Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated! During the previous week, we set our sights on upgrading the game’s engine and in this update, we’ll be doing just that. There’ll also be various bug fixes and quality of life additions being added.



Changelog 22 - Game Version 0.20.6895.29194
    Core Development
  • Holdfast: NaW's underlying game engine has been updated to the latest stable release. We’ve done this in an effort to improve both server and client-side stability.

    Features
  • A dedicated ‘Recruitment’ chat channel that regiments (game clans) can use to advertise their own group has been added into the game.
    » Player’s advertising their regiment in the chat channel will be displayed in a different colour to help distinguish them from the rest gathering greater visibility.
    » If you aren’t too keen on seeing recruitment messages, we’ve also included an option that allows you to disable the channel through the ‘Game’ options.

    Quality of Life Additions
  • The ‘Round’ chat has been renamed to ‘All’ chat.
  • You will now always find chat channels in the same order irrespective of the class you are playing.

    Bug Fixes
  • Fixed a bug which caused all players to become invisible forcing everyone in the match to re-join the server.

More game updates to follow soon.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated. We have a new map for everyone to check out in this week’s update! Ernest Ridge.

Ernest Ridge
Situated atop a hill lies a small village where we expect a lot of mayhem to ensue as both teams push one another back and forth for control over the position. If you’re not looking forward to a frontal assault, there’s plenty of natural cover that will allow for flanking manoeuvres.

Have a go at the map yourself by joining one of the Army Front official servers! Ernest Ridge is playable on the Army Battlefield and Army Conquest game modes.







Do you have any ideas for maps that you’d like to share with us? You’re more than welcome to do so. Post in the thread below and we’ll get back to you. We’ve taken inspiration from a community-designed game level for one of our upcoming maps.

Map Concepts - Share with us your Ideas!

Optimisation. Client Stability
Once again, we’ve spent a good majority of this update’s development time on plugging leaks that degraded client-side performance over long periods of play time. Here are a few more details on what we’ve been up to.

List of Optimisations
  • Optimised various instances which were causing framerate to plummet when a lot of players spawn at the same time.
  • Optimised client-side VoIP performance.
  • Optimised an instance that occurred when a player switches their weapon.
  • Optimised the scoreboard.
  • Optimised player name tags.
  • Optimised the terrain shaders.



Optimisations targeted toward improving frame-rate will be ongoing throughout Holdfast’s full release.

Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events were players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community throughout the week.

https://discordapp.com/invite/holdfastgame



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 21 - Game Version 0.19.6893.28555
    Game Features
  • A New Map! Ernest Ridge. Now playable on the Army Front official servers.
    » Designed by Pierre.

    Optimisations
  • Optimised various instances which were causing framerate to plummet when a lot of players spawn at the same time.
  • Optimised client-side VoIP performance.
  • Optimised an instance that occurred when a player switches their weapon.
  • Optimised the scoreboard.
  • Optimised player name tags.
  • Optimised the terrain shaders.

    Bug Fixes
  • Attempted a fix towards solving more instances were players experienced bad quality audio when other players spoke using VoIP in the game.
  • Attempted a fix towards an issue which sometimes causes the server to hang.

Expect more map releases to follow in the next few weeks as we progress through the artillery focused update.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated! We’ll be pushing forward fixes for issues which prevented players from selecting custom names, adjusting audio, graphical and game settings. There will also be a whole lot of underlying changes in preparation for the artillery focused update to follow in the next few weeks.



Changelog 20 - Game Version 0.18.6887.27221
    Bug Fixes
  • Fixed an issue which prevented players from selecting a custom name.
  • Fixed an issue which prevented players from adjusting audio, graphical and game settings.

    Optimisations
  • More optimisations to improve stability.

    Preparation
  • A whole lot of underlying changes in preparation for the artillery focused update to follow in the next few weeks.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated! Game Version 0.18 will bring with it the much-requested multiple rounds for the Melee Arena game mode, an announcer that broadcasts your glorious achievements in the arena, multiple bug fixes, optimisations and changes based on community feedback.

Melee Arena. Multiple Rounds
After the release of the Melee Arena game mode, we received plenty of requests from our community asking for this mode to support multiple rounds. A match can end relatively quickly especially when skilled players are involved!

The victor in the Melee Arena game mode is now determined based on the number of rounds won before the match ends. Players will play a total of 15 rounds before switching to the next map significantly reducing the wait time between rounds.

We’ve also made sure that the number of rounds played is configurable by server administrators. It’ll certainly come in handy for all those good folks hosting melee oriented tournaments.

Melee Arena Official Servers
  • Anvil Game Studios Official EU4 - Melee Arena
  • Anvil Game Studios Official NA4 - Melee Arena



Melee Arena. Announcer
Let others know of your glorious achievements in the Melee Arena game mode! As you ramp up your kill streak, an announcer will broadcast your name to everyone in the match. This feature wouldn’t have been fully complete if it wasn’t voice-acted so we made sure to get that in with this update as well.

Here’s a look at what the announcer will broadcast based on the kill streak that you gather. It is going to be quite a challenge to achieve some of them!

Announcer Kill Streaks
  • Kill 3 Players In A Round - Killing Spree!
  • Kill 4 Players In A Round - Dominating!
  • Kill 5 Players In A Round - Unstoppable!
  • Kill 6 Players In A Round - Oh, That’s Brutal!!



Optimisation & Bug Fixes
A good majority of this update’s development time was invested into plugging leaks that degraded performance over runtime, fixing an issue that negatively impacted accuracy when players fired in third-person and a variety of VoIP related problems.

Optimisations targeted toward improving frame-rate will be ongoing throughout Holdfast’s full release.

If you are still experiencing issues with VoIP after this update, kindly let us know of this by posting a thread in the ‘Tech Support & Reports’ board.

Go to the Tech Support & Reports board



Join The Discord! Community
Are you looking to participate in one of the many public line battle events hosted by the community? Share with us your feedback and suggestions about the game? Or perhaps even searching for a good bunch of like-minded players to join or form your own regiment (clan)? Discord is a great place to do just that.

We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 19 - Game Version 0.18.6886.26661
    Game Features
  • Multiple Rounds! The Melee Arena game mode now supports multiple rounds. Reduce the wait-time. You can find the new server configuration commands for this game mode below. These need to be set per map rotation.
    » round_spawn_close_timer_seconds 35 - Set the time it takes before the arena gates open for the first round. Set this higher than the timer below to allow some time for players to load the map.
    » round_spawn_close_timer_seconds_between_rounds 20 - Set the time it takes before the arena gates open for all the round to follow after.
    » amount_of_rounds 15 - Set your desired number of rounds to play before the match ends. The value that you set here must be an odd number to ensure that there is always a victor.
  • Announcer! Let others know of your glorious achievements in the Melee Arena game mode. As you ramp up your kill streak, an announcer will broadcast your name to everyone in the match.
  • VoIP quality has been improved.

    Optimisations
  • Plugged several leaks that were degrading performance over long periods of play time on the client.

    Quality Of Life Additions
  • Renamed the ‘Listen Locally’ option to ‘Test Microphone’ so players have a better understanding of what this feature does.

    Bug Fixes
  • Fixed an issue that negatively impacted accuracy when firing in third-person.
  • Fixed a bug which was causing certain players to hear robotic-sounding audio when other players spoke through VoIP.
  • Fixed a bug which was causing certain players to be unable to hear other players speaking through VoIP. If you are still experiencing the issue after this update, try installing the redistributable linked below.
    » Click on the following link to download the redistributable
  • Fixed a bug that was causing the End of Match screen to disappear very quickly in the Melee Arena game mode.
  • Fixed a bug were an incorrect faction would be displayed as the victor at the end of match screen.
  • Attempted fix towards a bug that sometimes causes players to spawn on a ship of the enemy faction whilst playing on the Naval Battlefield game mode.
  • Attempted fix towards a bug that sometimes causes an incorrect number of ships to appear in the spawn menu whilst playing on the Naval Battlefield game mode.
  • Fixed a bug that caused an incorrect faction icon to show in the top bar if you spectate a match without joining the round.
  • Fixed an error that was being outputted when hitting an enemy player.
  • Fixed an error that was being outputted when playing on Fort Salettes.
  • Fixed an error that was being outputted when playing on Caribbean.
  • Fixed a bug that allowed players to go inside the well on Fort Winston.
  • Fixed a bug that caused an incorrect particle to show when players hit a snowy terrain.

We’re working on the next update. Development on the artillery focused update is ongoing.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated! We’ll be pushing forward a hotfix for Game Version 0.17 before we head over to the next one. You don’t have to update your community game servers as this hotfix is backwards compatible with the previous update.



Changelog 18 - Game Version 0.17.6879.25959
    Bug Fixes
  • Solved an issue which prevented death and hit sounds from playing.
  • Solved an issue that was degrading client-side performance when a player starts swimming in the Naval Battlefield or Coastal Siege game modes.
  • Solved an issue that caused the enemy faction’s deaths not to be visible for the top five players at the end of match screen.
  • Fixed a bug that caused the text of players which achieved over 100 kills to be split into two lines during the end of match screen.

    Quality Of Life Additions
  • Your character will now continue to auto-run if you minimize the game. The escape menu will only become visible when you hop back into the game.

Look forward to the release of multiple rounds for the Melee Arena game mode next week.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated! Sticking to our promise to change the way we deliver updates, here’s another one. This time around we’ll be fixing issues that cropped up with the previous update. You’ll also be seeing various additions targeted towards balancing the new mechanics that were added into the game.



Changelog 17 - Game Version 0.17.6878.28706
    Game Balance
  • Reflective damage is no longer present on the Army Front official servers. You will not receive damage for striking or firing at a friendly player. You are still unable to strike or shoot through friendly players with melee weapons or firearms.
  • Melee strikes with muskets now deal more damage.
  • You’re now able to finish off an enemy player in a single strike if you correctly factor in the strike’s duration and the distance between you and the other player. You will also increase the damage you deal if you're running forward instead of backwards. Use the musket’s weapon reach to your advantage!
  • Melee strikes with swords now deal more damage.
  • Up strikes with swords are inherently more difficult to land but you’re now guaranteed to end your opponent in a single hit. Lunge attacks can also kill an enemy player in just one blow given that you properly factor in the strike’s duration, the distance between you and the other player and the momentum. Right, and left sword slashes are easier to land but you will not end your opponent in a single strike. Use the sword’s four-way attack directions to your advantage!
  • You are still guaranteed to kill opponents with a single strike if they are aiming or reloading.
  • The stun timer preventing you from attacking after you hit a friendly player, an object in the map or the ground with a melee weapon has been significantly reduced.
  • Rifleman now accumulate much fewer points for kill streaks compared to other classes.
  • Reduced the pulsating effect on the dynamic crosshair for all weapons.
  • Included an additional ladder leading to the top of the barn on Dutch Canals for balancing reasons.

    Quality Of Life Additions
  • Players now have the option to disable the dynamic crosshair through the ‘Game’ options. Once again, this has not changed the underlying shooting mechanics nor did they change with the previous inclusion of the dynamic crosshair.
  • The icon representing Infantry Officer class has been re-coloured from yellow to green so players can more easily distinguish between players in the server and their Steam friends.
  • We’ve included a unique icon for the Surgeon class. This is present on the minimap.

    Bug Fixes
  • Fixed a bug which caused certain players to be unable to join the round.
  • Fixed an issue which caused rounds in every game mode to end too quickly.
  • Fixed an issue that was being outputted when a player moved around. This was causing the game to briefly stutter.
  • Fixed a bug which was causing players to be unable to switch to another weapon or spawn without any weapons. This was also sometimes causing the hotkey for a particular weapon to be incorrectly assigned.
  • Fixed a bug were when a player fired with a Blunderbuss on a friendly player and reflective damage is enabled, they appeared multiple times in the kill feed.
  • Fixed a bug were when a player fired with a blunderbuss on a friendly player and reflective damage is enabled, they heard multiple hit sounds play on their person.
  • Attempted fix towards a bug that caused VoIP quality to degrade.
  • Fixed an error that was being outputted when a player joined the Melee Arena game mode as the time to start the round was ticking down.
  • Fixed an error that was being outputted due to the minimap.
  • Fixed an issue were players could sometimes see text overlaid in the spawn menu when playing on the Melee Arena game mode.
  • Fixed a bug which was causing kill streak bonuses not to work.
  • Fixed a bug that caused players to be able to only open one of the sides for various double-sided doors present in all maps.
  • Attempted fix towards an issue that allowed players to go outside the doors before they open in the Melee Arena game mode.
  • You are no longer able to jump on the towers in Watchtower Arena anymore.
  • Fixed an issue that prevented players from passing through one of the tunnels in Fort Salettes.
  • You are no longer able to go outside Fort Arena’s playable area.
  • Fixed an issue with one of the ladders on Fort Salettes clipping inside the fort.
  • Fixed an issue were you could clip inside walls on the Highlands map.

There’ll be more updates featuring bug fixes, quality of life improvements and other additions to address the feedback we received from our great community.

Just a heads up, multiple rounds for the Melee Arena game mode will be released next week.

Once again, thank you very much for your support and until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated. Sound the drums of competitive fervour as the much-anticipated melee combat update is here! Test your might in the all-new Melee Arena game mode with the improved combat mechanics.

Expect to see an end of match score breakdown screen to boast about your standing, a whole lot of server-side and bandwidth optimisations for smoother gameplay, configurable crosshair styles, new maps, reflective damage to encourage team play and more!

Check out our latest blog post for how we’re going to change the way we deliver updates and what’s next in line for Holdfast: Nations At War. We’ll also be going into detail about our future plans for melee combat mechanics. We’re not done just yet.

Before you have a read of our rather lengthy blog post, take a quick look at our release trailer for this update.

https://www.youtube.com/watch?v=7kY_xlsmrSs

Holdfast: Nations At War is now 30% Off for the duration of the Halloween Sale to celebrate the update’s release. It would be great if you can help us spread the word around about the sale to bring this genre of Musket Warfare games that we all love in the limelight. We want to continue strengthening the following behind the game as it grows and develops.


https://store.steampowered.com/app/589290/Holdfast_Nations_At_War/


Melee Combat! Game Mechanics
The 1st melee combat focused update is here! Direct improvements towards feinting mechanics, unrestrictive movement, new damage mechanics, fixes to a whole lot of glaring bugs which impacted high-level play and an unprecedented amount of underlying code-base iterations had to be undergone by the development team to make all of this a possibility.

Here’s an overview of what we’ve done for melee combat in this update.

- Fluidity & Responsiveness
As we were investigating various causes of what caused a severe lack of fluidity and responsiveness in the melee combat mechanics, we discovered several instances were an extra amount of delay was being added way over and above the player’s latency. Since the engagements are fast-paced, the delay will throw off the player breaking responsiveness. We made sure to tackle these issues during the development of this melee combat update.

Transitions between going from a block to a strike and a strike to a block were also improved upon. You can find more detail about this in the section detailing feinting mechanic changes.

There are a lot of factors that play into ensuring fluidity and responsiveness whilst engaged in melee combat. Everything from optimisations, sounds, animations and the mechanics that make this system work tie into one another. We’ve already gathered a few great ideas for what we can do to continue improving upon this in future updates.

- Movement
It wasn’t doing melee combat any good that as soon as you try to move backwards, you’re suddenly restricted to the walking speed. This was preventing players from being able to evade enemy strikes using this specific movement as well as ensured a very sudden death whilst engaged in melee with multiple opponents. There was no way for players to get out of a sticky situation and position themselves better before once again engaging their opponents.

Therefore, we’ve increased the rate at which you move backwards as well as while strafing. Movement still remains the same whilst moving and aiming or reloading.



- Glaring Bug Fixes. High-Level Play
It’s going to be a tad too long to list all the bugs that were previously present in the other game version’s melee combat mechanics. Players killing one another without an animation, strikes blending between one another whilst blocking becoming impossible to block, inconsistencies between strike speeds from the same direction, players speeding up when feinting between melee strikes and the list goes on.

Ensuring consistency is of the utmost importance for high-level play.

- Damage Mechanics
We’ve also changed the way damage works. Several modifiers that either increase or reduce your damage depending on how close the enemy is, the duration the strike stays in flight, the direction you are moving and if the other player is aiming or reloading will determine the number of strikes you have to land on your opponent before they meet their end.

It was specifically designed to provide players with an additional mechanic within the melee that players can learn and employ to kill their opponents more effectively. If done right, for instance, a musket can kill an opponent within two strikes.

Here’s an explanation of the various modifiers we’re using to calculate damage.

Base Damage - This defines the base damage a strike deals for each and every weapon depending on the direction the strike is coming from.

For instance, striking an opponent with an up strike from a sword to the player’s head will deal the most damage of all the strikes. Then we configure this value in a way were the right and left swings deal an equal amount of damage but less than that of the up strike and lastly, the lounge attack deals more damage than the left and right swings but less than the up strike. Up strikes with a sword are difficult to land, but if you do, you’ll deal enough damage to kill your opponent below two strikes.

Duration Multiplier - Then, the duration multiplier either increases or decrease the damage that you deal depending on how long the strike stays in flight. Slashing weapons aren’t affected as much by this multiplier.

Distance Multiplier - This multiplier either increases or decreases the damage that you deal depending on the distance between you and the other player. Don’t stay up close and ‘face hug’ other players if you want to end your opponent quickly. Stay a good distance away from your enemy as you slash or stab towards them.

Momentum Multiplier - Momentum. Striking while going forward will deal more damage than doing so while strafing or going backwards.

Fiddling Multiplier - If you spot an enemy aiming or reloading his firearm, be sure to hit him with your melee weapon. You can very easily end them with a single blow.

Damage by flag bearers has been significantly reduced. It is now used as a support weapon to keep enemies at a distance rather than it being the greatest offensive tool in the game. The flag bearer still retains his usefulness as a support class by buffing friendly players.

There will be several changes to balance out this new addition to melee combat as we progress forward with the development of Holdfast: Nations At War.



- Feinting Mechanics
Feinting mechanics offer an alternative way of landing a strike on an enemy by quickly changing your strike to another direction. Besides fixing a whole lot of bugs that were present in the previous version, we’ve also engaged with the community to figure out ways on how to make the mechanic feel more responsive.

One of the most significant changes is that you can now cancel a strike and change to another at any point during its ‘flight time’. There are two styles on how you can employ feinting as well.

Tap Feinting - If you tap between an attack and a block or a block to an attack to feint, you’ll get the most out of the mechanic. It is harder to get the right timing than the feinting style described below but you’ll be rewarded for it.

Hold Feinting - Players can also feint from one strike to another by holding left click then using the block button to switch from one direction to another. This is easier to employ than the style mentioned above but is less effective.

- Melee Related Game Options
We highly suggest that you customize the below settings to your liking to get the most out of melee combat. As the skill gap increases, even the slightest of differences will impact gameplay. All these adjustable settings can be found by going to the game’s settings then selecting the ‘Game’ tab.

Melee Combat Mouse Sensitivity - This mouse sensitivity slider has a direct impact on how fast your turn whilst meleeing.

Same Attack Sensitivity - This slider directly impacts the movement you need to make to switch between one block and another. We highly recommend you set this value to 1.

Melee Cam Distance - The camera distance when in melee combat. Some players prefer having this a bit further away or closer to the player whilst in melee. Adjust this to your liking from the Game options menu.

Auto Bayonet Switch - If this setting is turned on, you can go into melee mode from firing mode by pressing left click when equipped with a musket. Some players prefer having to always press the ‘X’ key to go into melee and this option allows you to do so.



- Hit Reactions & Stuns. Favouring The Blocker
We’ve spent a good deal of development time in this update ensuring that blocking is mechanically responsive. There were several instances in the previous updated which restricted the player from blocking which have since been removed. It is always best to favour the blocker.

With this update’s release, you’ll notice a hit reaction animation being played when your character receives damage. This serves as an indication that the next move you should be making is to block the opponents strike. Strikes will also no longer go through the terrain, other friendly players or objects in the world map.

Latency always plays a role in responsiveness. You’re better off hopping on a server that reflects the region you’re from.



- Hitboxes
We’ve also made sure to start looking into the hitboxes issues that sometimes occurred whilst engaged in melee combat. Development on solving the entirety of the hitbox issues is still ongoing but a great majority of your strikes should land pretty much on point.

It is highly recommended that you join a server that correctly reflects the region you are from. Hitboxes and even melee combat itself will feel less responsive as your latency (ping) increases.

- Optimisations
This is also yet another factor that impacts responsiveness on melee combat. Due to the unprecedented amount of changes done in this area, we decided to dedicate an entire section further down in our blog post specifically for this.

We’ve spent the last few weeks of this update’s development optimising the game server to reduce latency when a lot of players are in close proximity. Servers are now running at a solid framerate even when those glorious massive charges are happening.

We’d like to put our promises up front and once again state that our dedication towards continuing to improve upon the melee combat mechanics still stands. We’re on the lookout for community feedback. More on this up next.

Melee Combat! Future Plans
We’re not done just yet. We’ll be giving the community some time to get accustomed to the improved melee combat mechanics before once again engaging in another discussion to plan and design yet another melee-combat focused update. As always, the community will be involved in this process.

The introduction of secondary attacks to break an opponent’s block, increase the fluidity between certain animation transitions, looking into ways on how to further improve upon hitboxes, and increased damage when striking at an opponent’s back are some of the early suggestions that we’ve gathered on how we can continue improving on the mechanic.

If you have an avid interest in this mechanic, we highly recommend that you join in on our Discord. DM one of the developers or use the feedback channel to let us know your thoughts. We’ll be there listening to your feedback.

https://discordapp.com/invite/holdfastgame



Melee Arena Game Mode! Test Your Might
Charge into battle in the all-new Melee Arena game mode! You will only come equipped with a bayoneted musket or a sword as you attempt to fend off your enemies. Come up with new strategies on how to best your opponents before the arena gates open throwing you in a single-life team-based battle to the last man standing.

As the all-new arena game mode kicks off in its popularity, you’ll be seeing more and more maps designed for this specific purpose get into the game. For now, we have nothing less than 6 maps for you to check out!

Sacred Arena


Palisade Arena


Castle Arena


Watchtower Arena


Fort Arena


Garrison Arena


This game mode will also set a great precedent for us to continue refining melee combat when multiple opponents are engaged in a group fight. We’re also open to hosting servers in other regions depending on the demand.

We’re sure that having this mode support multiple rounds will come forward as a suggestion from our community. We’ve already started developing a system that’ll do just that. It’ll be introduced in a smaller update. You can have a read on how we’re changing the way we deliver updates further down below.

Melee Arena Official Servers
  • Anvil Game Studios Official EU4 - Melee Arena
  • Anvil Game Studios Official EU5 - Melee Arena
  • Anvil Game Studios Official NA4 - Melee Arena
  • Anvil Game Studios Official NA5 - Melee Arena

End of Match! Boast About Your Standing
What greater way is there to reward those players who have been investing a lot of time and effort into refining their skills than to have their names displayed at the very top? We’ll be providing you with a damned great way to boast about your standing.

The top five players at the end of every match will find their names neatly presented in a dedicated screen when the match ends. If you didn’t do well enough to find yourself placed amongst those few, we reserve a dedicated section to inform you of your standing for that particular match.

Oh yes, indeed. You will be able to find this screen present at the end of the match of each and every game mode in the game. Army Assault, Army Deathmatch, the new Melee Arena, Naval Battlefield and all the other modes in the game. It’ll certainly become a very handy tool for competitive play.



Linebattle Maps. Various Sizes
Along with the addition of Grassy Plains 3 (L), we’ll be introducing two new other variations of plains maps in this update. The regimental community expressed that the existing plains maps weren’t suitable for regiment vs regiment line battle play due to their sheer size so we’ve designed two smaller variations to rectify this. Snowy Plains 1 (S) and Desert Plains 1 (S) are now playable in the game.

Grassy Plains 3 (L)


Desert Plains 1 (S)


Snowy Plains 1 (S)


Reflective Damage. Team Play
In an effort to encourage more team play on public servers, we’ve introduced a system that inflicts a certain amount of damage to the aggressor when hitting a friendly player with melee weapons or firearms.

We’ve also made sure that reflective damage is configurable through the server configuration file so players can host events with the settings that suit them best. You can either completely disable reflective damage or adjust the reflective damage received to a value of your liking.

We’re sure that players will find the chances of getting shot at reduced whilst engaged in a melee combat duel or a group fight as a welcoming addition.



Servers. Performance Optimisation
Optimisations are of the utmost importance to ensure smooth gameplay. The team here has spent an unprecedented amount of time and effort during this update’s development optimising bandwidth to improve responsiveness, solving performance issues with 3D VoIP and improved its quality while we were at it, plugging leaks which were causing server-side performance to degrade over time and re-writing various parts of the code-base for game servers to run more efficiently.

We’ve also done a lot of work to fix performance issues with servers when a lot of players are in close proximity. It’ll certainly come in handy for those maps designed with the intent of promoting closer engagements. Not to mention the glorious all melee charges during line battle events.

We’re fully aware of the importance of optimisations. Development on this will be ongoing throughout Holdfast: NaW’s full release.



Changing The Way We Do Updates. Feedback
We’ve heard time and time again that the community would like updates delivered in smaller but more frequent batches. Don’t you worry however, we’ve gone ahead and done something about this as well!

We’ve optimised our development pipeline to allow for more flexibility. For instance, while development on a time-consuming update is taking place we will fill those gaps up until its release with other updates containing new maps, quality of life and other smaller additions to keep a constant flow of content going into the game. We will also be hosting more public BETAs leading to those larger game update releases.

The content being produced by our development team will be delivered more efficiently. This was also a necessary step forward for us to make sure that we can grow the team even more so than our recent introduction of ‘Wrexial’ and ‘PingPong’ as the following behind the game grows larger.



What’s Next? Artillery Mechanics
We’re going to stick to our plans and focus on artillery mechanics for the upcoming major update. Moveable artillery pieces, a new class and additional shot types are but some of the things that you’ll be seeing introduced. It’s going to be a blast developing this update.



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 16 - Game Version 0.16.6874.36461
  • Melee Combat! Direct improvements towards this core mechanics of the game. More work will follow on this mechanic in a future update based on community feedback.
    » Improvements towards feinting mechanics, unrestrictive movement, new damage mechanics, fixes to a whole lot of glaring bugs which impacted high level play and more.
    » Read the 'Melee Combat! Game Mechanics' section further above this blog post for an in-depth explanation.
  • Melee Arena Game Mode! Come up with new strategies on how to best your opponents before the arena gates open throwing you in a single-life team-based battle to the last man standing. Melee weapons are your only arsenal.
    » 6 maps specifically designed for melee arena.
    » Input the following parameters to host these maps on your community server: map_name palisadearena, fortarena, castlearena, sacredarena, watchtowerarena or garrisonarena.
  • End Of Match Screen! Strive for the very top before the match ends to boast about your standing.
  • 3 New Line Battle Maps! Grassy Plains 3 (L), Snowy Plains 1 (S) and Desert Plains 1 (S).
    » Input the following parameters to host these maps on your community server: map_name grassyplainsiii, snowyplainssmall or desertplainssmall.
  • Reflective Damage. In an effort to encourage more teamplay on public servers, we’ve introduced a system that inflicts a certain amount of damage to the aggressor when hitting a friendly player with melee weapons or firearms.
    » Input the following parameters to configure reflective damage. Setting the value to 0 will completely disable reflective damage: damage_split 0 to 100.
  • Server Optimisations! Ensure servers remain stable when a lot of players are in close proximity. Plugged several leaks which were causing server performance to degrade over long periods of run time.
  • 3D VoIP Quality & Optimisations! We’ve optimised various instances which were causing performance to degrade when players used 3D VoIP. We also updated the coded being used to transmit voice while we were at it to improve its quality.
  • You can now switch back and forth running and walking while reloading and aiming.
  • The bullet trajectory will now originate from a correct position when firing in third-person. This will solve various instances which caused players to un-intentionally kill friendly team mates when standing in a line formation and firing in third-person.
  • You will now find a counter in the ‘Round Players’ panel that counts the number of players depending on what you input in the search bar. This will surely be of help to all of those event hosts when balancing teams before an event starts.
    » Input the regiment’s tags in the search bar and you’ll get the exact number of players attending an event from that particular regiment.
  • Customisable Crosshairs! This updates also bring with it the much-requested crosshair customisation. Go to the ‘Game’ settings menu to adjust the colour of your crosshair, select a crosshair style to your liking or even adjust its transparency.
  • Dynamic Crosshairs! You will now find that the crosshair pulsates as you move around with your character whilst aiming. Stand still to get the most out of your shooting.
  • Fixed a bug which caused the crosshair to flicker when crouching.
  • We’ve included a run and walk stance indicator underneath the player’s health bar. This will aid regiments keep their men in line whilst in formation.
  • You will now find the Infantry Officer class being displayed with a unique icon in a different colour to distinguish it from the rest.
  • The size of the compass bearings have been increased.
  • Players will now find a latency indicator above the health bar to the top left.
  • The default chat channel is now set to ‘All’ instead of ‘Team’ making it easier for new players to communicate.
  • We’ve now included several messages in the spawn menu to inform players why they cannot spawn. Be it if the faction is full, all class slots have been taken and various other instances.
  • Fixed a bug that was making the ‘Join Round’ button found in the spawn menu difficult to click on. This was also preventing players from selecting certain shouts in the ‘Voice Acting Panel’.
  • Fixed an issue which caused the ‘Back’ button in the faction selection screen to be difficult to click on.
  • An additional tip has been included in the game informing players that they can auto run by pressing the ‘Num Lock’ key.
  • You can now reduce your mouse sensitivity below 0.50 from the ‘Game’ options menu.
  • Download size for updates following this one will be significantly smaller in size. As we’re going to be changing the way we deliver updates, this was a necessary step forward.
  • We’ve included a large and small indicator behind each and every plains map in the game so players can easily distinguish the size.
  • Server administrators are now able to set a server to either use high accuracy or low bandwidth through the server configuration file. We recommend that you set your melee focused server to high accuracy for increased responsiveness in competitive scenarios.
    » Input the following parameters in the server configuration file: network_broadcast_mode lowbandwidth or highaccuracy
  • Changed the text used in the ‘F1’ console to make it significantly more readable. This font now also supports various languages other than English.
  • New sword and hit reactions animations to compliment the melee combat update. We are open to take a look at the musket animations as well depending on the feedback we receive from our community.
  • Fixed the position of the sword.
  • Fixed a variety of issues specifically related to fist combat.
  • Attempted fix towards an issue that causes other players to appear to be stuck in an animation.
  • Changed the text style of the ‘Join Other Server’ and ‘Refresh’ buttons in the server browser.
  • Palisade Arena, Fort Arena, Castle Arena, Sacred Arena, Watchtower Arena, Garrison Arena and Canyon now support all of the Army Front game modes. Conquest, Battlefield, Assault, Melee Arena and Deathmatch.
  • More defences have been added on Dutch Canals, Highlands, Sharpton and Spanish Farm near the capture points on the Army Conquest game mode.
  • Rotated one of the stairs on Fort Winston leading up to its walls for balancing purposes.
  • We’ve introduced more ladders leading to the right side of the fort as well as other locations when Fort Salettes is being played on the Army Battlefield game mode.
  • You’ll now find more defences placed near the mortars in both spawn locations on Fort Winston.
  • Fort Salettes has undergone several balancing changes when played on the Army Siege game mode.
  • Placed another artillery battery on Fort Imperial to cover more of its blind spots. An additional secondary capture point has also been added to the map.
  • Fort Salettes have been optimised to improve frame rate.
  • Fixed an issue with a texture flicker on one of the gates used on several maps.
  • Attempted fix towards a bug which caused players to fall underneath the terrain on Fort Salettes when the doors open.
  • Fixed issues with incorrectly placed rocks on Desert Ruins.
  • Fixed several instances were you could fall through the firing slits on Fort Salettes.
  • Fixed an issue were you didn’t move smoothly up the planks near the attacker’s spawn point on the Army Siege game mode whilst playing on Fort Salettes.
  • Fixed an issue with incorrect looking textures on the furnace found in Fort Salettes.
  • Fixed several instances of floating props on Fort Salettes.
  • Improved the looks of the main entrance area on Fort Salettes.
  • Changed Fort Salettes’ loading screen to display more of the area were combat takes place.
  • Fixed several errors being outputted on Fort Imperial.
  • Fixed several errors being outputted when Crosshills is being played on the Army Conquest game mode.
  • Fixed an instance with stretched textures on Fort Salettes.
  • Fixed an issue with players floating in the air when moving above a set of rocks on Snowy Plains 3 (L).
  • Fixed several instances of floating props on Fort Schwarz when its walls are destroyed.
  • Fixed several instances with objects disappearing when looking through small holes on various maps.
  • Optimised the lanterns present on most maps in the game.
  • Optimised all the trees in the game for better framerate.
  • Fixed instances on Palisade Arena were particle effects didn’t appear when hitting objects on the map.
  • Players can now more easily move up the stairs on Fort Winston.
  • Increased the distance players can roam around when using the free-flight camera on Palisade Arena.
  • Fixed an issue with the starting position of the free-flight camera on Grassy Plains 2 (L).
  • You now spawn facing the correct side on Fort Imperial.
  • Fixed an issue with Desert Plains playing an incorrect set of ambient sounds.
  • Fixed instances with incorrect spawn icons appearing on Tahir Desert whilst played on the Army Conquest game mode.
  • Fixed errors being produced when players moved around specific areas on the Training Grounds map.
  • The ‘holdfast_naw_public_servers’ folder listed in the server documentation now contains an updated collection of pre-set server configuration files. Rotations for line battle events, the new Melee Arena game mode and much more.

Once again, we would like to extend our heartfelt thanks to all the regiments and indeed the entirety of the community for their support. It has been great listening to your feedback as we developed the melee combat update and are looking forward to more.

We’re working on the next one. Until next time, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Holdfast: Nations At War has been updated. As Game Version 0.15 hits the decks, it’s going to bring with it some long-awaited fixes to the naval and coastal combat scenarios. The Army Front servers are also making a comeback! Battlefield, Conquest and Siege all in one rotation.

New maps, a massive number of bug fixes, performance optimisations, stability and more! Check out the blog post for more about our plans for the next update.

Army Front! Multiple Game Mode Servers
Want to have a go at playing a variety of different game modes? We’re re-introducing the Army Front official servers! Capture strategic objectives in Army Conquest, Breach fortifications in Army Siege and fight to the last man in the Army Battlefield game mode.

Whilst working hand in hand with our community, we’ve re-designed the Army Conquest game mode. Multiple changes to both the selection of maps rotating on the Army Front servers and the game modes they are played on have also been set up based on feedback.

Here’s some of the feedback we’ve acted upon.
  • Reduced the number of capture points on every map. Players were previously too spread out.
  • Base spawns are now uncapturable. This will ensure that players in the server always have a position to spawn on.
  • Significantly reduced the number of players that can spawn on a captured point. Captured points were almost impossible to re-take since the entire team could spawn on that more advantageous forward position.
  • We’ve placed more defensive emplacements around capture points to make them easier to defend now that the number of players that can spawn on a specific location has been significantly reduced.
  • Increased the points gathered when capturing a flag from 50 to 150.
  • On the Army Front official servers, you will never find Desert, Grassy or Snowy Plains maps being played on the Conquest game mode.
  • We’ve reduced the number of reinforcements on the Army Battlefield game mode for last stands to occur more frequently.



Naval Combat! Set Sail Once Again
Most of the issues that have been plaguing the naval and coastal combat scenarios are now over and done with! You should no longer be experiencing any graphical issues or desynchronization whilst playing these game modes. We’ve also solved various instances that previously forced players to close the game on map load.

The only class equipped with a spyglass on deck was the Captain. Most of the time this fellow is busy steering the ship and there was no other class which could properly take the role of a spotter. To counter this, we’ve now assigned a spyglass to the Adept Sailor.



3 New Maps! CQB, Siege & Plains
3 new maps unique in their playstyle from one another. Breakthrough multiple layers of defences and capture Fort Salettes on the Army Siege game mode. If you’re looking for some close-quarters action, then check out this map on the Army Battlefield game mode.



Fort Schwarz. This fortification is entirely destructible! Take control of the artillery battery and pour lead into its walls to topple them down.



We’ve also included yet another variation of the existing plains scenes with Snowy Plains 3. The community can always make use of a line battle map.



A Whole Lot of Bug Fixes & Optimisations
Before we entirely indulge ourselves in the melee combat update, we wanted to do away with some of the gritty issues that were unnecessarily degrading performance and fix various bugs within the game.

If you’re interested in reading a rather lengthy list of our development in this area, be sure to check out the changelog down below.

There’s a dedicated channel on our Discord if you’d like to make us aware of any issues you’ve faced whilst playing the game. Post in the ‘bug-reports’ channel and we’ll get back to you.

Join The Holdfast Discord!



Community Servers. Permanent Fix
After the release of the Prussian update, some community servers were failing to properly authenticate with Steam and appear empty in the lobby once launched. In this update, we’ll be releasing a permanent fix to this solution. You no longer have to apply the Hotfix that was previously present on the BETA branch to get your server back up.

ATT. Server Hosts
We highly advise that all server hosts switch over from the BETA branch to Live and apply the recent update. Since there’s been a lot of underlying changes, you should make sure to remove the previous game files download through Steam before copying the new ones over. This will ensure that the server remains stable.

The ‘holdfast_naw_public_servers’ folder now includes the new DLL files and VapuriLoadTester helper program. You need to copy these over as well.

Here’s a link to the folder for ease of access.

Download



Growing The Team. More Developers
It won’t come as a surprise to most that we’re growing to team as we’ve already announced our intent in the previous blog post. Be it improvements on melee combat, cavalry, player-built defences, new artillery mechanics or any other feature that you’d like to see in the game, they all require the expertise of a game programmer.

Today, we’re pleased to officially announce that Alistair ‘PingPong’ Azzopardi has joined the team as a Game Developer (Programmer) bringing us to a total of 3 programmers working on a full-time basis.

Dylan ‘Wrexia’ Abela taking the role of a Senior Game Developer (Programmer) has been with us since the 13th of August. After pushing forward some fixes we had planned for this update, he’s now focusing on melee combat improvements.

A big welcome to both of these good chaps! You’ll be hearing more details about what they have been up to in our future blog posts. Our sights are already set on the next update.



What’s Next? Melee Combat Improvements
Now that we’ve closed off Game Version 0.15, we’re placing our sole focus on the next one. Game Version 0.16 will be bringing with it a variety of improvements to melee combat mechanics. We’re well aware that this mechanic is at the heart of our community and we want to give it the proper attention it deserves.

The community will be deeply involved throughout this update’s development with multiple BETAs being hosted as we progress towards a full release. If you have an avid interest in all of this and would like to give us a helping hand with feedback, please do hop in on our Discord. We’d love to hear what you think!

Join The Holdfast Discord!



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 15 - Game Version 0.15.6817.29831
  • Army Front! Various improvements to the Army Conquest and Army Battlefield game modes based on community feedback.
    » Reduced the number of capture points on every map. Players were previously too spread out.
    » Base spawns are now uncapturable. This will ensure that players in the server always have a position to spawn on.
    » Significantly reduced the number of players that can spawn on a captured point. Captured points were almost impossible to re-take since the entire team could spawn on that more advantageous forward position.
    » We’ve placed more defensive emplacements around capture points to make them easier to defend now that the number of players that can spawn on a specific location has been significantly reduced.
    » Increased the points gathered when capturing a flag from 50 to 150.
    » On the Army Front official servers, you will never find Desert, Grassy or Snowy Plains maps being played on the Conquest game mode.
    » We’ve reduced the number of reinforcements on the Army Battlefield game mode for last stands to occur more frequently.
  • Naval Combat! Set sail once again. A multitude of fixes to further stabilise the naval and coastal game modes.
    » Fixed an issue that produced several graphical bugs when aiming with a cannon aboard ships, swimming or standing near a shoreline. This would sometimes appear as a green flickering screen or underwater splashes.
    » Fixed an issue that caused the camera to flicker severely when sailing a boat, a ship or sitting on a rowboat.
    » Fixed an issue on the Naval and Coastal Siege game modes were the textures turned black forcing the player to re-join the server.
    » Fixed an issue that caused players to desynchronize forcing you to close the game whilst playing on naval or coastal scenarios. Players would appear to be floating above ships or become invisible when this bug occurred. This specific problem also caused a variety of crashes to occur.
    » Fixed an issue that caused the map to stop loading on the naval and coastal game modes.
    » Fixed an issue that was causing performance to periodically plummet whilst playing on maps were water, rivers or the ocean is present.
    » Fixed an issue with the spawn menu background on naval and coastal maps appearing white.
    » Fixed an issue on the naval and coastal game modes that caused some of the spawn locations on ships not to be present after the map loaded.
    » Fixed an issue on Coastal Siege were rowboats were being respawned when destroyed. This severely degraded the server’s performance.
    » Fixed an issue were the Naval Battlefield game mode resulted in a draw if an equal number of ships were sunk before the round ends. When this occurs, the number of crewmen killed during a round will now determine the winner instead.
    » Fixed an issue in the Naval Battlefield game mode were no messages appeared if no crewman were killed or ships have been sunk and the round ended.
    » Spotter. You can now equip a spyglass if you spawn with the Adept Sailor.
  • 3 new maps! Fort Schwarz, Fort Salettes and Snow Plays 3. Now playable on the Army Front official servers.
    » Input the following parameters to host these maps on your community server: map_name fortschwarz, map_name fortsalettes or map_name snowyplainsiii.
  • Fixed an issue were Steam failed to authenticate when launching a community server causing them to appear empty in the lobby.
  • We’ve performed a minor game engine upgrade in order to solve the Steam authentication issues with community servers.
  • You will now find a refresh button at the very bottom of the server browser. This will come in especially handy for those players that sometimes experience issues with not seeing servers in the lobby.
  • The official servers in the ‘Join Other Server’ panel have been updated. You can make use of this panel if you ever face any issues with servers not appearing in the lobby.
  • In the Settings menu, the ‘Blend Weights’ option has been renamed to ‘Animation Quality’. If you’re playing on the lower settings and are looking for better character looks with relatively no performance impact, you can adjust this setting.
  • Fixed an issue that caused players to quickly turn 360 degrees after they shot with a pistol, rifle, musket or a blunderbuss. You will now also experience recoil whilst moving your weapon and firing.
  • Fixed an issue which caused a server to crash whilst capturing flags on the Army Conquest, Army Siege and Coastal Siege game modes.
  • Your screen will no longer flicker when you stand in the way of a door that is opening or closing.
  • Fixed an issue were the compass didn’t rotate when you look around using the tilde key.
  • Fixed an issue with an error being outputted when Stereo Mix isn’t enabled and no microphone is plugged in. This was severely degrading performance.
  • Fixed an issue with localisation were you could previously ‘Turn On’ a door. Brilliant, right?
  • Fixed a miss-type on the British emblem. These emblems are visible on the victory screen.

  • Fixed an issue with localisation for the Prussian faction in the scoreboard. Kingdom of Prussia.
  • Fixed a spelling mistake that appeared when the Prussians won the round ‘The Prussians Are Victorious’.
  • The game now takes less disk space. Comparatively, we’ve managed to reduce the game’s file size by around 3 Gigs.
  • Increased the spawn limits for the defenders on Coastal Siege.
  • We’re now directing logs for the actions done by server administrators to a separate log file for organisational purposes.
    » The following entry can be placed in the batch file before launching the server to direct the admin log file to your desired location: --adminCommandLogFilePath "Path Goes Here”
  • Fixed an exception that occurred on map load and was severely degrading performance over longer periods of playing hours.
  • Fixed multiple warnings being outputted after the map loads and artillery was present. This was severely degrading performance over longer periods of playing hours.
  • Optimised and fixed a variety of issues being caused by shaders.
  • Fixed an issue were if two players with the same name join a server, it caused an exception to occur.
  • Fixed an issue with one of the ground textures not producing footsteps sounds. This texture is used on a variety of maps.
  • Fixed an issue with localisation in the Army Battlefield game mode when the Prussian reinforcements depleted.
  • Fixed an issue with 3D VoIP. This was degrading performance over time.
  • Removed unnecessary logs from the server upon launch.
  • Fixed an issue that sometimes caused the server to be launched as our development version. This was degrading performance.
  • An attempted fix towards an issue that is sometimes caused when a player is carrying an artillery shot. This was degrading performance.
  • Fixed an issue which caused Army Conquest to be played as a single life game mode if you switched from Army Assault to Army Conquest.
  • Fixed an issue were the map took longer to load from the server when switching between different game modes.
  • Fixed an issue that caused the wrong factions to appear in the top bar if you spectated another player or used the free-flight camera.
  • Fixed an issue on the Training Grounds map which prevented players from using the field guns.
  • The stone bridge on Arendan River is now wider. You’ll also find more objects to take cover behind on the bridge itself.
  • Fixed an issue with one of the houses not casting shadows on Arendan River.
  • An attempted fix towards an issue which caused players to bug underneath the fortification on Fort Christina.
  • You’ll now find more objects on Desert Ruins serving as additional cover.
  • Fixed an issue with some of the doors on Sharpton spawning wood of the wrong colour when destroyed.
  • Re-added Conquest game mode support for the Training Grounds map as this was causing some community servers to crash.
  • Fixed an issue were players could get stuck inside the chimney on Linburg.
  • Dutch Canals has received further optimisations.
  • The fences on Dutch Canals have been lowered so they’re easier to jump.
  • Fixed a variety of mesh related issues on the ruin models present on Tahir Desert and Desert Ruins.
  • Fixed an issue were one of the doors on Martello tower appeared to be floating.
  • Fixed lanterns floating on Linburg.
  • Fort Winston now officially supports the Siege game mode.
  • Fixed an exception that was being outputted on Fort Winston. This was degrading performance.
  • Fixed an exploit on Tahir Desert which enabled a player to shoot from inside one of the walls near the ruins.
  • You can now pass through one of the shallow lakes on Black Forest. It is no longer blocked off.
  • Fixed an exploit on Linburg that allowed players to jump underneath the water.
  • Fixed an issue on Fort Imperial which caused one of the textures on the destructible models to appear black.
  • More chairs and benches on Fort Christina are now sitable.
  • Fixed an issue with capture points not appearing in alphabetical order on some maps whilst playing the Army Conquest game mode.
  • Fixed an instance were errors were thrown on the server whilst it is running the Open Waters map. This was degrading performance.
  • Fixed an issue with the 8-Gun Schooner throwing errors on the server when it was being destroyed.
  • Fixed an issue on Arendan River were the pikes were clipping through one of the sandbags.
  • Fixed an issue on Grassy Plains 2 were one of the sandbag textures appeared to be black.
  • Fixed an issue with a sound not being outputted when destroying one of the objects on Fort Imperial.

We’re looking forward to get working on the melee combat update! With a rather exciting time ahead of us, we’d like to end this blog post with a huge thanks to Pierre from the 59th and Starblazer from the 63e for their game level contributions, to the entire community and to all of those good folks that joined us in the BETA tests.

Thank you for your support and as always, may good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Now that everything is set in stone, we have a rather exciting announcement to make regarding the future of Holdfast. We’re growing the team! This will be integral towards bringing the game out of Early Access with bigger, more content-filled updates.

Having to take care of expanding the office space, recruiting new individuals and the upcoming update, has resulted in an extremely busy month for everyone at Anvil Game Studios. We’re sure that you’d love to hear more details about our plans and what we’ve been up to.

Growing The Team! Game Programmers
Starting with the most exciting recent announcement, we’d like to give you a better insight into the changes that’ll be happening to our programming department. Melee combat improvements, cavalry, player-built defences, new artillery mechanics and any other feature that you’d like to see in the game all require the expertise of a game programmer.

On the 13th of August, a Senior Game Developer (Programmer) - Dylan ‘Wrexia’ Abela will be joining the team. He’s been working in the industry developing games for over five years and we’ll be sure to put his experience to good use! He’s an awesome chap to hang out with as well.

There’s going to be yet another addition to the same department coming soon! We’re currently in the process of recruiting a Game Developer (Programmer) bringing us to a total of 3 programmers working on a full-time basis. We already have plenty of prospective individuals that we’ll be conducting interviews with this Monday.

Dylan ‘Monroy’ Vassallo has taken a step backwards from development by switching from working on a part-time basis to freelance. He’s doing this to further his studies. The team here would like to wish him the best of luck with his master’s degree! Monroy will be taking the role of mentoring new Game Developers to hasten productivity.

Walentin ‘Walki’ Lamonos, a Level Designer who works remotely from Germany will also be joining us for a few weeks during this month. Truly exciting times ahead of us! Here’s a look at the renovated office space to house the new folk that’ll be joining the team.







Game Updates. Our Plans
Growing the team is all well and good but some might pose the question of what our plans for the near future in terms of game updates are. We’ve been listening very closely to feedback from the community and we’re sure that what we have planned will please the good majority.

After we release the upcoming update aimed towards solving the most pressing bug fixes, game stability, 3 new maps, a minor game engine upgrade which was necessary to bring the community servers back online and other additions focused on performance optimisations, all we’ll be working on is melee combat. We’ve done our first Closed-BETA test for the upcoming update during the previous week and things have been progressing well in preparation for its release.



Right after the release of the upcoming update, we’ll place our sole focus on melee combat mechanics. The community will be deeply involved throughout this update’s development process with multiple BETAs being hosted as we push forward improvements towards this mechanic.

Andreas ‘Dreas’ Grech has already taken care of a substantial amount of the work required to solve the hitbox issues that players experience whilst engaged in melee combat. Even though this is the most pressing issue, we will be doing much more in relation to this mechanic during this update as we are aware that it is at the heart of the community. To name a few others, we’ll be nerfing the melee damage dealt by flags and looking into improving feinting mechanics.

It has been a long road to come up to a point where we’re able to push more updates towards melee after we improved blocking responsiveness. We’re doing our best to finish the upcoming update as soon as possible so we can head off to the much-anticipated melee combat update.

If you have an avid interest in this mechanic and would like to give us a helping hand with feedback, please do hop in on our Discord. We’d love to hear what you think!

https://discordapp.com/invite/holdfastgame



Even though this will spoil the surprise a tad, here’s a look at the artillery class that will be introduced in an update focused on artillery mechanics after we finalise the melee combat improvements. We’ll be introducing new shot types, moveable artillery pieces, shot bounce and more.



To sum everything up, we’ll first finalise the upcoming update, then head over to melee combat and after that, we’ll start developing an update focused on artillery mechanics. We’ll also slot in performance optimisations and quality of life improvements as we go through the development phase of an update. We haven’t forgotten about team-balancing functionality as well.

There’ll be much more coming to the game besides what we’ve mentioned here before the game leaves Early Access.



Let’s get into what we’ve been working for the upcoming update. Most of the team have been busy here with recruitment and renovating the office space but we’ve got plenty of things done already.

Andreas ‘Dreas’ Grech - Lead Programmer
Besides the on-going work on hitbox issues for melee combat that will be released after the upcoming update, he’s been looking into various ways to improve stability as well as solving some of the more pressing bug fixes.

First and foremost, he performed a minor game engine upgrade which was necessary to bring the community servers back online. A hotfix for this has already been released and will be present in the upcoming update. Dreas then solved an issue which caused players to start floating around and de-synch during naval combat scenarios, a graphical bug that caused the screen to flicker when a player touches the water, reduced the game’s files size, solved various issues with language localisation and spelling errors, yet another bug that stopped the map from loading forcing players to close the game, solved a variety of instances with 3D VoIP which impacted client-side performance and more.

Be sure to check out the entire list of changes in the upcoming update’s blog post.



Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been polishing maps from our level designer and the community to make sure that they’re done and ready for release. He’s also been re-designing the Conquest game mode based on community feedback. You’ll now find fewer capture points present in this game mode so players are less spread out on every map.

Walentin ‘Walki’ Lamonos - Level Designer
In the upcoming update, you’ll be able to check out two new maps designed by Walki. Inspired by a historical fortification, Fort Salettes will be one of the largest siege maps to be released in the next update. The attackers will have to break through multiple layers of defences and capture them as they reach the main objective. When an objective is captured, the entire team will be able to spawn on it.



Causeways is a map designed for the Army Battlefield, Conquest and Assault game modes. The map features plenty of open places where players can fight in formation.



By The Community - Creations
This time around Pierre from the 59th Regiment of Foot decided to go for something different from the Blackforest map that was introduced along with the release of the Prussian faction. Fort Schwarz is a destructible fortification playable on the Army Siege, Conquest and Battlefield game modes. It will be available in the next update.



A line battle map designed by Starblazer from the 63e is currently undergoing its polishing phase by Rycon.

Once again, we would like to extend our heartfelt thanks to the brilliant Holdfast community for their support. It’s been a daily pleasure of ours seeing the community grow and prosper, and we look forward to more. You can rest assured that we’ll deliver on our promise.

May good health be yours.

- Anvil Game Studios
Holdfast: Nations At War - AGS | Refleax


Brace yourselves as Holdfast: Nations At War has just received one of the largest content updates to date. The much-anticipated Prussian faction is here! Muster the men and march once more for the glory of the King. Make sure to fill those ranks with new recruits as Holdfast is now 35% Off for the duration of the Steam Summer Sale.

There’s a whole lot more to look forward to besides the Prussians. A re-designed spawn menu user interface, interchangeable faction spawn positions, multiple game mode servers, interactable doors, more maps to explore and we will also be adding two new additions to the Coast Guards!

Check out the trailer.

https://www.youtube.com/watch?v=kKXQNiG-CR4
It would be great if you can help us spread the word around about the sale to bring this genre of Musket Warfare games that we all love in the limelight. We want to continue strengthening the following behind the game as it grows and develops.

https://store.steampowered.com/app/589290/Holdfast_Nations_At_War/?snr=1_5_1100__1100

We’ve also finalized development on the game engine upgrade which was quite the hefty task. You’ll be seeing improvements on melee combat mechanics get into the game after this update. The community will also be heavily involved in our testing so be sure to join us on Discord if you’d like to participate.

Join The Community Discord!

Prussia Released! For The King
A big cheer for the King! Head into battle with the all-new Prussian faction as they are now available to play in Holdfast: Nations At War. Cheers, shouts, insults and a plethora of German voice acted orders, brand new uniforms for each and every class and most importantly, new fife and drum tunes to make your presence well known throughout your conquest.

This faction was voted in by the community with an overwhelming majority. It has truly been a pleasure of ours designing and developing the Prussians. Here’s a look at all the uniforms.

Infantry Officer
Role: Command



Line Infantry - Colberg
Role: Offense



Line Infantry - Freikorps
Role: Offense



Light Infantry
Role: Offense



Guard
Role: Offense



Flag Bearer
Role: Support



Drummer & Fifer
Role: Support



Marching Tunes
  • Althessischer Reitermarsch
  • Der Dessauer
  • Heil dir im Siegerkranz
  • Hohenfriedberger Marsch
  • Yorkscher Marsch
  • Pariser Einzugsmarsch
  • Preußischer Lockmarsch
  • A Drum Roll
Rifleman
Role: Offense



Surgeon
Role: Support



Carpenter
Role: Support



Do go and check them out! The Grenadier class will be introduced at a later stage.

Faction Spawn Positions. Interchangeable
There are plenty of players who are particularly adamant about always joining one particular faction. Be it for better or worse, they only get to see one side of the map. That will all be changing in this update however.

For all those event administrators out there hosting competitive events, you should note that this functionality is supported on all existing game modes including Army Assault. We’re certain that it’ll become a very useful tool. You can find instructions on how to set your server up further down below.



British Coast Guards. New Units!
Ever wanted to defend as the British Coast Guards in the Coastal Siege game mode? Now you can! Since the initial faction spawn positions are now interchangeable we thought that it would be an opportune moment to make these units available to play in the Coastal Siege game mode.

Coast Guard
Role: Offense



Customs
Role: Offense



Spawn Menu User Interface. Re-Designed
One of the first major improvements that players will immediately notice from the old user interface is that it, of course, looks significantly better! A truly marvellous job done by Cameron, our UI Designer on the design. This new spawn menu user interface will also be used to provide players with more information on the class they are playing in a future update.



We are also now displaying a randomised set of ship names with the new user interface so you can easily distinguish which ship to spawn on if you’re playing with your crew mates. On a side note, we haven’t forgotten about some of the issues that occur whilst playing on naval maps. They’re on our to-do list for fixes after the melee combat improvements.



2 New Maps! Linburg & Black Forest
We’ll also be introducing a couple of new maps with this update. Strive for dominance over the fortified village in Linburg with plenty of possibilities for flanking manoeuvres or take the fight on the open plains in Black Forest.

Linburg


Black Forest


Expect to hear more of this from us in our blog posts as we have quite a few maps soon nearing completion! Until then, you can check the new maps out on the official servers.

Game Engine Upgrade & Melee Combat
Holdfast: Nations At War is now running on the latest version of Unity 2017! Development on the upgrade has been one of the largest undertakings that the team has embarked on to date with a code base of over 150,000 lines of code receiving iterations to make this all possible.

The engine upgrade has been our sole and primary focus during the past month. “Why spend development time on such a time-consuming undertaking?”, you may ask. We have promised our community that we will improve upon melee combat during our Early Access release and this was a necessary stepping stone towards that.

New technologies in the upgraded game engine will allow us to further refine player movement and solve the discrepancies with ‘hitboxes’ - Development on this is currently ongoing and will continue to be given the highest of priorities. As soon as development on the player movement re-design is finalized, we’ll make it available on the BETA and work with our community to polish this mechanic.

Once again, be sure to join us on our Discord if you’d like to participate.

Join The Community Discord!



Army Front. Multiple Game Mode Servers
Playing the same game mode can sometimes become a bit stale and rightly so! The community suggested that we host official servers with different game modes in a server’s rotation and we’re doing just that.

Would you like to play the Army Siege, Army Conquest and Army Battlefield game modes without having to switch between servers? Join one of the Army Front official servers in both EU and NA to do so.



Interaction. Openable & Closable Doors
Albeit a relatively minor feature when compared to the rest in this update, we thought that it would be ideal to provide players with the functionality to open and close doors for fortifications, houses and other structures. The more things you can interact with on every map, the better.



Community. Crews & Regiments
Crews and regiments (clans) host weekly events where they follow the rules of engagement relevant to the Napoleonic era. It is a delight of ours seeing servers fill up to the brim with players, as regiments battle in formation.

You should definitely consider participating in one of these events. Head over to the link down below to enlist in a crew or regiment to your liking.

Enlist in a Crew or Regiment.



Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.



Changelog 14 - Game Version 0.14.6746.28387
  • Head into battle with the all-new Prussian faction as they are now available to play in Holdfast: Nations At War.
    » Input the following parameter per map rotation to play as the Prussian faction: faction_attacking prussian or faction_defending prussian
  • Interchangeable Faction Spawn Positions! There are plenty of players who are particularly adamant about always joining one particular faction. With this addition, the initial spawn position of a faction will be different after each and every round.
    » This functionality is supported on all existing game modes including Army Assault and all Naval and Coastal game modes.
    » Input the following parameter per map rotation to define the position where a particular faction should spawn at: faction_attacking french and faction_defending british
  • British Coast Guards. New Units! Defend as the British Coast Guards in the Coastal Siege game mode.
  • The Spawn Menu User Interface has been completely re-designed. It is now much easier to locate a naval vessel to spawn on if you’re playing with your crew mates.
  • 2 new maps! Linburg and Black Forest are now in the game. Both of these maps have been included in the official server map rotation.
    » Input the following parameters to host these maps on your community server: map_name blackforest or map_name linburg
  • Game Engine Upgrade! Holdfast: Nations At War is now running on the latest version of Unity 2017. Development on the upgrade has been one of the greatest undertakings that the team has embarked on to date.
    » All of this was done with the primary objective to improve upon melee combat.
    » New technologies in the upgraded game engine will allow us to further refine player movement and solve the discrepancies with ‘hitboxes’ - Work on this is currently ongoing.
  • Multiple Game Mode Servers! Join one of the Army Front official servers to play the Army Siege, Army Conquest and Army Battlefield game modes without having to switch between servers.
  • Openable and Closable Doors. More objects to interact with on the map.
  • Roleplay! Several chairs on various maps are now sit-able.
  • New end of round victory tunes for all factions are now in the game! We do hope that you take a liking to these.
  • Server administrators can now select Brazil as a region through the server configuration file.
    » Input the following parameter if you’d like to assign the Brazilian region to your server: server_region brazil

  • Rifleman accuracy over long distances on the Standard game type has been reduced.
  • Fixed a bug which caused the server to disconnect all players after 254 rounds.
  • Shadows have been improved.
  • The main menu screen has been changed to showcase the glorious Prussians.
  • Added an audio reverb for an echoey effect when speaking or other sounds play inside buildings.
  • Map loading screen images will now appear faster.
  • Arranged the order of a variety of spawn points on land-based and coastal maps in the spawn menu. This is so that the base spawn points where the greatest number of players can spawn will always show at the very top.
  • You can now find multiple spawn points on the Training Grounds map when playing on the Army Battlefield and Army Assault game modes. This will make it easier for players to travel around various locations on the map.
  • Adjusted the initial spawn positions for players on several maps so you don’t spawn way too much above ground. This is still a work in progress and some spawn locations have yet to be re-visited.
  • Training Grounds is no longer playable on the Conquest game mode.
  • You can now play with all the in-game classes including the Naval and Coastal ones on the Training Grounds map.
  • The Training Grounds map now has a unique loading screen.
  • Fixed an issue with an incorrect sound being played when hitting the wooden floors of the church found on the Training Grounds map with a melee weapon.
  • You can now find mortars at both of the base spawns on Fort Winston.
  • The cannons inside the siege camp on Fort Winston are now able to cover a greater area.
  • Included several ambient sounds on Fort Winston.
  • Fort Winston has received various optimisations.
  • Fixed an issue where players could hide inside gabions on the Desert Plains map.
  • Fixed an issue with objects disappearing at a close distance on the Desert Plains map.
  • The snow accumulation on the Grassy Plains map now looks better.
  • Adjusted several ladders on Sharpton so players can climb them more easily.
  • Fixed an issue with cannon rotations on the Sharpton siege map.
  • Fixed an issue where players could jump out of the window and go into the river on Sharpton.
  • Fixed an issue where the Officer class showed twice in the list when spawning on the Windmill spawn point on Sharpton.
  • Fixed an issue with the snow accumulation on the Sharpton map looking too bright.
  • The camp on Fort Christina has been filled with additional props.
  • Fixed a spelling mistake on one of the spawn points in Fort Christina.
  • Fixed several instances where players could get stuck between objects in Fort Christina.
  • You can now more easily climb the staircases near the gabions in Fort Christina.
  • Fixed an issue where players couldn’t spawn using the Rifleman class on the Highlands map.
  • Fixed an issue with recoil on one of the cannons on the Highlands map.
  • Players will now find additional doors when traversing inside the South Sea Castle fortification. This was done so that the fort is more easily defendable.
  • Fixed several spelling mistakes in the music selection panel for the British faction.
  • Fixed an issue with flickering textures on one of the pianos in the game.
  • Fixed an error that was being caused when an object was destroyed in the game.

Known Issues
  • Sometimes players may experience graphical issues when playing on the Naval or Coastal game modes. Disconnecting and connecting back to the server will fix the problem. We're working on a permanent fix.
  • Coastal Siege maps are missing a background when selecting a class in the new spawn menu user interface.
  • You can ‘Turn On’ a door. Yeah. Brilliant.
  • Army Conquest is causing issues sometimes on the server. The game mode was temporarily removed from the rotation.
  • Britain is spelled incorrectly on the Victory Screen emblem.

Look forward to more updates from us in the coming weeks! We’ll keep you updated on our progress. Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
...

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