colorspace from gamma to linear. While this is kind of technical what this basically means is that the colors of the game will look much better and less washed out which was a problem we had on the older versions. A long with this we also added a sharpen filter over the game which does what it says and make the game look more crisp. The graphics overhaul is still a work in progress but the results are already very promising!

An extra post effect has also been added namely Depth of FIeld blur on Weapon sights. Now when sighting your rear sight will blur allowing you to focus on the front sight.


Specializations overhaul
Since most loadouts did not differ much we switched from having 4 loadouts to 3. Also with this we removed captured weapons. For the recon squads we sharpened the knives and game them to the apprioriate classes.



Beginning of melee fixes
We have begun improving melee and there are already some improvement but it still a work in progress but you may find it already works better. Features that will be added later is suppresion from melee and other tweaks to make it more useful in your close quarters combar.

Flinching
We added flinching for whenever you get shot. Also your character now flinches when jumping so this should prevent bunny hopping. This is still not perfect so your feedback is welcome.

Networking
We made some improvements to the networking which should reduce if not fully solve the teleporting of people in the distance. A long with that we also highered the ping kick as the disadvantage is with the new update with the high pingers and not with the lower ones.

These were some of the highlights of this patch. And we hope you enjoy them.

See you in the trenches!

Verdun - BlackMill | Leo
Players of Verdun, we have some great news!

Today we have concluded most of the work of conversion to the brand new unity 5 engine. We are very excited as the new engine is a lot faster and better looking. Unity 5 uses so called "Physically Based Shading" (short: PBR), this means that surfaces are lit and reflect based on actual physical properties. This is most evident in the characters and really makes the all the details really come out more. Overall lighting and shading improvements can also be seen, most notably on the Flanders map. More advanced Screen space ambient occlusion (SSAO) and motion blur are now also noticable and bring the graphics to live. Unity 5 also offers a new way of audio management and this enhances the immersion even further, we hope to expand its use in the future. First reports indicate that the performance has increased dramatically for the participants of the beta branch which we deployed in the past month for the testing.




But that is far from all.
Besides working on the conversion to the new engine and all effort that went into that, we also continued to upgrade the gameplay. Some major improvements have been implemented in this area:

Supression
Players will now receive suppression when they are under fire. Their screen becomes fuzzy and desaturated and aiming becomes tougher.

Shell shock
When an explosion occurs nearby, the screen will be shaking and aiming will be thrown off. In addition the particle FX for grenades and mortars has been greatly improved as well as the audio effect.

Weapon sway overhaul
Weapons now have more realistic sway with the front sight (the arm that is holding the rifle or gun) now sways as a whole.

Private Matches
This long awaited and requested feature has now been implemented as well. it is possible to set up a private server (both Frontlines and Rifle deathmatch), with administrators and several commands as well to organize clan matches (such as restarting a round, changing maps).


Besides these new features we have also put a massive effort into fixing bugs. Most notably the many connection and matchmaking issues have been addressed. The changelog can be found below, it also includes smaller features such as a brightness/gamma setting and gas lethality increase.

While this was a major step forward in the development of the game, we are not 'dun yet and the current build will undoubtedly include some bugs or missing features . We greatly appreciate all the players who have put faith in the project and participate in the the early access program. We would very much like to work with you to prepare the game .

For those who want a Q&A with us, we will be holding a live twitch stream event. Today, 15th of Jan, 8PM GMT+1. http://www.twitch.tv/verdungame




V187: Changelog
15 January 2015
  • Unity5 engine upgrade!
    • PBR graphics, the game looks way cooler!
    • Audio improvements
    • Performance: Various notable performance improvements: PhysX, Rendering, better use of multicore
    • Greatly improved shadow distance
    • For more information, see: http://unity3d.com/5
  • Added private matches option to allow clans to set up matches (Both RDM and Frontlines game mode).
  • Added camshake/headbobbing
  • Surpression&Shock effects when a bullet/grenade almost hits you
  • Weapon sway now correct at the front instead of the back
  • Motionblur effect added
  • Fixed not unlockable tier of jaeger and Chausseur squad.
  • "Play Now" much improved matchmaking
  • Aiming sensitivity option saved correctly
  • Fix for users connecting with a high ping
  • Control page scrollable
  • Body drop sounds
  • Contract/brightness/gamma settings
  • Added value label for mouse sens.
  • Fixed reloading/interrupt exploit
  • Added (Debug) Option to change network traffic amount. Default = 70%, Setting it to 100% can reduce laggy movements of other players. Set it to 30% if you experience disconnects.
  • Added an option to enable CRC check after a disconnection, will help on bad connections.
  • Fixes players getting stuck forever when a spawnrequest failed
  • Network stability improved and more logging
  • Fix for "Gameserver did not add local player"
  • Various graphics improved
  • Artillery FX & sounds improved
  • Tweaked postfx: SSAO, HDR, Anti aliasing
  • Sound culling improved
  • Fixed: MG animation stood still while sprinting
  • Gas more deadly



Verdun - Leo
Players of Verdun, we have some great news!

Today we have concluded most of the work of conversion to the brand new unity 5 engine. We are very excited as the new engine is a lot faster and better looking. Unity 5 uses so called "Physically Based Shading" (short: PBR), this means that surfaces are lit and reflect based on actual physical properties. This is most evident in the characters and really makes the all the details really come out more. Overall lighting and shading improvements can also be seen, most notably on the Flanders map. More advanced Screen space ambient occlusion (SSAO) and motion blur are now also noticable and bring the graphics to live. Unity 5 also offers a new way of audio management and this enhances the immersion even further, we hope to expand its use in the future. First reports indicate that the performance has increased dramatically for the participants of the beta branch which we deployed in the past month for the testing.




But that is far from all.
Besides working on the conversion to the new engine and all effort that went into that, we also continued to upgrade the gameplay. Some major improvements have been implemented in this area:

Supression
Players will now receive suppression when they are under fire. Their screen becomes fuzzy and desaturated and aiming becomes tougher.

Shell shock
When an explosion occurs nearby, the screen will be shaking and aiming will be thrown off. In addition the particle FX for grenades and mortars has been greatly improved as well as the audio effect.

Weapon sway overhaul
Weapons now have more realistic sway with the front sight (the arm that is holding the rifle or gun) now sways as a whole.

Private Matches
This long awaited and requested feature has now been implemented as well. it is possible to set up a private server (both Frontlines and Rifle deathmatch), with administrators and several commands as well to organize clan matches (such as restarting a round, changing maps).


Besides these new features we have also put a massive effort into fixing bugs. Most notably the many connection and matchmaking issues have been addressed. The changelog can be found below, it also includes smaller features such as a brightness/gamma setting and gas lethality increase.

While this was a major step forward in the development of the game, we are not 'dun yet and the current build will undoubtedly include some bugs or missing features . We greatly appreciate all the players who have put faith in the project and participate in the the early access program. We would very much like to work with you to prepare the game .

For those who want a Q&A with us, we will be holding a live twitch stream event. Today, 15th of Jan, 8PM GMT+1. http://www.twitch.tv/verdungame




V187: Changelog
15 January 2015
  • Unity5 engine upgrade!
    • PBR graphics, the game looks way cooler!
    • Audio improvements
    • Performance: Various notable performance improvements: PhysX, Rendering, better use of multicore
    • Greatly improved shadow distance
    • For more information, see: http://unity3d.com/5
  • Added private matches option to allow clans to set up matches (Both RDM and Frontlines game mode).
  • Added camshake/headbobbing
  • Surpression&Shock effects when a bullet/grenade almost hits you
  • Weapon sway now correct at the front instead of the back
  • Motionblur effect added
  • Fixed not unlockable tier of jaeger and Chausseur squad.
  • "Play Now" much improved matchmaking
  • Aiming sensitivity option saved correctly
  • Fix for users connecting with a high ping
  • Control page scrollable
  • Body drop sounds
  • Contract/brightness/gamma settings
  • Added value label for mouse sens.
  • Fixed reloading/interrupt exploit
  • Added (Debug) Option to change network traffic amount. Default = 70%, Setting it to 100% can reduce laggy movements of other players. Set it to 30% if you experience disconnects.
  • Added an option to enable CRC check after a disconnection, will help on bad connections.
  • Fixes players getting stuck forever when a spawnrequest failed
  • Network stability improved and more logging
  • Fix for "Gameserver did not add local player"
  • Various graphics improved
  • Artillery FX & sounds improved
  • Tweaked postfx: SSAO, HDR, Anti aliasing
  • Sound culling improved
  • Fixed: MG animation stood still while sprinting
  • Gas more deadly



...

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