Welcome to another Developer Insight blog post. Today, we’ll be going into detail on a major undertaking the team has been undergoing. There’s been mention of melee combat improvements in our previous blog posts and as we’ve been investigating what can be done towards this effort, we determined that an upgrade to Holdfast: NaW’s game engine is required.
There’s other work ongoing in various other fronts including new game levels, bug fixes, re-working spawn mechanics in preparation for the upcoming Prussian faction, integrating the new spawn menu user interface and solving team balancing issues.
Andreas ‘Dreas’ Grech - Lead Programmer
Holdfast: NaW’s code base is massive. With over 150,000 lines of code growing as the game continues to be developed, Dreas will be upgrading from Unity 5.6 to Unity 2017. This means that he’ll be integrating over a year’s worth of game engine updates into the game’s existing code base.
Albeit this being one of the most time-consuming development tasks that he has been working on, it’ll definitely be one to look out for. Our main purposes for upgrading the engine is to first and foremost experiment with using new technologies to improve melee combat, however, the upgrade will provide us with additional benefits besides this.
With 150 players all in a single battlefield and most of which are in close proximity forming glorious lines like proper gentleman should, we’re always looking into ways on how we can improve performance especially on low-end machines. This is yet another reason why Dreas is upgrading the game’s engine. It’ll provide us with even greater possibilities to increase frame rate when those big battles are occurring.
Game stability and graphical fidelity are also two other reasons why Dreas is working on this task. Rycon will be having a go at making Holdfast: NaW look nicer in future updates.
Dylan ‘Monroy’ Vassallo - Programmer
Since the release of the Conquest game mode update, Dylan has been re-designing the spawn mechanics in preparation for the upcoming Prussian faction. The way a faction is assigned a spawn location in the game is ‘hard-coded’ at the moment but this will be changing. He’ll be providing server administrators with the functionality to select the desired factions to start with for each and every round in a server’s map rotation.
As soon as Monroy completes this task, server administrators will also be able to switch the starting position of both factions in all game modes. It’ll certainly come in handy for competitive events!
This re-design is a necessary stepping stone towards the integration of the new spawn menu user interface. We are also aware of the team balancing issues that sometimes occur during matches. Monroy will be working on solving this issue in conjunction with the integration of the new spawn menu.
Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been working on yet another map for Holdfast: Nations At War. This one should be making it in the game along with the upcoming update since there’s not much left to be done besides optimizations.
Here’s a look at the map. Most of the combat will be focused on the fortified village in the centre. There are also plenty of opportunities for flanking manoeuvres to occur.
Walentin ‘Walki’ Lamonos - Level Designer
Walki loves his fortifications. After he designed and developed Fort Winston which was released along with the Army Conquest game mode update, he’s currently in the process of modelling another fortification for his upcoming map. This one, however, is going to be far more complex and majestic.
Look forward to our future blog posts as Walki will surely be showing this one off.
Do you have any ideas or concepts for maps you’d like to see introduced in the game? You’re more than welcome to share them with us! Head over to our forums through the link below to do so.
Holdfast: Nations At War is now 35% off for a limited time! We’ll also be showing more of our progress on the glorious Prussian faction.
Muskets with relatively long reload times, men marching into battle at the sound of pipes, drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death and mighty warships from the golden age of sail are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!
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.
Prussia! Development Progress
Everyone here is familiar with how Prussia got voted in by an overwhelming majority. It has been a pleasure of ours since then developing and designing the upcoming faction for Holdfast: Nations At War.
Today, we’ll be collectively going into our progress on the Prussians. There’s nothing better to start off with than by showing a couple of never before revealed uniforms! We’ve also recently got a voice actor in a studio to record insults, cheers, shouts and orders in German.
Before we release the Prussians, we plan on completely re-designing the spawn menu as we’ve shown in our Development Roadmap. It’s a hefty bunch of work but we’re up to the challenge. Be sure to keep a look out on our blog posts for more sneak peeks.
Game Updates. Army Conquest Mode
With the release of our latest game update, we’ve introduced the Army Conquest game mode. Co-ordinate assaults, capture and hold objectives to become victorious! There’s also a new map - Fort Winston that you can check out. Work on the next update is on-going.
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.
We highly suggest that you register on our official forums! There you can join a regiment, provide us with feedback on the game and become more involved with our community. Feel free to encourage others to do the same.
Holdfast: Nations At War is now 35% off for a limited time! We’ll also be showing more of our progress on the glorious Prussian faction.
Muskets with relatively long reload times, men marching into battle at the sound of pipes, drums, fifes and violins - Played by specific classes, Officers leading others to victory or to an inevitable death and mighty warships from the golden age of sail are some of the things that you’ll find in Holdfast: Nations At War. This all happens with over 150 players per server!
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.
Prussia! Development Progress
Everyone here is familiar with how Prussia got voted in by an overwhelming majority. It has been a pleasure of ours since then developing and designing the upcoming faction for Holdfast: Nations At War.
Today, we’ll be collectively going into our progress on the Prussians. There’s nothing better to start off with than by showing a couple of never before revealed uniforms! We’ve also recently got a voice actor in a studio to record insults, cheers, shouts and orders in German.
Before we release the Prussians, we plan on completely re-designing the spawn menu as we’ve shown in our Development Roadmap. It’s a hefty bunch of work but we’re up to the challenge. Be sure to keep a look out on our blog posts for more sneak peeks.
Game Updates. Army Conquest Mode
With the release of our latest game update, we’ve introduced the Army Conquest game mode. Co-ordinate assaults, capture and hold objectives to become victorious! There’s also a new map - Fort Winston that you can check out. Work on the next update is on-going.
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.
We highly suggest that you register on our official forums! There you can join a regiment, provide us with feedback on the game and become more involved with our community. Feel free to encourage others to do the same.
Holdfast: Nations At War has been updated. The much-requested objective based game mode is here! Co-ordinate assaults, capture and hold objectives to become victorious in the brand-new Army Conquest mode.
We'll also be introducing yet another map - Fort Winston, re-designing the way capture points work and adding functionality to switch the initial spawn positions for both factions in this update.
Conquest Game Mode. Control & Conquer
Here are a few key points to ensure your team’s success in the Army Conquest game mode. Be sure to follow them throughout! First and foremost, your primary objective in this game mode is to capture and hold more points than the enemy. Neither team will start gathering tickets from captured points unless one faction is in the possession of a greater number of points.
You are also able to gather tickets by eliminating enemy infantry but this should only be seen as a secondary objective. The team which holds most of the capture points for the longest period of time will ultimately triumph.
It is in your team’s best interest to defend these capture points. Otherwise, you’ll end up with a relatively quick loss. A faction will gather tickets at greater numbers the greater the difference of capture points in their possession. Taking an aggressive stance also has its benefits as upon capturing a point, your team will obtain a set amount of initial tickets. It’s all about finding the right balance.
Play together! Find an officer well up to the task of leadership during a match. Your officer’s capabilities and tactical know-how are now increasingly more important in this game mode. Assaults must be coordinated as points cannot be captured unless your team is near its vicinity and in greater numbers than the enemy. Each map also differs in strategy from the other.
You can also go for an indisputable victory by capturing all points in a map. It’ll definitely be a sight to behold.
Join the 'Anvil Game Studios Official EU2 - Army Conquest' or 'Anvil Game Studios Official NA 2 - Army Conquest' server to check it out today! All of the existing land-based maps in Holdfast: Nations At War including Fort Winston, support the Army Conquest game mode.
Army Conquest
Control and conquer! Defend and capture points around the map to become victorious.
Gather tickets! Control more capture points than the enemy to gather tickets. This is key to winning the match.
Play together! Co-ordinate assaults and devise strategies. Points cannot be captured unless your team is in greater numbers.
New Map! Fort Winston
Have a look at the very first creation from Walki! Fort Winston is specifically designed for the new Army Conquest game mode. You’ll also be able to assault Fort Winston by land or by sea in the Army Siege and Coastal Siege game modes in a future update.
Capture Points! Re-designed & Improved
We’ve re-designed the way capture points work. You’ll surely notice this in the Army Siege, Coastal Siege and of course, the new Army Conquest game mode. The biggest change of all is that a single player contesting a capture point will no longer prevent the entire team from spawning. For a point to become contested and start being captured, players affiliated with a particular faction must be in greater numbers.
Capture points now have multiple stages. In the Army Conquest game mode, for instance, all but one capture point starts from the neutral stage (white flag). This means that the flag is controlled by neither faction.
Once a capture point is contested and eventually captured, its ownership will be changed to reflect the affiliated faction. Unless the point becomes contested again, players will be able to spawn on it. Be it British or French, you’ll find that the flag model itself will change to distinguish the respective faction.
The related User Interface has also undergone a significant number of changes and improvements. We want players to easily get accustomed to the game mode and instead place their efforts towards teamwork and strategy. Notifications when a capture point is lost or controlled, different shapes to distinguish flag ownership and more.
Initial Faction Spawn Positions. Interchangeable
There’s a whole lot of players who are particularly adamant about always joining one particular faction! Be it for the better or worse, they only get to see one side of the map. In this update, we’ll be changing that by having the initial spawn positions for the British and French faction in the Army Conquest game mode to be interchangeable.
The side at which a faction spawns is also configurable by server administrators. You’ll be seeing this supported on all of our other existing game modes including Army Assault and Siege in a future update. It’ll certainly come in handy for competitive events!
Melee Combat Progress. An Update
It’s been quite the challenging process working on optimisations to solidify the game’s back-end. As most of our development in this area is now complete, we are now in a position to start placing our priorities towards core mechanics!
Unfortunately, the melee combat improvements we were planning to release along with this update, weren’t finalized in time. Our sincere apologies for this. Even though we faced a minor setback, all that we’ve promised in our Developer Insight blog posts still stands.
We have assigned Andreas ‘Dreas’ Grech, the game’s Lead Programmer to place his focus solely and entirely on melee combat improvements. This mechanic is at the heart of our community and it’ll be given the proper attention it deserves.
First and foremost, Dreas is at this very moment looking into reducing the delay that players experience when striking with a melee weapon. There are other factors which are currently impacting combat fluidity besides the one mentioned above. He’ll continue working on melee combat until the necessary results are achieved.
If you’re interested in participating in the game’s development we highly suggest that you join in on our Discord! Through this, you can be informed when we’re hosting BETA tests to gather feedback and make sure that everything is working as intended before a game update is officially released.
Meet our latest addition to the team! For those following our Developer Insight blog posts, you’re already familiar with what he has been up to. Fort Winston and indeed all the new models present on that map including the fort are his creation.
Please do give him a warm welcome! We cannot be more pleased that he’s now a part of the team.
Here’s the full change-log for Game Version 0.13. You’ll find all the server-side configuration settings you need to play on the new map, host the Army Conquest game mode or to switch the initial faction spawn locations on your community server.
Changelog 13 - Game Version 0.13.6662.34328
The brand-new Army Conquest game mode! Co-ordinate assaults, capture and hold objectives to become victorious. » Playable on all existing maps. » Input the following parameter per map rotation to host the Army Conquest game mode on your community server: game_mode ArmyConquest » You can also input the following parameters to adjust the game mode to your liking: conquest_tick_reward 1, conquest_max_tickets 2500, conquest_ticker_time_seconds 1 and conquest_tickets_per_capture 50
New map! Fort Winston. Playable on the Army Conquest, Battlefield, Assault & Deathmatch game modes. » Input the following parameter to host this map on your community server: map_name fortwinston
Capture points have been re-designed. New mechanics, models, sounds and user-interface.
The initial faction spawn positions are now interchangeable. This functionality is only available for the Army Conquest game mode at the moment but it’ll be made available for other game modes in a future update. » Input the following parameters per map rotation to change the initial spawn positions: faction_attacking french and faction_defending british
You can now find Swivel Guns on the Training Grounds map.
Changed the Coastal Siege capture point positions on Fort Imperial and Martello Tower.
Fixed a number of exceptions to improve game stability and performance.
Fixed a warning which was outputted related to textures on certain maps.
Fixes some issues with floating props on Fort Christina.
Fixed issues with terrain tessellation on Fort Christina.
A possible fix for the bug which causes a green screen to flash when a player touches the water on Coastal or Naval maps.
A big thanks to all the regiments and players alike for participating in the Closed-BETA tests. If you’re interested in participating in these tests, feel free to join in on our Discord.
Holdfast: Nations At War has been updated. The much-requested objective based game mode is here! Co-ordinate assaults, capture and hold objectives to become victorious in the brand-new Army Conquest mode.
We'll also be introducing yet another map - Fort Winston, re-designing the way capture points work and adding functionality to switch the initial spawn positions for both factions in this update.
Conquest Game Mode. Control & Conquer
Here are a few key points to ensure your team’s success in the Army Conquest game mode. Be sure to follow them throughout! First and foremost, your primary objective in this game mode is to capture and hold more points than the enemy. Neither team will start gathering tickets from captured points unless one faction is in the possession of a greater number of points.
You are also able to gather tickets by eliminating enemy infantry but this should only be seen as a secondary objective. The team which holds most of the capture points for the longest period of time will ultimately triumph.
It is in your team’s best interest to defend these capture points. Otherwise, you’ll end up with a relatively quick loss. A faction will gather tickets at greater numbers the greater the difference of capture points in their possession. Taking an aggressive stance also has its benefits as upon capturing a point, your team will obtain a set amount of initial tickets. It’s all about finding the right balance.
Play together! Find an officer well up to the task of leadership during a match. Your officer’s capabilities and tactical know-how are now increasingly more important in this game mode. Assaults must be coordinated as points cannot be captured unless your team is near its vicinity and in greater numbers than the enemy. Each map also differs in strategy from the other.
You can also go for an indisputable victory by capturing all points in a map. It’ll definitely be a sight to behold.
Join the 'Anvil Game Studios Official EU2 - Army Conquest' or 'Anvil Game Studios Official NA 2 - Army Conquest' server to check it out today! All of the existing land-based maps in Holdfast: Nations At War including Fort Winston, support the Army Conquest game mode.
Army Conquest
Control and conquer! Defend and capture points around the map to become victorious.
Gather tickets! Control more capture points than the enemy to gather tickets. This is key to winning the match.
Play together! Co-ordinate assaults and devise strategies. Points cannot be captured unless your team is in greater numbers.
New Map! Fort Winston
Have a look at the very first creation from Walki! Fort Winston is specifically designed for the new Army Conquest game mode. You’ll also be able to assault Fort Winston by land or by sea in the Army Siege and Coastal Siege game modes in a future update.
Capture Points! Re-designed & Improved
We’ve re-designed the way capture points work. You’ll surely notice this in the Army Siege, Coastal Siege and of course, the new Army Conquest game mode. The biggest change of all is that a single player contesting a capture point will no longer prevent the entire team from spawning. For a point to become contested and start being captured, players affiliated with a particular faction must be in greater numbers.
Capture points now have multiple stages. In the Army Conquest game mode, for instance, all but one capture point starts from the neutral stage (white flag). This means that the flag is controlled by neither faction.
Once a capture point is contested and eventually captured, its ownership will be changed to reflect the affiliated faction. Unless the point becomes contested again, players will be able to spawn on it. Be it British or French, you’ll find that the flag model itself will change to distinguish the respective faction.
The related User Interface has also undergone a significant number of changes and improvements. We want players to easily get accustomed to the game mode and instead place their efforts towards teamwork and strategy. Notifications when a capture point is lost or controlled, different shapes to distinguish flag ownership and more.
Initial Faction Spawn Positions. Interchangeable
There’s a whole lot of players who are particularly adamant about always joining one particular faction! Be it for the better or worse, they only get to see one side of the map. In this update, we’ll be changing that by having the initial spawn positions for the British and French faction in the Army Conquest game mode to be interchangeable.
The side at which a faction spawns is also configurable by server administrators. You’ll be seeing this supported on all of our other existing game modes including Army Assault and Siege in a future update. It’ll certainly come in handy for competitive events!
Melee Combat Progress. An Update
It’s been quite the challenging process working on optimisations to solidify the game’s back-end. As most of our development in this area is now complete, we are now in a position to start placing our priorities towards core mechanics!
Unfortunately, the melee combat improvements we were planning to release along with this update, weren’t finalized in time. Our sincere apologies for this. Even though we faced a minor setback, all that we’ve promised in our Developer Insight blog posts still stands.
We have assigned Andreas ‘Dreas’ Grech, the game’s Lead Programmer to place his focus on melee combat improvements. This mechanic is at the heart of our community and it’ll be given the proper attention it deserves.
First and foremost, Dreas is at this very moment looking into reducing the delay that players experience when striking with a melee weapon. There are other factors which are currently impacting combat fluidity besides the one mentioned above. He’ll continue working on melee combat until the necessary results are achieved.
If you’re interested in participating in the game’s development we highly suggest that you join in on our Discord! Through this, you can be informed when we’re hosting BETA tests to gather feedback and make sure that everything is working as intended before a game update is officially released.
Meet our latest addition to the team! For those following our Developer Insight blog posts, you’re already familiar with what he has been up to. Fort Winston and indeed all the new models present on that map including the fort are his creation.
Please do give him a warm welcome! We cannot be more pleased that he’s now a part of the team.
Here’s the full change-log for Game Version 0.13. You’ll find all the server-side configuration settings you need to play on the new map, host the Army Conquest game mode or to switch the initial faction spawn locations on your community server.
Changelog 13 - Game Version 0.13.6662.34328
The brand-new Army Conquest game mode! Co-ordinate assaults, capture and hold objectives to become victorious. » Playable on all existing maps. » Input the following parameter per map rotation to host the Army Conquest game mode on your community server: game_mode ArmyConquest » You can also input the following parameters to adjust the game mode to your liking: conquest_tick_reward 1, conquest_max_tickets 2500, conquest_ticker_time_seconds 1 and conquest_tickets_per_capture 50
New map! Fort Winston. Playable on the Army Conquest, Battlefield, Assault & Deathmatch game modes. » Input the following parameter to host this map on your community server: map_name fortwinston
Capture points have been re-designed. New mechanics, models, sounds and user-interface.
The initial faction spawn positions are now interchangeable. This functionality is only available for the Army Conquest game mode at the moment but it’ll be made available for other game modes in a future update. » Input the following parameters per map rotation to change the initial spawn positions: faction_attacking french and faction_defending british
You can now find Swivel Guns on the Training Grounds map.
Changed the Coastal Siege capture point positions on Fort Imperial and Martello Tower.
Fixed a number of exceptions to improve game stability and performance.
Fixed a warning which was outputted related to textures on certain maps.
Fixes some issues with floating props on Fort Christina.
Fixed issues with terrain tessellation on Fort Christina.
A possible fix for the bug which causes a green screen to flash when a player touches the water on Coastal or Naval maps.
A big thanks to all the regiments and players alike for participating in the Closed-BETA tests. If you’re interested in participating in these tests, feel free to join in on our Discord.
Welcome to the second instalment of the Developer Insight blog posts. Today, we’ll be talking about more of our progress on Game Version 0.13. This update will be seeing its official release next week!
Here’s what the team has been up to.
Andreas ‘Dreas’ Grech - Lead Programmer
All Dreas has been up to this week is melee combat. One of the inherent issues that are currently impacting combat fluidity is the delay that players experience when striking with a melee weapon. As such, Dreas has been looking into reducing this delay.
Following the release of the upcoming game update, melee combat improvements will continue to be given the highest of priorities. We know that this mechanic is at the heart of our community and we want to give it the proper attention it deserves. There’ll be more improvements coming on melee combat after the release of Game Version 0.13.
Dylan ‘Monroy’ Vassallo - Programmer
As we want to make sure that the much requested objective based game mode is of quality, this week, Dylan has been placing his priorities towards polishing it. Adding new sounds, finalizing work on the server side configuration settings, re-designing the system that displays messages when a point is captured and a whole lot of new User Interface additions. He’s also been fixing bugs that cropped up in our closed-beta test.
The way capture points work will also be seeing changes and improvements. This will be present in both the new objective based game mode and the existing siege modes.
Julian ‘Rycon’ Farrugia - Lead 3D Artist
Once again Rycon has been working closely with Monroy in ensuring that the objective based game mode is polished before its release. He’s been going through all of our existing game levels and fixing bugs. He’s also been working on enhancing the game level we’ve shown in the previous insight blog post with birds, critters, and other animals whilst adding additional props to fill the scene up.
The final process that a game level goes through is optimisation. This, he managed to complete this week. You’ll be seeing ‘Fort Winston’ in the upcoming update.
Walentin ‘Walki’ Lamonos - Level Designer
After he finalized his work on a set of doors for Fort Winston, he’s now designing a new game level which won’t be making it into the next update. It’s going to be an interesting one! Looking forward to more of this in our future blog posts.
Walki is also making sure that the new art assets he’s creating are as modular as possible. This, of course, includes the fortifications that are present in the new game level. We want to continually increase the possibilities for level designs in preparation for the future inclusion of the map editor.
Holdfast: Nations At War will be updated next week! Oh yes, we’ll also be showing more of our progress on the Prussian faction in the blog post. Stay tuned.
Welcome to the second instalment of the Developer Insight blog posts. Today, we’ll be talking about more of our progress on Game Version 0.13. This update will be seeing its official release next week!
Here’s what the team has been up to.
Andreas ‘Dreas’ Grech - Lead Programmer
All Dreas has been up to this week is melee combat. One of the inherent issues that are currently impacting combat fluidity is the delay that players experience when striking with a melee weapon. As such, Dreas has been looking into reducing this delay.
Following the release of the upcoming game update, melee combat improvements will continue to be given the highest of priorities. We know that this mechanic is at the heart of our community and we want to give it the proper attention it deserves. There’ll be more improvements coming on melee combat after the release of Game Version 0.13.
Dylan ‘Monroy’ Vassallo - Programmer
As we want to make sure that the much requested objective based game mode is of quality, this week, Dylan has been placing his priorities towards polishing it. Adding new sounds, finalizing work on the server side configuration settings, re-designing the system that displays messages when a point is captured and a whole lot of new User Interface additions. He’s also been fixing bugs that cropped up in our closed-beta test.
The way capture points work will also be seeing changes and improvements. This will be present in both the new objective based game mode and the existing siege modes.
Julian ‘Rycon’ Farrugia - Lead 3D Artist
Once again Rycon has been working closely with Monroy in ensuring that the objective based game mode is polished before its release. He’s been going through all of our existing game levels and fixing bugs. He’s also been working on enhancing the game level we’ve shown in the previous insight blog post with birds, critters, and other animals whilst adding additional props to fill the scene up.
The final process that a game level goes through is optimisation. This, he managed to complete this week. You’ll be seeing ‘Fort Winston’ in the upcoming update.
Walentin ‘Walki’ Lamonos - Level Designer
After he finalized his work on a set of doors for Fort Winston, he’s now designing a new game level which won’t be making it into the next update. It’s going to be an interesting one! Looking forward to more of this in our future blog posts.
Walki is also making sure that the new art assets he’s creating are as modular as possible. This, of course, includes the fortifications that are present in the new game level. We want to continually increase the possibilities for level designs in preparation for the future inclusion of the map editor.
Holdfast: Nations At War will be updated next week! Oh yes, we’ll also be showing more of our progress on the Prussian faction in the blog post. Stay tuned.
There’ll be a new blog post series starting from this week! Developer Insight. We want to keep the community up to date on the game’s development as we progress towards the release of an update. It’ll also be a great opportunity for all those interested to provide us with early feedback on content.
The Developer Insight blog posts will be short in format. It won’t be entirely possible to reveal everything from the get-go we’ve been working on that particular week as new additions or improvements to the game could still be under an early design or development phase.
Here’s what the team has been up to this week.
Andreas ‘Dreas’ Grech - Lead Programmer
Thanks to the various optimisations that Dreas has been working on since our release on Early Access, the game is now running on a solid back-end. This means that he is now in a position to start placing more of his priorities towards core mechanics of the game.
Melee combat will be seeing improvements in the upcoming update. As things are still under development, we’ll be going into more detail on this in our game update changelog.
You’ll also be seeing more bug fixes on 3D VoIP and performance optimisations by Dreas in the next update.
Dylan ‘Monroy’ Vassallo - Programmer
Monroy has been with us for a little over two months and you’ve already seen his work on Bagpipers amongst other things such as the Hardcore mode. After his work on the regiment (clan) focused updates, he’s now developing an objective based game mode for everyone to enjoy.
Monroy is also making sure that this mode features plenty of server-side configuration settings.
Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been working with Monroy in ensuring that all of Holdfast’s existing maps support the new game mode. He’s been putting a lot of thought into where to place objectives for each and every map and designing new models to make sure that this game mode is as polished as possible before its release.
He’s also in the final phases of the required implementation tasks to get Walki’s new map into the game.
Walentin ‘Walki’ Lamonos - Level Designer
Meet our latest addition to the team! We’ll be sure to provide a more official introduction for Walki in our game update blog post. This week, Walki has finalised his work on designing a new game level that you’ll be seeing in the upcoming update.
Here’s the very first look at the map. We’re eagerly looking forward to seeing this map play out! It will also support the new objective based game mode.
We’d like to end this post with a shout out to Auha! He organised a Public Linebattle event for a good cause and raised a total of 1400 GPB for the Help For Heroes and Mission 22 charities. Our heartfelt thanks go to all the regiments and players alike who participated in the event.
There’ll be a new blog post series starting from this week! Developer Insight. We want to keep the community up to date on the game’s development as we progress towards the release of an update. It’ll also be a great opportunity for all those interested to provide us with early feedback on content.
The Developer Insight blog posts will be short in format. It won’t be entirely possible to reveal everything from the get-go we’ve been working on that particular week as new additions or improvements to the game could still be under an early design or development phase.
Here’s what the team has been up to this week.
Andreas ‘Dreas’ Grech - Lead Programmer
Thanks to the various optimisations that Dreas has been working on since our release on Early Access, the game is now running on a solid back-end. This means that he is now in a position to start placing more of his priorities towards core mechanics of the game.
Melee combat will be seeing improvements in the upcoming update. As things are still under development, we’ll be going into more detail on this in our game update changelog.
You’ll also be seeing more bug fixes on 3D VoIP and performance optimisations by Dreas in the next update.
Dylan ‘Monroy’ Vassallo - Programmer
Monroy has been with us for a little over two months and you’ve already seen his work on Bagpipers amongst other things such as the Hardcore mode. After his work on the regiment (clan) focused updates, he’s now developing an objective based game mode for everyone to enjoy.
Monroy is also making sure that this mode features plenty of server-side configuration settings.
Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been working with Monroy in ensuring that all of Holdfast’s existing maps support the new game mode. He’s been putting a lot of thought into where to place objectives for each and every map and designing new models to make sure that this game mode is as polished as possible before its release.
He’s also in the final phases of the required implementation tasks to get Walki’s new map into the game.
Walentin ‘Walki’ Lamonos - Level Designer
Meet our latest addition to the team! We’ll be sure to provide a more official introduction for Walki in our game update blog post. This week, Walki has finalised his work on designing a new game level that you’ll be seeing in the upcoming update.
Here’s the very first look at the map. We’re eagerly looking forward to seeing this map play out! It will also support the new objective based game mode.
We’d like to end this post with a shout out to Auha! He organised a Public Linebattle event for a good cause and raised a total of 1400 GPB for the Help For Heroes and Mission 22 charities. Our heartfelt thanks go to all the regiments and players alike who participated in the event.
Holdfast: Nations At War has been updated. We’ve decided to place our focus on stability and bug fixes for this one. It might not be as exciting as new content but it’s just as important! If you’re looking for a couple of new things to try out, there’ll be plenty of that coming with the next update.
We’ve gone ahead and re-worked the firearm recoil mechanics so they feel less restrictive, optimised 3D VoIP to reduce latency spikes on servers, fixed a whole lot of graphical issues including the flickering green screen on naval and coastal maps and more.
Changelog 12 - Game Version 0.12.6636.11365
Improvements on firearm recoil mechanics. Players now have more control over their mouse movement after a shot is fired. Big thanks to the community for their feedback on this.
Fixed a bug which caused a flickering green screen to appear when playing on Naval or Coastal maps. This was a hardware specific issue so please do let us know if you experience it again.
Fixed a bug which caused all players to forcefully disconnect from the server when the 254th round starts.
Server-side optimisations to improve performance for 3D VoIP. This system has undergone an entire re-work in an effort to reduce latency spikes on servers.
A number of exceptions from the error logs we receive have been fixed.
Updated and re-worked multiple game shaders to improve performance and reduce the possibility of graphical issues occurring for players with low-end hardware.
Reduced the number of shaders the game utilizes. This is in an effort to improve stability.
Fixed multiple layout issues for different languages.
Introduced additional language characters in the game which were previously appearing to be missing.
Fixed a graphical which caused to rocks on Crosshills to appear entirely black.
Fixed a graphical issue which caused the sandbags on Fort Christiana to appear entirely black.
Fixed an issue which caused the watermill on Arendan River not to animate.
The background terrain on Sharpton and Fort Christina now support dynamic weather.
The Training Grounds spawn locations have been moved to the debrief area.
Fixed an issue which caused players to get stuck in the chimney on the Training Grounds map.
Fixed multiple floating props on the Training Grounds map.
Fixed an issue which caused players to get stuck on the church stairs when playing on the Training Grounds map.
A map loading screen for Training Grounds map has been added to the game.
Fixed an issue with the lobby status always appearing in Chinese irrespective of the selected language.
The Training Grounds and Snowy Plains II map names now show in the lobby when those maps are being played.
Players with low-end hardware will be seeing a slight increase in performance.
If you encounter any issues whilst playing the game, we would be extremely grateful if you were to report them to us. You can do so by posting a thread in the following section on our official forums.