A day after the 96th anniversary of the end of the war on the 11th of November 1918, we launch another update. It's a big one as we bunched up quite some tweaks and improvements.
Most noticeable is the inclusion of Manual bolting as an option. Based on community feedback we decided that it would very fitting to include as a preference for the more realism focused players.
Secondly the spawn code received a big overhaul. We wanted players to go over the top together as a team so we introduced several measures to make sure people spawn together better and more efficient. Also it is now rewarding to advance as a squad NCO as you will earn points for spawning fellow squadmates near or in the enemy trenchlines. In addition you will be in formed when squadmembers are able spawn near you.
Another badly needed feature was the inclusion of the stamina bar and stance indicator (bottom right corner) which will make the spurts across nomansland more user friendly.
We also made the first steps of improving the prone, jump en deploy mechanics. These are heavily work in progress and we invite you to join us in polishing these, there will be small hotfixes in the the coming days to address the issues that may have arisen.
We want to thank all of Verdun's early access adopters for participating and we hope to join you in the trenches sometime!
- The Verdun team
V171 Changelog: Manual bolting, "over the top"-charge spawning and much more
November 12th 2014
New: manual bolting as an option
New: stamina bar display (bottom right)
New: stance display (bottom right)
New: in-game quit button will now ask for confirmation
New: you can no longer switch to the different side if it's outnumbering the other side +3 players
New: "over the top"-spawning. Players are now massed together before attacking
New: "over the top"-spawning for defensive squads as well, 10 seconds (was 5 always)
New: Successfully spawning a squad member in or near the enemy sectors will you points. (0 - 15 xp depending on the distance)
New: Spawn protection, now 2 seconds
New: At the start of the round, defenders spawn inside of the defending sector
Tweaked: spawning attacker waves time slightly increased (3 seconds) to create more volume
Tweaked: now always spawning with the most advanced squad member
New: spawn indicator, which informs squad NCO's and other spawnable teammembers of pending squad reinforcements
Tweaked Map - Argonne: Added more spawns and cover, especially the final sectors received tweaking
Tweaked Map - Vosges: Added more cover and spawns in final sectors, some obstacles on the right flank
Tweaked Map - Picardie: Massive increase in spawns, more tactical, some cover changes in the last german artillery sectors
Tweaked Map - Artois: More cover in final sectors, deeper craters in nomanslands, more spawns
New: ragdoll improved greatly (no more T-pose)
New: added better prone block detection
New: Audio options menu allows you to change audio settings (Stereo, 5.1 etc.)
New: Clicking on playername in mainmenu will open the account page
Fixed: overlapping text when attacking and defending sides switch
Improved: ladder climbing
New: second set of german voices
New: win/lose music for entente and central powers
Improved: tab colours for option screen buttons
Fixed: free for all position being displayed twice in HUD
Tweaked: lebel and lewis sights
Fixed: problem with airplanes on argonne and picardie
New: correct minimap for artois
Fixed: issues with joining steam friends
Fixed: joining friends through steam overlay
Fixed: hipfire third person movement aim fix
Fixed: rifle deathmatch spawn direction fix
Fixed: first person water reflection fix
Fixed: respawn & wave times based on server times
New: added option to remove game tips
Fixed: fixed control options menu scroll bar
Fixed: fixed issues with australian server connection
Fixed: fixed ladder step jitter issue
Improved: increased bolt action recoil
New: added better jumping detection
Known issue: deploying has not improved and will need to be tweaked further.
A day after the 96th anniversary of the end of the war on the 11th of November 1918, we launch another update. It's a big one as we bunched up quite some tweaks and improvements.
Most noticeable is the inclusion of Manual bolting as an option. Based on community feedback we decided that it would very fitting to include as a preference for the more realism focused players.
Secondly the spawn code received a big overhaul. We wanted players to go over the top together as a team so we introduced several measures to make sure people spawn together better and more efficient. Also it is now rewarding to advance as a squad NCO as you will earn points for spawning fellow squadmates near or in the enemy trenchlines. In addition you will be in formed when squadmembers are able spawn near you.
Another badly needed feature was the inclusion of the stamina bar and stance indicator (bottom right corner) which will make the spurts across nomansland more user friendly.
We also made the first steps of improving the prone, jump en deploy mechanics. These are heavily work in progress and we invite you to join us in polishing these, there will be small hotfixes in the the coming days to address the issues that may have arisen.
We want to thank all of Verdun's early access adopters for participating and we hope to join you in the trenches sometime!
- The Verdun team
V171 Changelog: Manual bolting, "over the top"-charge spawning and much more
November 12th 2014
New: manual bolting as an option
New: stamina bar display (bottom right)
New: stance display (bottom right)
New: in-game quit button will now ask for confirmation
New: you can no longer switch to the different side if it's outnumbering the other side +3 players
New: "over the top"-spawning. Players are now massed together before attacking
New: "over the top"-spawning for defensive squads as well, 10 seconds (was 5 always)
New: Successfully spawning a squad member in or near the enemy sectors will you points. (0 - 15 xp depending on the distance)
New: Spawn protection, now 2 seconds
New: At the start of the round, defenders spawn inside of the defending sector
Tweaked: spawning attacker waves time slightly increased (3 seconds) to create more volume
Tweaked: now always spawning with the most advanced squad member
New: spawn indicator, which informs squad NCO's and other spawnable teammembers of pending squad reinforcements
Tweaked Map - Argonne: Added more spawns and cover, especially the final sectors received tweaking
Tweaked Map - Vosges: Added more cover and spawns in final sectors, some obstacles on the right flank
Tweaked Map - Picardie: Massive increase in spawns, more tactical, some cover changes in the last german artillery sectors
Tweaked Map - Artois: More cover in final sectors, deeper craters in nomanslands, more spawns
New: ragdoll improved greatly (no more T-pose)
New: added better prone block detection
New: Audio options menu allows you to change audio settings (Stereo, 5.1 etc.)
New: Clicking on playername in mainmenu will open the account page
Fixed: overlapping text when attacking and defending sides switch
Improved: ladder climbing
New: second set of german voices
New: win/lose music for entente and central powers
Improved: tab colours for option screen buttons
Fixed: free for all position being displayed twice in HUD
Tweaked: lebel and lewis sights
Fixed: problem with airplanes on argonne and picardie
New: correct minimap for artois
Fixed: issues with joining steam friends
Fixed: joining friends through steam overlay
Fixed: hipfire third person movement aim fix
Fixed: rifle deathmatch spawn direction fix
Fixed: first person water reflection fix
Fixed: respawn & wave times based on server times
New: added option to remove game tips
Fixed: fixed control options menu scroll bar
Fixed: fixed issues with australian server connection
Fixed: fixed ladder step jitter issue
Improved: increased bolt action recoil
New: added better jumping detection
Known issue: deploying has not improved and will need to be tweaked further.
We've just just launched another big update, which addresses quite some wishes of the community. First of all, we added an in-game tutorial which will help new players to discover our unique features.
Another important improvement is the matchmaking: since the squads decide where people can join they were the major hurdle in evening up matches. This has been solved by allowing "play now" to create in-game squads right away.
On the community forums the topic of an adjustable FOV had been coming up more often. Especially since some players experience health issues on lower FOVs we decided to add this new setting to the game.
Last but not least: even more requested then the FOV setting was an Oceanic based server, since these players could not properly play on any existing server. We have now added an Australian based server! If you're the first squad to feet on on this new promised land, stay put for a while, it'll fill up :).
Thank you for playing Verdun and helping us shape the game!
v170
Added an Australian server, replacing Asia/Japan for now. We now offer: EU, US, Australia.
We added a short&simple tutorial for the first time opening the game. After that, any further help can be found in the options menu. We'll be adding more help/tooltips in the future.
FOV can now be changed in the graphics options
"PLAY NOW" will now automatically create a new squad in an existing game. This should help improve the matckmaking a lot.
Squads will reserve the slots for all squadmates, preventing a kick if someone is joining on a slot while a previous squadmate was still loading.
Improved picardie trench line boundaries: Will no longer say you're deserting while still defending inside your trench.
Rifles now have more visual recoil
Accidentally moving outside of the map while retreating is now 'fair', does not set timer to low
Slightly adjusted the cover in the last sectors on Argonne
Buffed melee: bash max. 2 hits to kill instead of 3
Improved rendering performance in Flanders and Vosges
We've just just launched another big update, which addresses quite some wishes of the community. First of all, we added an in-game tutorial which will help new players to discover our unique features.
Another important improvement is the matchmaking: since the squads decide where people can join they were the major hurdle in evening up matches. This has been solved by allowing "play now" to create in-game squads right away.
On the community forums the topic of an adjustable FOV had been coming up more often. Especially since some players experience health issues on lower FOVs we decided to add this new setting to the game.
Last but not least: even more requested then the FOV setting was an Oceanic based server, since these players could not properly play on any existing server. We have now added an Australian based server! If you're the first squad to feet on on this new promised land, stay put for a while, it'll fill up :).
Thank you for playing Verdun and helping us shape the game!
v170
Added an Australian server, replacing Asia/Japan for now. We now offer: EU, US, Australia.
We added a short&simple tutorial for the first time opening the game. After that, any further help can be found in the options menu. We'll be adding more help/tooltips in the future.
FOV can now be changed in the graphics options
"PLAY NOW" will now automatically create a new squad in an existing game. This should help improve the matckmaking a lot.
Squads will reserve the slots for all squadmates, preventing a kick if someone is joining on a slot while a previous squadmate was still loading.
Improved picardie trench line boundaries: Will no longer say you're deserting while still defending inside your trench.
Rifles now have more visual recoil
Accidentally moving outside of the map while retreating is now 'fair', does not set timer to low
Slightly adjusted the cover in the last sectors on Argonne
Buffed melee: bash max. 2 hits to kill instead of 3
Improved rendering performance in Flanders and Vosges
It's been a month since the last big announcement in September, a good moment to look back at how we're doing and summarizing recent improvements to the game. Our strategy since the last big content update is to focus on polishing the game in a very broad sense: Performance, bugs and game balancing/tweaking.
Improvements
Performance has improved greatly, you should be able to see a higher frame rate and the game should feel a lot smoother. Furthermore we've verified that the reduced memory usage has solved (almost) all memory crashes. These were very important topics to address. Next to the technical stuff, we have made various game tweaks and we'll keep on doing so. While we're happy with the recent changes, we're not satisfied yet! We still have enough to do: An in-game tutorial is in the making, squad matchmaking&balancing needs to be addressed ASAP, medals (and achievements) are missing, we want to support clan matches...and besides a lot of more stuff on our list there are still enough requests from the community that we're also adding (A FOV setting being a recent one). Please keep letting us know about your problems/wishes.
Guides
One topic that has been neglected for too long is documentation/guides. We finally have guides available! In this game we are inventing some new FPS mechanics (such as our unique squad co-op xp) but since we're doing stuff that has not been done before an explanation was very much missing. So for those who were never aware of the co-op XP, check out the squad guide!
Got any questions, want to discuss the latest update? I'm streaming Verdun on twitch this night, join me on: http://www.twitch.tv/M2Hnl (20:00 GMT+1)
Once again, thank you for participating in our beta, we're dedicated to making this a polished game before release.
Hereby a complete list of all fixes since the last announcement:
V169: Role specialization & performance
October 23th 2014
Clarified role specializations (Role weapon unlocking). Now referred to as role specialization I, II, III and sometimes IV. Unlocking new weapon specializations is now quicker, as intended. Typically 1 - 2 matches to unlock a full role, as was announced in: http://steamcommunity.com/app/242860/discussions/0/613935404212891493/#p11. Your role XP has not changed.
Performance: Further improved camera culling, 5% to 30% gain.
Voice commands (E menu) are now also shown in the chat (squad members only)
Tweaked graphicsettings for best graphics vs performance (Mostly terrain detail higher, LOD distance lower)
Removed career and weapon levelling popup (as they have no function)
Ladder climbing is now smoother
Spectating someone who is using binocs has been fixed.
Main menu squad lobby will no longer automatically set to ready after a minute.
No more black spots on the terrain on lower settings
V168.2
October 20th 2014 (168.1 was also released this day)
Fixed lag spike when changing camera (most noticable at death)
Fixed rendering issues on certain characters&sleeves in 168
(Un)Mute command is no longer case sensitive.
Gas buff: 25% more deadly, 75% bigger area. Gas visual doesn't pop up out of nowhere anymore
Wire nerf: 40% less damage, bit more slowing
Fix for weapon bugs introduced in v168
Main menu server selection fix
V168.1
October 20th 2014
Rendering performance improved (Better FPS?)
Memory usage optimized (20% less or better): Crash fixes and faster loading times.
Artois tree fix
Possible fix for double listed players
HUD bottom-left: removed the unused "(0)"
Localization update
/mute and /unmute chat command added (you will be able to mute players via the scoreboard later as well)
Voice command menu will now auto close after 15 seconds
Display friends-only matches on the map per default if any friends are online
Never show more then 5 matches per location on the map (browser window shows all)
Mainmenu welcome screen (sugested squads) will ony show friends
Friend names marked green in all squad preview windows
Friend window is now always visible (used to hide when opening the map view)
Possible fix for match getting stuck (no one able to do damage)
Water fix in Flanders
Ladders can be climbed more easily
Implemented anti cheating measurements.
V167
October 9th 2014
Stutter fix, finally -really- fixed. This big lag spike happened every few seconds or so.
V166
October 8th 2014
In-game support for controllers (options -> controls page redo)
Optimized network traffic some more when players spawn
Removed ghost bug message, this was fixed months ago. Instead, IF you experience an error you will get a much clearer error message
Added ability to reset ALL data (mainmenu -> Account). When used, a timestamp will be shown with the last reset date.
Fixed level 100 bug
Fixed gas teamdamage causing players to get stuck in a black screen
Fixed weapon audio volume (sometimes not hearable when the general volume slider is low)
Game version and network version are now split: a game version update will no longer split the playerbase as long as we didn't change any network features.
V165.1
October 4th 2014
Spawning beneath level in Artois is fixed
Fixed deployed MG sight(Lewis Fix)
Fixed smoke exploit on the tank in Argonne
Grenade smoke will no longer shrink running through it
Spawn anthems of Stosstruppen, Canadians and British are working properly
V165
October 3rd 2014
playertags will be shown immediately when aiming at any friendlies, this should help clarify who to shoot at.
artois improvements
stone pebbles re-added on all terrains
gas choke
smoke particle performance improved
fixed random game crash while playing
mouse acceleration off per default (matters for new players only)
the minimap will only show an icon for the current goal (defend or attack). The other trench line icons have been removed for clarification.
It's been a month since the last big announcement in September, a good moment to look back at how we're doing and summarizing recent improvements to the game. Our strategy since the last big content update is to focus on polishing the game in a very broad sense: Performance, bugs and game balancing/tweaking.
Improvements
Performance has improved greatly, you should be able to see a higher frame rate and the game should feel a lot smoother. Furthermore we've verified that the reduced memory usage has solved (almost) all memory crashes. These were very important topics to address. Next to the technical stuff, we have made various game tweaks and we'll keep on doing so. While we're happy with the recent changes, we're not satisfied yet! We still have enough to do: An in-game tutorial is in the making, squad matchmaking&balancing needs to be addressed ASAP, medals (and achievements) are missing, we want to support clan matches...and besides a lot of more stuff on our list there are still enough requests from the community that we're also adding (A FOV setting being a recent one). Please keep letting us know about your problems/wishes.
Guides
One topic that has been neglected for too long is documentation/guides. We finally have guides available! In this game we are inventing some new FPS mechanics (such as our unique squad co-op xp) but since we're doing stuff that has not been done before an explanation was very much missing. So for those who were never aware of the co-op XP, check out the squad guide!
Got any questions, want to discuss the latest update? I'm streaming Verdun on twitch this night, join me on: http://www.twitch.tv/M2Hnl (20:00 GMT+1)
Once again, thank you for participating in our beta, we're dedicated to making this a polished game before release.
Hereby a complete list of all fixes since the last announcement:
V169: Role specialization & performance
October 23th 2014
Clarified role specializations (Role weapon unlocking). Now referred to as role specialization I, II, III and sometimes IV. Unlocking new weapon specializations is now quicker, as intended. Typically 1 - 2 matches to unlock a full role, as was announced in: http://steamcommunity.com/app/242860/discussions/0/613935404212891493/#p11. Your role XP has not changed.
Performance: Further improved camera culling, 5% to 30% gain.
Voice commands (E menu) are now also shown in the chat (squad members only)
Tweaked graphicsettings for best graphics vs performance (Mostly terrain detail higher, LOD distance lower)
Removed career and weapon levelling popup (as they have no function)
Ladder climbing is now smoother
Spectating someone who is using binocs has been fixed.
Main menu squad lobby will no longer automatically set to ready after a minute.
No more black spots on the terrain on lower settings
V168.2
October 20th 2014 (168.1 was also released this day)
Fixed lag spike when changing camera (most noticable at death)
Fixed rendering issues on certain characters&sleeves in 168
(Un)Mute command is no longer case sensitive.
Gas buff: 25% more deadly, 75% bigger area. Gas visual doesn't pop up out of nowhere anymore
Wire nerf: 40% less damage, bit more slowing
Fix for weapon bugs introduced in v168
Main menu server selection fix
V168.1
October 20th 2014
Rendering performance improved (Better FPS?)
Memory usage optimized (20% less or better): Crash fixes and faster loading times.
Artois tree fix
Possible fix for double listed players
HUD bottom-left: removed the unused "(0)"
Localization update
/mute and /unmute chat command added (you will be able to mute players via the scoreboard later as well)
Voice command menu will now auto close after 15 seconds
Display friends-only matches on the map per default if any friends are online
Never show more then 5 matches per location on the map (browser window shows all)
Mainmenu welcome screen (sugested squads) will ony show friends
Friend names marked green in all squad preview windows
Friend window is now always visible (used to hide when opening the map view)
Possible fix for match getting stuck (no one able to do damage)
Water fix in Flanders
Ladders can be climbed more easily
Implemented anti cheating measurements.
V167
October 9th 2014
Stutter fix, finally -really- fixed. This big lag spike happened every few seconds or so.
V166
October 8th 2014
In-game support for controllers (options -> controls page redo)
Optimized network traffic some more when players spawn
Removed ghost bug message, this was fixed months ago. Instead, IF you experience an error you will get a much clearer error message
Added ability to reset ALL data (mainmenu -> Account). When used, a timestamp will be shown with the last reset date.
Fixed level 100 bug
Fixed gas teamdamage causing players to get stuck in a black screen
Fixed weapon audio volume (sometimes not hearable when the general volume slider is low)
Game version and network version are now split: a game version update will no longer split the playerbase as long as we didn't change any network features.
V165.1
October 4th 2014
Spawning beneath level in Artois is fixed
Fixed deployed MG sight(Lewis Fix)
Fixed smoke exploit on the tank in Argonne
Grenade smoke will no longer shrink running through it
Spawn anthems of Stosstruppen, Canadians and British are working properly
V165
October 3rd 2014
playertags will be shown immediately when aiming at any friendlies, this should help clarify who to shoot at.
artois improvements
stone pebbles re-added on all terrains
gas choke
smoke particle performance improved
fixed random game crash while playing
mouse acceleration off per default (matters for new players only)
the minimap will only show an icon for the current goal (defend or attack). The other trench line icons have been removed for clarification.
First off the team wants to thank all players participating in the early access. Your dedication and willingness to give feedback have been pivotal in the development of the beta since our early access launch 1 year ago.
Today's update features a lot of improvements based on valuable feedback from the huge group of players that dove into the tactical trench warfare of Verdun this summer. (Thank you!)
Sneaking up on a German Stormtrooper with a trench club
New Squads
The gameplay of Verdun is has received a massive update with no less than 3 new squads taking the field adding 2 historically important nations. Next to the existing French and German squads (2 riflemen and 2 reconnaissance) there will be a new type of squad: Assault. The Central powers will be reinforced with the German "Stosstruppen" squad, the "Entente" (allies) will get its equivalent: The Canadian Assault Squad. As each squad type has its own unique gameplay experience, the assault squads will focus on close quarters combat and specialist weaponry, including the fearsome mp18, trench clubs, shovels and revolvers. Aside from this fearsome reputation the Stosstruppen and Canadians will be able to call in a dreadful new weapon: Gas.
Claustrophobic gas mask experience
Chemical Warfare
Gas was one of the most iconic elements of the first world war. With Verdun we want to do justice to how this weapon was used in combat, and how it effected the experience of the soldiers. As the war progressed there were several different types of gas developed; from simple tear gas to the horrific mustard gas. These will be used in the game and linked to Verdun's unique squad leveling system. Gas was mainly used a harassment weapon and protection was generally very effective so in Verdun gas warfare is about protecting yourself using an immersive 3D gasmask experience. Players will find themselves having to quickly put on their "gas helmets" when a gas cloud is approaching having only seconds to put on the mask.
Putting on the mask (or gas "helmet" as they called it back then
British Forces
Last but not least, with the mayor role the British "Tommies" played on the western front, players will be able to choose to fight as British Rifle squad, with a range of new weaponry available to them. This includes the famous Lee-Enfield (SMLE) rifle and the iconic Lewis light machine gun.
British Tommy in 1914 outfit
Verdun's gameplay is also undergoing major improvements. With the recent inclusion of the bullet physics, netcode and performance optimizations. Bullet ballistics add a new challenges to the game as players have to lead targets and adjust sighting on the longer ranges to make an accurate shot.
In the past few months we have taken an enormous amount of community ideas and feedback. We have worked actively with the community to improve the game taking full advantage of the early access beta program. We will continue to do so up until the moment we can the game 'dun.
Canada
With the addition of the new assault squads we were looking for iconic and distinguishable units that fought on the western front. As we did with the light recon units such as the French "Chasseurs" which were traditionally the light units and visually very distinct we also sought these in the Assault units. For the Germans the infamous stormtroopers instantly made the most sense. On the other side of the front we had to find an historically equivalent unit on the side of the "entente powers".
Here the choice fell on the Canadian corps. They were regarded as the shock troops of the British Empire and supposedly even nicknamed stormtroopers by the Germans themselves. They saw action in most areas, but are famous for the capture of several hard points on the western front including the Vimy Ridge in Artois sector, and Passchendaele village in Flanders. As the game covers the entire western front they will see action on these important battlefields.
They were also one of the first units to experience gas warfare during the second battle of Ypres in 1915. They are equipped similarly to the British, but have several unique elements, such as different Canadian cap badges and tunics. Like the other squads, the change of uniforms and equipment they underwent during the war is also reflected by Verdun's unique squad leveling system. For instance the early war soft caps and obsolete leather ammo pouches as used by light units which the Canadians represent were replaced by steal helmets and modern webbing pouches and backpacks.
Late war canadian infantry
Fighting in Artois
Exciting news for WW1 history fans, Verdun has another new realistic WW1 map inspired by the battles of Vimy Ridge, Loos and Neuve Chapelle which took place in the Artois sector of the Western Front. The map named Artois features a massive German "redoubt", which was a mine quarry turned fortress. The grim soil landscape is reflected visually, with slag heaps towering over the battlefield and endless rows of barbed entanglements dominating the scenery. Harsh conditions for the soldiers to live and fight in. It's main inspiration was drawn from the infamous battle of Loos, which took place a few days short of 99 years ago: the 25th of september 1915. Which also saw the first time the British used gas on a massive scale.
Impression of the new Artois map
New weapons
A whole range of new weaponry is available, spread out over several squads.
Machine Gun Model 1914 "Lewis"
Webley Mk VI Revolver
Mk I No. 5 "Mills Bomb"
Lee Enfield Mark III*
Maschinenpistole 18/I
Gas: { Xylyl Bromide gas (White Cross), Chlorine gas (Green Cross) ,Phosgene gas ,Mustard gas (Yellow Cross) }
Trench Club
M1887 Feldspaten
Boker M1915 Trench Knife
Trench Knife Mle 1916 "Le Vengeur"
Attachments:
Pattern 1907 Bayonet for the Lee Enfield Mark III*
Pritchard Bayonet for the Webley Mk VI Revolver
Lee Enfield ingame
The extremely rare Maschinenpistole 18/I ingame
EGX
Should you be visiting EGX in London between 25th – 28th of September, be sure to visit us at stand 85E, where you can have a chat with the developers and play the latest version of Verdun!
First off the team wants to thank all players participating in the early access. Your dedication and willingness to give feedback have been pivotal in the development of the beta since our early access launch 1 year ago.
Today's update features a lot of improvements based on valuable feedback from the huge group of players that dove into the tactical trench warfare of Verdun this summer. (Thank you!)
Sneaking up on a German Stormtrooper with a trench club
New Squads
The gameplay of Verdun is has received a massive update with no less than 3 new squads taking the field adding 2 historically important nations. Next to the existing French and German squads (2 riflemen and 2 reconnaissance) there will be a new type of squad: Assault. The Central powers will be reinforced with the German "Stosstruppen" squad, the "Entente" (allies) will get its equivalent: The Canadian Assault Squad. As each squad type has its own unique gameplay experience, the assault squads will focus on close quarters combat and specialist weaponry, including the fearsome mp18, trench clubs, shovels and revolvers. Aside from this fearsome reputation the Stosstruppen and Canadians will be able to call in a dreadful new weapon: Gas.
Claustrophobic gas mask experience
Chemical Warfare
Gas was one of the most iconic elements of the first world war. With Verdun we want to do justice to how this weapon was used in combat, and how it effected the experience of the soldiers. As the war progressed there were several different types of gas developed; from simple tear gas to the horrific mustard gas. These will be used in the game and linked to Verdun's unique squad leveling system. Gas was mainly used a harassment weapon and protection was generally very effective so in Verdun gas warfare is about protecting yourself using an immersive 3D gasmask experience. Players will find themselves having to quickly put on their "gas helmets" when a gas cloud is approaching having only seconds to put on the mask.
Putting on the mask (or gas "helmet" as they called it back then
British Forces
Last but not least, with the mayor role the British "Tommies" played on the western front, players will be able to choose to fight as British Rifle squad, with a range of new weaponry available to them. This includes the famous Lee-Enfield (SMLE) rifle and the iconic Lewis light machine gun.
British Tommy in 1914 outfit
Verdun's gameplay is also undergoing major improvements. With the recent inclusion of the bullet physics, netcode and performance optimizations. Bullet ballistics add a new challenges to the game as players have to lead targets and adjust sighting on the longer ranges to make an accurate shot.
In the past few months we have taken an enormous amount of community ideas and feedback. We have worked actively with the community to improve the game taking full advantage of the early access beta program. We will continue to do so up until the moment we can the game 'dun.
Canada
With the addition of the new assault squads we were looking for iconic and distinguishable units that fought on the western front. As we did with the light recon units such as the French "Chasseurs" which were traditionally the light units and visually very distinct we also sought these in the Assault units. For the Germans the infamous stormtroopers instantly made the most sense. On the other side of the front we had to find an historically equivalent unit on the side of the "entente powers".
Here the choice fell on the Canadian corps. They were regarded as the shock troops of the British Empire and supposedly even nicknamed stormtroopers by the Germans themselves. They saw action in most areas, but are famous for the capture of several hard points on the western front including the Vimy Ridge in Artois sector, and Passchendaele village in Flanders. As the game covers the entire western front they will see action on these important battlefields.
They were also one of the first units to experience gas warfare during the second battle of Ypres in 1915. They are equipped similarly to the British, but have several unique elements, such as different Canadian cap badges and tunics. Like the other squads, the change of uniforms and equipment they underwent during the war is also reflected by Verdun's unique squad leveling system. For instance the early war soft caps and obsolete leather ammo pouches as used by light units which the Canadians represent were replaced by steal helmets and modern webbing pouches and backpacks.
Late war canadian infantry
Fighting in Artois
Exciting news for WW1 history fans, Verdun has another new realistic WW1 map inspired by the battles of Vimy Ridge, Loos and Neuve Chapelle which took place in the Artois sector of the Western Front. The map named Artois features a massive German "redoubt", which was a mine quarry turned fortress. The grim soil landscape is reflected visually, with slag heaps towering over the battlefield and endless rows of barbed entanglements dominating the scenery. Harsh conditions for the soldiers to live and fight in. It's main inspiration was drawn from the infamous battle of Loos, which took place a few days short of 99 years ago: the 25th of september 1915. Which also saw the first time the British used gas on a massive scale.
Impression of the new Artois map
New weapons
A whole range of new weaponry is available, spread out over several squads.
Machine Gun Model 1914 "Lewis"
Webley Mk VI Revolver
Mk I No. 5 "Mills Bomb"
Lee Enfield Mark III*
Maschinenpistole 18/I
Gas: { Xylyl Bromide gas (White Cross), Chlorine gas (Green Cross) ,Phosgene gas ,Mustard gas (Yellow Cross) }
Trench Club
M1887 Feldspaten
Boker M1915 Trench Knife
Trench Knife Mle 1916 "Le Vengeur"
Attachments:
Pattern 1907 Bayonet for the Lee Enfield Mark III*
Pritchard Bayonet for the Webley Mk VI Revolver
Lee Enfield ingame
The extremely rare Maschinenpistole 18/I ingame
EGX
Should you be visiting EGX in London between 25th – 28th of September, be sure to visit us at stand 85E, where you can have a chat with the developers and play the latest version of Verdun!