Equip hammer in hand and fortify your position with the new sapper class! Construct well-placed defences, earthworks and artillery to turn the tide of battle in your favour. Carry explosives to breach the adversary’s strongholds, repair damaged artillery pieces and more.
Come check out our latest update release! There’s more to this update than what has been mentioned above but before you do so, have a look at the trailer.
With our focus set on bringing forth more game-play oriented features as we develop our way through Holdfast: Nations At War’s eventual full release, this update brings with it a whole new slew of additions.
Sappers are now your go-to class to freely construct a multitude of defences, carriable swivel guns, fusible explosive barrels and repair damaged artillery pieces. It’ll surely become a favourite amongst those looking to play a support role! This class also comes equipped with a blunderbuss and sword.
Constructing Defences. Fortify
But how to go about constructing these defences? Here are some of the steps you must go through to get things going. Be sure to spawn in with the Sapper class beforehand.
Equipping The Hammer - Stage 0 Similar to what needs to be done with the musicians, one must first press the ‘Q’ key to equip the hammer used to construct as well as repair player-built defences.
Selecting Your Construction - Stage 1 Once you have a hammer in hand, hold your ‘Right Click’ mouse button and you’ll be presented with a radial user interface allowing for quick navigation between different constructions. Constructions are split into two categories, artillery and defences.
In this example, we’ll be constructing a palisade which makes for the strongest of all the available defences but takes longer to build and requires more materials to construct.
Placing Your Construction - Stage 2 Proceed to ‘Left Click’ on the palisade construction present in the radial user interface. A representation of the palisade indicating the position as to where the construction is to be placed will appear.
Once you find a suitable position to start constructing your defence, ‘Left Click’ once more. You can also rotate the defence by using your ’Scroll Wheel’ before placing it.
Building Your Construction - Stage 3 Now that your construction is in place, start hitting at the palisade with your hammer to begin its construction. In order to finalise the construction, you need to land enough hits on the palisade until the entirety of the circle UI representing the defence’s health fills up.
Other fellows playing with the Sapper class can also assist with building your defence. Once its construction has been completed, the circle UI will turn from an orange colour, indicating that the defence is under construction and therefore more easily destructible, to green.
Reinforcing Your Construction - Stage 3 Some player-built defences can be reinforced further bolstering their defence. Sandbags, for instance, can be placed atop earthworks providing for greater cover from enemy fire. A platform can also be attached to the palisade for players to shoot from.
Player-Built. Defences, Artillery & Earthworks
Palisades, gabions, explosive barrels, earthworks, sandbags and the list continues. There’s a vast selection of defences, artillery and explosives to construct. Unique to each and every player-built object a set of materials or limit is applied.
Materials play a role within this new mechanic to restrict the number of constructible defences that can be present at any point in time during a match. Larger constructions such as the chaveauxs deplete more resources than their smaller counterparts.
Chairs now make part of the selection of constructible defences. Albeit not being as useful of a defence, it’ll certainly provide you with a neat resting place to view the ongoing onslaught as mayhem ensues.
Here’s a list to put things into perspective.
Defences
Infantry Stakes
Gabion
Chaveux De Frise (L)
Chaveux De Frise (S)
Palisade
Palisade Platform
Chair
Artillery
Explosive Barrel
Carriable Swivel Gun
Ammobox
Rocketstack
Digging
Earthworks
Sandbags
Deconstructing Defences. Rebuild
In a constantly changing battleground, we ought to provide players with the capabilities to move defences elsewhere even after they have already been enacted. Deconstructing a defence will retain back its material points allowing sappers to make use of those materials to build the defence once more.
Open up the mode selector by holding the ‘F’ key and select either the option to ‘Deconstruct’ or ‘Undig’.
Destroying Defences. Explosives
Contributing further to the strategic element that this update brings with it, destroying the enemy faction’s emplacements through the use of various artillery pieces, explosives or melee weapons will deplete materials from their pool and bring them into yours.
Sappers can then make use of these materials to further solidify your defensive positions. They can also be pretty effective at destroying enemy defence with their relatively bigger hammer whilst in ‘Deconstruct’ mode.
It’s ticking like a time bomb, the fuse is running short. There’s plenty of scenarios were the above-mentioned explosive barrels come into play. Construct, carry, set a fuse and make quick work of enemy emplacements.
Don’t break your jaw in aw just yet as you better watch out for enemy fire while carrying these volatile explosives or they’ll be sure to blow you to kingdom come.
Repairing. Field Guns & Defences
Should a defence become damaged, sappers can equip their hammer and repair the emplacement back to its original state. Field guns, rocket launchers, mortars, swivel guns and long guns that have seen better light of day can similarly be repaired as well by the same class.
Artillery pieces that remain unrepaired on the battlefield, will respawn back to base after a set amount of time.
Siege. Fort Doors & Windows
With this update’s release, the attackers whilst playing on the Army Siege or Coastal Siege game modes no longer gather instant access to a fortification by casually opening up a fort’s door. Instead, they must now topple them down using artillery, explosives or melee weapons.
Similarly, windows now shatter if hit by projectiles from firearms or stricken by a melee weapon. The destruction of doors and windows is not specifically restricted to the Siege game mode.
Coastal Siege. Gameplay Balance
Coupled with the same update, we’ll also be pushing forward changes aimed towards balancing gameplay on Coastal Siege scenario. Attackers will find it easier to disable the enemy’s guns and eventually land ashore.
All the specific changes we’ve undergone are detailed further down below in our changelog.
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 through the week.
Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!
Here’s a changelog containing all the new features, quality of life additions and fixes you’ll find in this update.
Changelog 33 - Game Version 0.31.7109.30173
New Game Features
A New Class. Sappers! Your go-to class to freely construct a multitude of defences, carriable swivel guns, fusible explosive barrels and repair damaged artillery pieces.
Player-Built Defences. Fortify! A vast selection of defences, artillery and explosives to construct. » Defences: Infantry Stakes, Gabions, Chaveux De Frise (L), Chaveux De Frise (S), Palisades, Palisade Platforms & Chairs. » Artillery: Explosive Barrels, Carriable Swivel Guns, Ammoboxes & Rocketstacks. » Digging: Earthworks & Sandbags.
Deconstructing Defences. Deconstructing a defence will retain back its material points allowing sappers to make use of those materials to build the defence once more.
Destroying Defences. Destroying the enemy faction’s emplacements through the use of various artillery pieces, explosives or melee weapons will deplete materials from their pool and bring them into yours.
Repairing. Should a defence become damaged, sappers can equip their hammer and repair the emplacement back to its original state. Field guns, rocket launchers, mortars, swivel guns and long guns that have seen better light of day can similarly be repaired as well by the same class.
Fort Doors & Windows. Whilst playing on the Army Siege or Coastal Siege game modes, the attackers no longer gather instant access to a fortification by casually opening up a fort’s door. Instead, they must now topple them down using artillery, explosives or melee weapons. » Windows now shatter if hit by projectiles from firearms or stricken by a melee weapon.
Target Dummies. Dummies present at the shooting range on the Training Grounds map now provide feedback when shot at. They can also be spawned using the spawn override commands. » Have a look at our Wiki for more on how to spawn this object.
Gameplay Balance
Reduced the health points of all coastal cannons. If you manage to land a single shot, the cannon will be no more.
Reduced the coastal cannon’s range and projectile travel velocity.
Increased the time it takes to reload coastal cannons by 2 seconds.
Reduced the health points of Fort Imperial’s walls.
Improved the effectiveness of the smaller variation of the grapeshot. This was done by increasing its effective range and shots it fires.
Carpenters are now playable only on naval and coastal scenarios.
Server Configuration
Server administrators can configure limitations per buildable object as well as the starting material points. » Have a look at our Wiki for more on how to make use of this new functionality.
Included a new model as part of the spawn able object selections that ships can collide with. » Have a look at our Wiki for more on how to make use of this new functionality.
Bug Fixes & Tweaks
Solved an issue which caused the map rotation to cease functioning if more than 250 objects are spawned using override commands.
Solved an issue which caused a specific user interface element to remain on screen after interacting with a spawn-able firearm ammobox.
Solved an issue that enabled players to clip inside one of the ruins present on Fort Schwarz.
Solved an issue with a red-line showing underneath the water in naval scenarios.
Solved an issue which caused swivel guns present on all coastal scenarios to be indestructible.
Reduced the volume of specific destruction sounds.
Be sure to stay tuned! There’s more gameplay-oriented in the works.
Once again, thank you for your support and until next time, may good health be yours.
The very last stretch before the update sees a full release! We’ve been hard at work bug fixing, polishing and implementing various additions based on community feedback. Come check out our latest BETA release featuring player-built defences.
What To Expect? A Brief Rundown
Here’s a list of some of the changes and additions that we have undergone during this update. The sooner we get the testing done, the faster our update release schedule goes so please do join us in the BETA!
Player-Built Defences
Server administrators can now configure limitations per buildable object as well as the starting material points. Take a look at out our Wiki for more information on how to make use of these new additions.
Solved an issue which caused players to get stuck on map load.
Explosions caused by explosive barrels are no longer able to kill teammates.
Solved an issue with UI remaining on screen after another player opts to replenish ammo from a spawn-able firearm ammo box.
Increased the palisade’s health points so they take longer to destroy.
Solved an issue with incorrect sandbag placement when positioned on earthworks.
Sappers can make use of the larger deconstruction hammer to damage enemy defences.
Solved an issue with explosions occurring on an incorrect position when an explosive barrel does its deed.
Solved an issue where two players could carry and ignite a barrel at the same time causing an exception to occur.
Players now gather score when killing enemy players with an explosive barrel.
Players can now press the ‘F’ key to quickly access the mode selector. This allows the Sapper to switch between constructing, deconstructing, digging and un-digging.
Solved multiple issues with the destruction of buildable objects.
Solved multiple issues that occurred when repairing destroyed artillery pieces.
Solved multiple issues with buildable chairs. Just make sure you have a Sapper about and you’ll finally be able to gather a good rest as mayhem ensues.
Solved an issue that occurred when players collided with the palisade.
Redesigned the palisade model so players can better distinguish the position the platform attaches to.
Introduced multiple audio and particle effects to compliment the new player-built defences mechanic.
Carriable swivel guns are no longer able to fire round shot.
Improved the effectiveness of the smaller variation of the grapeshot. This was done by increasing its effective range and shots it fires.
Other Additions
Training dummies now provide feedback when shot at. They can also be spawned using the spawn override commands.
Naval Gameplay
Reduced the health points of all coastal cannons. If you manage to land a single shot, the cannon will be no more.
Reduced the coastal cannon’s range and projectile travel velocity.
Increased the time it takes to reload coastal cannons by 2 seconds.
Solved an issue with a red-line showing underneath the water in naval scenarios.
Solved an issue which caused swivel guns present on all coastal scenarios to be indestructible.
Reduced the health points of Fort Imperial’s walls.
Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details in the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.
Everything present in this BETA is still a work in progress and bugs are to be expected.
Here goes another BETA. With hammer in hand, construct defences and turn the tide of battle in your favour! There’s plenty more coming with this update. Have a read of our latest blog post for an insight.
What To Expect? A Brief Rundown
With our focus set on bringing forth more game-play oriented features as we develop our way through Holdfast: Nations At War’s eventual full release, the first version of the update featuring player-built defence is now undergoing its testing phase.
The Sapper is your new go-to class to freely construct a variety of defences on land-based scenarios. Chaveaux de frise, infantry stakes, gabions, sandbags and more. All of which serve to provide cover from enemy fire amongst other purposes.
Materials also play a role within this new mechanic to restrict the number of constructible defences that can be present at any point in time during a match. Larger constructions such as the chaveauxs deplete more resources than their smaller counterparts.
Contributing further to the strategical element that this update brings with it, destroying the enemy faction’s emplacements through the use of various artillery pieces, explosives or melee weapons will deplete materials from their pool and bring them into yours. Sappers can then make use of these materials to further solidify your defensive positions.
Speaking of explosives, everyone appreciates a good bang and that’s relatively easily achievable with the new player-constructible explosive barrels. Watch out for enemy fire while carrying these volatile explosives or they’ll be sure to blow you to kingdom come.
Once again, we won’t be going through all the in and outs of the new additions present in this BETA. There are plenty more we haven’t even hinted at in our blog post! If you’re up for a little bit of discovery yourself, you’re most welcome to join us in the BETA.
Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details in the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.
Everything present in this BETA is still a work in progress and bugs are to be expected. There’s still work going on aimed towards balancing and polishing new functionality.
Sometimes you are unable to load into the map due to an exception that occurs on the server. Let us know on Discord if you have issues connecting to the BETA server.
Sandbags placed atop earthworks don’t get destroyed along with the earthworks.
Once again, thank you for your support and until next time, may good health be yours.
Beat to quarters! Run out the guns and make ready the broadsides as Holdfast: Nations At War embarks on a two-week long sale. Get the game at 50% off for the duration of this special Steam sale and participate in weekly organised events.
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.
Have a read of our blog post for a brief insight into what we’ve been up to.
Recent Major Release! Naval Warfront
Do check out our recent major update release if you haven’t done so already! It saw the inclusion of one of the largest vessels to date - the 50-Gun Frigate, coastal sieges, rocketboats, a ton of roleplay-oriented features, rowable rowboats, a complete redesign of the Naval Battlefield game mode along with various gameplay mechanics and so much more! All packed in one relatively-sizable update.
In Holdfast: Nations At War the fight takes place on multiple fronts. You’re sure to find plenty more to have a go at besides sailing vessels from the golden age of sail! March into battle at the sound of drums, fifes and pipes, lead men to victory or an inevitable death with the officer class and a whole slew of features unique to the army warfront.
We’ll be heading back to developing game-play oriented features on drier pastures for the next major update. Well placed player-built defences will turn the tide of battle in your favour. If you’re wanting to gather insight on some of our plans for the upcoming update, check out the development roadmap.
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 through the week.
Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!
Ahoy! Assemble the crew and sail the seven seas once more. As the relatively-sizable update hits the decks, it’s going bring with it a naval vessel that is truly a sight to behold. Being one of the largest vessels to date, the 50-Gun Frigate packs enough arsenal to make quick work of others at her broadsides.
Coastal sieges, rocketboats, a ton of roleplay-oriented features, rowable rowboats, a complete redesign of the Naval Battlefield game mode along with various gameplay mechanics and so much more! All packed in one relatively-sizable update.
Before you have a read of our lengthy blog post, do check out the trailer.
Complimented with a well-organised and trained crew the 50-Gun Frigate based on the ‘La Proserpine’ is quite the sight to behold! Her sheer size and firepower will make other vessels think twice before exchanging broadsides. Unique to the vessel, the frigate also features two chasers at both its stern and bow.
Captains aboard this vessel must carefully assess the direction of the wind and ensure a favourable position. Even though the frigate’s arsenal on her gundeck alone makes one wish they had their foot on drier pastures when facing its broadsides, it is relatively weaker elsewhere.
If you do have to make a turn, raise her square-rigged sails as this will improve your manoeuvrability. A new user interface present atop the mini-map will help you distinguish the sails to raise and lower. Be sure to stay windward!
More Naval Vessels! Rocketboats
Continuing to add upon an already great selection of vessels to sail the high seas, the Rocketboat sees an introduction to Holdfast: Nations At War. Rocketboats will also come in especially handy during the bombardment of coastal fortifications. Work your way through the enemies’ defences and create a breach before the landing parties do their deed.
Load, ignite and fire away!
Rowable Rowboats! Lay Your Oars
Row, row, row! If push comes to shove and you need to abandon ship, you’ll often end up in a rowboat searching for a nearby ship to crew or attempting to board an enemy vessel. Up to four players can assist the crewman steering the rowboat with rowing the boat increasing the speed at which it travels.
Naval Warfront! Combined Naval & Coast
Speaking of coastal fortifications, as we’re sure you’re already aware, the Coastal Siege game mode is making a comeback! Fend off naval vessels and marine-filled rowboats with chain, round and grape shot as they attempt to capture your fortified position. Muzzle-loaded firearms also see plenty of use in this game mode as the invaders close their distance to the shores.
The Naval Battlefield and Coastal Siege game modes will feature a combined front on the Naval Warfront official servers. Different scenarios will continue to iterate and provide for a unique experience.
Fort Imperial
Martello Tower
South Sea Castle
Harouti Islands
A New Coastal Siege Map. Balamor Bay
More coastal siege goodness! As the game mode is making a comeback, we thought it best to introduce a new scenario for our long-time followers and new ones alike to enjoy. A lighthouse on Balamor Bay overlooks the oncoming invasion as the garrison must make their stand in defence of the fortification until the timer runs out.
Bridges on either side of the fortification prevent ships from sailing through. However, both of these bridges are destructible and if boats manage to pass through and encircle the fortification, the defenders must organise and bring some men to the rear.
Balamor Bay
Naval Battlefield. Gamemode Redesign
Having this game mode solely factor in which faction sunk the most ships didn’t make for an interesting dynamic. We’ve also received frequent feedback that engagements on sea weren’t the best they could be as players found it difficult to find a ship to spawn on after theirs was sunk. Thus, we decided to embark on a complete redesign of the Naval Battlefield game mode.
Now, crews that have sunk an enemy faction’s ship will be rewarded a set number of points depending on which enemy vessel was sunk. The lower the ship’s rate and the more guns it carries on its deck, the more points are rewarded. Larger naval vessels such as the 50-Gun Frigate and 13-Gun Brig-Sloop will gather your faction greater score if sunk than a simple Gunboat or Rocketboat.
Here’s a look at all the naval vessels in Holdfast: Nations At War. The team which gathers the most score by sinking ships or killing enemy crewman will become the victor.
50-Gun Frigate - Faction Score: 300
13-Gun Brig-Sloop - Faction Score: 100
8-Gun Schooner - Faction Score: 50
2-Gun Schooner - Faction Score: 30
Gunboat - Faction Score: 10
Rocketboat - Faction Score: 10
Ships and boats will also respawn shortly after they’re sunk enabling the crew that lost their vessel to re-join the round. Having to wait for the next round to join in the battle is now a thing of the past.
Naval Mechanics. Changes & Additions
We’ve undergone multiple changes to existing naval mechanics all aimed towards improving naval engagements. There’ll also be new ones coming into the flock to provide players with more opportunity to perform strategic manoeuvres and overcome their adversaries.
Protect The Stern Be on the lookout for enemy vessels looking to gather a tactical advantage by manoeuvring behind your ship! Upwards to 30% damage of the overall ship’s health will be dealt if the stern is destroyed.
Fight With The Weather Gauge Fighting with the weather gauge is of the utmost importance. Ships that stay in favour of the wind will have the upper hand as they can more quickly manoeuvre in and out of a strategically disadvantageous position.
First and foremost, we have increased the size of the wind indicator present on the minimap to aid players better distinguish the wind’s direction. As we’ve mentioned earlier in our blog post, if you do find yourself in a situation where you must make a turn into the wind, raise your square-rigged sails by pressing the number keys shown on the new user interface present atop the minimap. This will improve your manoeuvrability.
Each and every naval vessel sails differently from one another. Learning your way through their strengths and weaknesses will significantly improve your chances of staying afloat.
Global Ship Health Pool Destroying destructible objects like various parts of a ship’s railing, cannon or masts is no longer the sole determining factor that decides when a ship is sunk. Before this update’s release, whenever players ended up hitting the ship’s hull or any non-destructible object with their shot, they didn’t deal any damage.
Ships are now assigned a global health pool that is unique for each and every naval vessel. Every shot that lands on an enemy ship will deal damage and contribute towards it meeting its end.
A new user interface designed to aid players better distinguish the remaining health of the ship they’re crewing will also serve the purpose of displaying various other ship statuses.
Round & Chain Shot Select your shot of choice to make quick work of an enemy vessel! Prior to this update, there was no difference between the shots and players could pick either to sink a ship. As a matter of fact, chain shot was slightly more effective than round shot due to the larger hitbox.
Chain shot is now your shot of choice if you’re looking at de-masting an enemy vessel. This shot will prove its use quite dearly when going against larger naval vessels as you want to reduce their manoeuvrability. It won’t be a pretty sight if you receive a full broadside.
Be sure to make your shots count however as chain shot deals much less damage than a round shot if it hits anywhere but the mast. Additional damage to the overall ship’s health will also be dealt when you demast a ship.
Bigger Guns. More Damage! As the title states, the bigger the gun, the greater the damage. Larger calibre guns like the relatively massive long gun present on the 2-Gun Schooner deals more than the 4-pounder aboard the 8-Gun Schooner.
Player Scoring. Captains & Crew No longer will one of the most important classes be at the very bottom of the scoreboard! Players that decide to take up the demanding role of the Captain class will now gather score when an enemy vessel is sunk. This score is calculated based on the damage dealt by crewman manning the guns so Captains will also be rewarded for assisting the sinking of an enemy vessel.
Crews that manage to successfully land shots through the use of various artillery pieces on deck will similarly gather score based on the damage that they have dealt to an enemy vessel.
Designated Rowboat Spawns Designated rowboat spawn positions will ensure that players will always find an available spawn point to join the round. You will find these spawns available on both the Naval Battlefield and Coastal Siege game modes.
Launching Rowboats As a preventive measure against the frequent launching of rowboats aboard bigger ships, we have now implemented a two minutes cooldown in between spawns. Don’t worry however, if your ship comes to an unfortunate end, the cooldown will be reduced to just 5 seconds so the entirety of the crew can still have its glorious last stand.
Battlefield Areas Borders placed around the map edge restrict naval engagements to a specific area. This will prevent players from endlessly sailing the seven seas making the fight at sea more engaging. Players that are close to going out of the battlefield area will receive a message informing them to make their way back.
Paint Schemes Yellow, red, black, green, blue and a combination of paint schemes for each and every naval vessel present within the game! Take a brief look at all the allied vessels before the engagement starts as this may help you better distinguish ally from foe.
Here’s a look at the 8-Gun Schooner in a black and yellow paint scheme. Prior to this update, this naval vessel only spawned with a black and red scheme.
Ringable Ship Bells Is it time for breakfast? Stuck in heavy fog with the rest of the fleet? Sound the ship’s bell!
Roleplay Scenarios. Weapon Racks & Overrides
Besides all the naval and coastal goodness, there’s plenty more to play around with in this update! Roleplay sits quietly in the corner of a game like this and seeing the popularity and daily occurrence of community-events, more functionality in support of this would indeed make for an excellent addition.
Providing solid groundwork for various roleplay scenarios to occur, hosts can now configure multiple server-side setting that will take Holdfast: Nations At War outside the confines of its usual gameplay experience. Configure limits for classes, define the allowed spawn-able classes per spawn point and the equipment they spawn with, spawn objects and various artillery pieces on a pre-defined location per map rotation, allow players to equip weapons from racks or even replenish ammunition and more.
To this effect, we’ve also setup up a wiki to centralise all the server-side configuration settings. The wiki is currently a work in progress. We’ll leave it to the good hands of the community to come up with new, interesting and creative ways to enjoy the game!
Prior to this update, servers hosting the Coastal Siege, Naval Battlefield and Naval Assault game modes idled at a 100% CPU usage due to several inefficiencies with how a third-party plugin functioned. Unfortunately, this resulted in renting servers running these game modes to be much costlier than their land-based counterparts.
Now that this is no longer the case, monthly costs for renting a coastal or naval server should be reduced by providers to almost match that of servers hosting army-based game modes. Coupled with the gameplay additions and changes mentioned above, it’ll certainly provide a solid base for crews to thrive and prosper.
What are you waiting for? Beat to quarters! Assemble the crew and prepare to partake in organised events on the naval front.
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 through the week.
Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!
Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.
Ghangelog 32 - Game Version 0.30.7082.26288
Naval Gameplay Additions
The 50-Gun Frigate! Complimented with a well-organised and trained crew the 50-Gun Frigate based on the ‘La Proserpine’ is quite the sight to behold!
Rocketboats! Rocketboats will come in especially handy during the bombardment of coastal fortifications. Work your way through the enemies’ defences and create a breach before the landing parties do their deed.
Rowable Rowboats! Up to four players can assist the crewman steering the rowboat with rowing the boat increasing the speed at which it travels.
Coastal Siege! A community-favourite game mode is now playable once more. Fend off naval vessels and marine-filled rowboats with chain, round and grape shot in an attempt to capture your fortified position.
New Map. Balamor Bay! A lighthouse on the beachhead overlooks the oncoming invasion as the garrison must make their stand in defence of the fortification until the timer runs out. » Input the following parameter to play this map on your community server: map_name balamorbay
Naval Battlefield. Redesigned! Pending on the type of vessel sunk, factions gather a score that will ultimately determine the victor. Sinking larger vessels contributes more score than smaller ones do. » Ships and boats will also respawn shortly after they’re sunk enabling the crew that lost their vessel to join the round. Having to wait for the next round to join in the battle is now a thing of the past.
Naval Assault. Redesigned! The Naval Assault game mode has been redesigned to factor in the ship’s sunk instead of the crewman killed as the condition that determines the victor. Ships don’t respawn in this game mode. By setting the commands below per map rotation, it is also possible to prevent players from respawning once they meet their end. » allow_midround_spawning false » round_spawn_close_timer_seconds 120
Naval Warfront! Combined Naval & Coast. The Naval Battlefield and Coastal Siege game modes will feature a combined front on the Naval Warfront official servers. Different scenarios will continue to iterate and provide for a unique experience.
Roleplay Gameplay Additions
Roleplay Scenarios. Providing solid groundwork for various roleplay scenarios to occur, hosts can now configure multiple server-side setting that will take Holdfast: Nations At War outside the confines of its usual gameplay experience. Take a look at our wiki for more information. » Configure limits for classes. » Define the allowed spawn-able classes per spawn point. » Define the allowed spawn-able classes for every naval vessel. » The weapons each and every class spawns with per faction. » The ammunition each and every class spawns with per faction. » Spawn objects and various artillery pieces by inputting coordinates per map rotation. » Allow players to equip weapons from racks. » Allow players to replenish firearm ammunition from ammoboxes. » Configure the health points for every naval vessel. » Define the selection of ships to spawn per map rotation. This can be unique for both factions.
Causeways. Players can now play this map once more on their community server. Due to its sheer size, we thought it could prove useful for some roleplay scenarios. » Input the following parameter to play this map on your community server: map_name causeways
Naval Mechanics
Protect The Stern. Be on the lookout for enemy vessels looking to gather a tactical advantage by manoeuvring behind your ship! » Upwards to 30% damage of the overall ship’s health will be dealt if the stern is destroyed.
Fight With The Weather Gauge. Raising your square-rigged sails is of much more importance now when sailing into the wind. » Each and every naval vessel sails differently from one another. Learning your way through their strengths and weaknesses will significantly improve your chances of staying afloat.
Global Ship Health Pool. Ships are now assigned a global health pool. Every shot irrespective if it hit a damageable object or not will deal damage.
Round & Chain Shot. Chain shot is now your shot of choice if you’re looking at de-masting an enemy vessel. Be sure to make your shots count however as chain shot deals much less damage than round shot if it lands anywhere but the mast.
Bigger Guns. More Damage! Larger calibre guns like the relatively massive long gun present on the 2-Gun Schooner deals more than the 4-pounder aboard the 8-Gun Schooner.
Player Scoring. Captains. Players that decide to take up the demanding role of the Captain class will now gather score when an enemy vessel is sunk by their crewman. » This score is calculated based on the damage dealt by crewman manning the guns so Captains will also be rewarded for assisting with sinking an enemy vessel.
Player Scoring. Crewman. Crewman that manage to successfully land shots through the use of various artillery pieces on deck will similarly gather score based on the damage that they have dealt to an enemy vessel.
Designated Rowboat Spawns. Designated rowboat spawn positions will ensure that players will always find an available spawn point to join the round.
Launching Rowboats. As a preventive measure against the frequent launching of rowboats aboard bigger ships, we have now implemented a two minutes cooldown in between spawns. » Cooldown will be reduced to just 5 seconds if the ship is sinking.
Battlefield Areas. Borders placed around the map edge restrict naval engagements to a specific area. This will prevent players from endlessly sailing the seven seas making the fight at sea more engaging.
Paint Schemes. Yellow, red, black, green blue and a combination of paint schemes for each and every naval vessel present within the game!
Ringable Ship Bells. Is it time for breakfast? Stuck in heavy fog with the rest of the fleet? Sound the ship’s bell!
Naval Announcer. You’ll now be notified when an allied or enemy vessel has been sunk. This announcement is also voice acted.
Gameplay Balance
Rocketeers are now able to carry ammo boxes.
Players can now fire round shot from swivel guns on Gunboats.
Performed multiple changes to better balance the Army Conquest game mode on plains maps.
User Interface
Increased the size of the wind indicator to make it more distinguishable.
Players interacting with the Captain’s wheel or tiller will have a user interface displayed atop the minimap displaying the various sail groups they have raised or lowered. » The numbers on the sail groups represent pressable hotkeys to raise or lower them. Once again, be sure to lower your square-rigged sails if you have no choice but to manoeuvre against the wind.
Designed a new user interface to aid players to distinguish the remaining health of the ship they’re crewing amongst various other ship statuses.
A user interface addition will now provide feedback to players when they successfully damage an enemy vessel or fortification with artillery pieces.
Ships that have been sunk will have their re-spawn timer displayed in the spawn menu. You’ll also find scrollbars present next to the spawn and class selections.
Included more varied ship names.
The bar at the very top which aids players to identify the faction in the lead now correctly reflects the defender’s winning condition on the Coastal Siege game mode. In this mode, the defenders must survive until the timer runs out.
Ships that get sunk are now displayed in the kill feed.
Multiple interaction icons have been included to aid players to become familiar with various interaction points aboard a naval vessel. Launching rowboats, climbing the rigging and various others.
Graphical Additions
Several additions to the ocean system present on the Naval Battlefield, Naval Assault and Coastal Siege game modes to improve its looks.
Players steering the rowboat now have their hands placed on the tiller.
Improved trails for cannonballs.
World objects now reflect in the water.
Adjusted the musket and cannon water hit particle effects.
Improved the animations for pennants atop a ship’s mast.
Changed the map loading screen for Open Waters. We plan to do the same with other maps in the future so they reflect the update graphics.
Quality of Life
Cinematic Camera Mode. Players have the option to toggle cinematic view for the free-flight camera. Enabling this will smoothen your movement when turning in free-flight. » Several setting to adjust the yaw and pitch speed, as well as sensitivity, can be found in the ‘Game’ options.
You will now find artillery pieces to make use of on all the smaller variations of the plains maps.
Players are now provided with the option to filter out ‘Private Servers’ from the server browser.
Optimisations
Servers no longer idle at a 100% CPU usage when hosting the Naval Battlefield, Naval Assault or Coastal siege game mode. Servers idle at maximum usage irrespective of the player count. » This occurred due to several inefficiencies with how a third-party plugin functioned.
Switching to a lower quality ocean setting will completely replace the ocean shaders to a much simpler one gathering more performance.
Server Configuration
Administrators can now reload the server configuration file during runtime without restarting the server. Be warned that performing changes to the override commands incorrectly may cause the server to shut down. The same can occur if the syntax is used incorrectly. Changes will occur on map reload. » rc fileReloader serverConfigFile true
Administrators are now able to input rc commands in the server configuration file per map rotation. Once inputted, the command will be executed when that map rotation comes into play and will continue to persist through the rounds unless defined in a map rotation thereafter. » Most of these commands are used for development proposes but can also prove useful for events or other roleplay scenarios.
Administrators can now configure the time it takes for a ship to respawn by inputting the following command per map rotation. » ships_respawn_time_seconds 120
Administrators can now configure the required score that must be gathered by a specific faction in order to become the victor whilst playing the Naval Battlefield game mode. This should be done per map rotation. » max_tickets 700
Administrators can now adjust the wind strength. Wind strength impacts both the maximum knots at which a ship can travel and its manoeuvrability when sailing against the wind. » wind_strength 1
Administrators can adjust the cooldown timer for rowboats spawned aboard ships by inputting the following commands per map rotation. » rowboat_cooldown_timer 120 » rowboat_cooldown_while_sinking_timer 5
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly. Press the ‘Space’ key to ascend and the ‘Shift’ key to descend. » ships_spacemode true
Bug Fixes
Solved an issue which caused buoyancy on ships not to function.
Solved an issue which sometimes causes the weapon used to kill another player to be displayed incorrectly in the kill feed.
Solved an issue which caused ships to take flight when they hit the rocks on Harouti Islands or the shoreline on Coastal Siege maps.
Solved an issue which sometimes caused cannonballs to become invisible when fired.
Attempted fix at an issue which sometimes caused a player to spawn in the middle of the ocean.
Solved an issue were sails in a damaged state remain visible on the ship even though the mast was destroyed.
Solved an issue which sometimes caused ships to spawn on top of one another and flip. Same goes for when spawning a rowboat aboard a ship.
Solved a bug which caused ships in the spawn menu not to retain their correct order from largest to smallest.
Solved an issue with masts not floating correctly on the water when destroyed.
Attempted fix towards an issue which caused the initial looking direction to not retain its original position when switching from 1st to 3rd person camera. This caused players to end up looking at another direction when switching between modes.
Solved an issue that caused interaction icons to still remain visible when a ship is sinking.
Solved an issue which sometimes caused ships to be pushed back when hit by an artillery shot.
Solved an issue were sails belonging to a destroyed mast still followed the lead of the ship when being raised or lowered.
Solved an issue which made interacting with ladder and rope positions aboard a ship to be quite tedious.
Solved an issue with ladder positions on the rowboat being inverted causing players to frequently fall off the boat.
Solved an issue that enabled players to interact with the guns aboard a ship’s deck when swimming.
Solved an issue with the reflection probe not updating correctly causing the ocean to appear extremely bright.
Solved an issue with normals on the Marine.
Solved an issue which caused other players to appear jitter when moving in free-flight.
Solved an issue with an ammo box giving the wrong ammunition on Fort Imperial.
Solved an issue with server showing up as an empty black bar in the server browser if they are unable to correctly establish a connection with the lobby.
Even though there’s plenty to check out in this update’s release, do look forward to what’s to come! We’ll be heading back to developing game-play oriented features on drier pastures for the next major update. Well placed player-built defences will turn the tide of battle in your favour.
A big thanks to all of those good fellows who joined us in our testing! We do hope to see you once more on the seven seas.
Thank you for your generous support and until next time, may good health be yours. We’re working on the next update.
Holdfast: Nations At War has been updated! Charge with musket in hand as the Grenadier class makes its way to the Kingdom of Prussia. Representing the Duchy of Berg, you will find them playable on all Army Front game modes. Canyon, a community-favourite map has also made it back into the game.
There’s more to look out for before you set sail once more in the update next to come. You’re most welcome to check out the BETA if you’d like to have a go at it before the naval gameplay oriented updated sees a full release.
Grenadiers! Kingdom of Prussia
More men in uniform. Clad in red, white and blue, this one is certainly quite the sight to look at. You’ll now find the Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.
Canyon. Army Front Map
Canyon, a community-favourite map makes its way back into the game! Many last stands where had inside its church as reinforcements deplete. This has been made possible thanks to an addition we’ll be discussing next.
Quality of Life. Muting & More
Player Based Map Rotations To better tailor the experience on the official servers, smaller maps like Canyon will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high.
Have a read of our changelog for a better understanding of how to make use of this new functionality on your community server. It can also be used to define a map in the rotation that an administrator can rotate to using the mapRotation command but the map itself doesn’t automatically rotate.
Easier Player VoIP Muting Scrolling through the entire list of players to look for that individual you wouldn’t like to hear from any longer can sometimes be quite the task. Based on community feedback, we came up with an addition to facilitate this.
Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for. If you know the player’s name, you can also make use of the search bar in the same panel.
Mute A Player From Chat Not too keen on a particular fellow’s conversation in chat? You now have the option to mute specific individuals through the Round Players ‘P’ panel. Similar to how VoIP muting functions, muting a player through chat also persists through rounds.
Spectate A Specific Player When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. Clicking on the all-seeing eye icon present in the Round Players ‘P’ panel will allow you to do this.
What’s To Come? Naval Warfare
Keep your boots dry for a short while longer! It won’t be too long now before we take the relatively sizable naval update out of BETA. The 50-gun frigate based on the French vessel ‘La Proserpine’, rocket boats, a new coastal siege map, tools to provide a solid groundwork for various roleplay scenarios to occur and much much more.
Don’t forget to join us on Discord if you’re interested in participating in the BETAs.
Prussian Grenadiers. Clad in red, white and blue, this one is certainly quite the sight to look at. The Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.
Canyon makes its way back into the game.
Quality of Life
Player based map rotations. Smaller maps like Canyon, for instance, will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high. » Input the below commands as global configuration settings to define the minimum number of required players for the low, medium or high population settings. - population_low_min_players 30 - population_medium_min_players 50 - population_high_min_players 100 » Input the below command per map rotation to define on which population setting a particular map should be played on. Setting all of the below values to false will prevent the map from rotating automatically but administrators can still access and rotate to that map using the mapRotation command. - population_verylow_playable true or false - population_low_playable true or false - population_medium_playable true or false - population_high_playable true or false
Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for.
You now have the option to mute specific individuals from chat through the Round Players ‘P’ panel.
When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. You can do this by clicking on the eye icon in the Round Players ‘P’ panel.
Bug Fixes
Solved various issues with Canyon when played on Conquest.
Do look forward to what’s to come. You’re more than welcome to have a read of our development roadmap if you haven’t done so already.
We’ve been plenty busy this week getting the relatively sizeable naval update up to speed. Even though there’s more that needs doing, progress has been smooth-sailing. With the latest BETA release, you’ll find various iterations to existing naval-oriented mechanics, multiple bug fixes, and a new coastal siege map!
Have a read of our latest blog post to join us in our testing.
What’s New? Public BETA V2
Here’s a list of all the changes and additions that we have undergone during this update. The sooner we get the testing done, the faster our update release schedule goes so please do join us in the BETA! If you haven’t set sail on the 50-Gun Frigate yet, do take up the chance.
New Additions
Balamor Bay. A new coastal siege map!
Causeways makes it back into the game as it could prove useful for roleplay scenarios due to its size.
An indicator identifying the ship you’ve spawned on in the status top bar has been included.
Players will now receive a score for damaging or destroying fort walls and various other objects.
Ring-able bells. Because it’s now a thing.
A user interface to aid Captains better distinguish the sail groups they have risen or lowered. » Be sure to take down square-rigged sails when going against the wind. It’ll improve the ship’s manoeuvrability.
Included more tips to inform players on various features within the game.
Server administrators can now configure the global health points for each and every vessel type by using override commands.
Server administrators can now define the classes spawned on ships and their limits by using override commands. » We’ve also made it possible to allow army-based classes such as the Line Infantryman to spawn on ships if you so desire.
Game Balance & Changes
Redesigned the way cannon trajectory’s function when round or chain shot is fired from cannons aboard ships or along the coast. This was done so players don’t have to aim too high with a cannon in order to reach the maximum effective range providing better visibility when firing. » Increased the range and velocity of the chain shot to match that of the round shot. » The trajectory for artillery shots fired from Field Guns remains as is.
Slightly reduced the time it takes to reload a coastal artillery gun. Increased the overall health points of the 50-Gun Frigate.
You can now sail for a longer distance before reaching the border in the Naval Battlefield game mode. » Players aboard a ship will also receive the notification that they’re going out of battlefield much earlier. » A sound queue to notify the player when the warning pops up has been included.
Coastal fortifications can now take more shots before they’re destroyed. This was done to make up for the fact that the 2-Gun Schooner’s gun now deals upwards to 150 damage per shot being one of the largest calibre guns present on ships.
Unique names for the British and French 50-Gun Frigates in the spawn menu have been included.
The same goes for French Gunboats and Rocketboats.
Lowered the volume of the naval announcer.
You will now find more lanterns on the 50-Gun Frigate.
Graphical
Adjusted the water splash particle effects on various ships.
Decreased the size of the captain’s wheel on the 50-Gun Frigate.
Improved the animation of the pennants atop a ship’s mast.
Improved the looks of the initial camera spawn location on South Sea Castle.
Solved an issue with textures on one of the sandbags present on Fort Christina.
New map loading screen for the Open Waters map.
Performance
Reflections no longer cast on low quality water. This was done to gather some additional performance.
Bug Fixes
Solved an issue that was causing players to get stuck on a black loading screen until the map is switched.
Solved an issue that was causing players not to receive any score when they damage other naval vessels.
Solved an instance which was causing an error to appear on the server when players spawn.
Solved an issue within the ocean shader that was causing errors to appear on the server.
Solved an exception that was being outputted when a player shot a cannon, rocket or mortar.
Solved an occurrence which was causing the rocket’s model to remain following a naval vessel after the rocket explodes.
Solved a bug that which was causing the audio played while the rocket is mid-flight to continue playing after the rocket hits the water.
Solved a bug which was causing rocket trails to immediately disappear after the rocket hits the water.
Solved a recurring error that was sometimes being outputted when a player interacts with one of the four rowing positions on the rowboat.
Solved an error that was sometimes causing names of damaged ships to not be displayed correctly.
Solved a bug which was limiting firearm aiming movement in both 1st and 3rd person views.
Solved an issue were players rowing the rowboat could be seen rowing the boat even if the rowboat wasn’t being rowed (Just a little bit of a tongue twister).
Enlarged the size of the wind direction indicator on the minimap to make it more prominent. Wind plays a huge role in naval scenarios!
Attempted fix towards an issue that causes other players to be seen slightly floating when interacting with one of the rowing positions on the rowboat.
Solved various issues with localisation on spawn-able interactable objects.
Solved an issue that caused various weapons inside the weapon rack model to spawn inside one another.
Solved an issue which caused one of the user interface assets to improperly appear when other players interacted with a weapon rack.
Solved an issue which caused the player to receive a false positive message that the spawn is obstructed if they double tap the ‘E’ button while trying to launch a rowboat.
Solved an issue with the naval map border shader when playing on the lower quality game modes.
Solved an issue which caused other players to vibrate significantly when standing to the very front of the 50-Gun Frigate.
Solved an issue which caused the player’s look direction to automatically change when aboard a naval vessel and switching between 1st and 3rd person views.
Solved an issue that caused players to fall to the lower deck on the 50-Gun Frigate when walking near one of the masts.
Solved an issue that caused some of the sails to remain in place when the foremast was destroyed on the 50-Gun Frigate.
Fixed the position of the main entrance door on South Sea Castle.
Solved an issue with a warning being outputted when hitting the shrine present on the Martello Tower map.
Participate In The BETA!
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.
Everything present in this BETA is still a work in progress and bugs are to be expected.
We’re also planning on releasing a little something next week before we head off with the release of the relatively sizable naval update. A big thanks to all those good fellows who joined us in our testing.
Once again, we thank you for your support and until next time, may good health be yours.
Prepare to set sail once more as the relatively sizable naval update has entered its BETA phase! We need all hands on deck as the new game-play additions will require plenty of testing to make sure everything is in order before the update sees a full release.
Have a read at our latest blog post for a brief look at what’s to come.
What To Expect? A Brief Rundown
Well, where to start? When we said that the update is relatively sizable, it is indeed relatively sizable.
Starting from the largest of additions, the 50-Gun Frigate based on the ‘La Proserpine’ is truly a sight to behold! She packs enough arsenal to make quick work of other vessels pending that its crew is sufficient to the task. Rocketboats will also come in especially handy during the bombardment of coastal fortifications. Work your way through the enemies’ defences and create a breach before the landing parties do their deed.
Speaking of coastal fortifications, the Coastal Siege game mode will also be making a comeback! We have done extensive development to ensure smoother server performance. Prior to this update, servers on both the Coastal Siege and Naval Battlefield game modes idled at a 100% CPU usage due to several inefficiencies with how a third-party plugin functioned.
Now that this is over and done with, monthly costs for renting a coastal or naval server can be reduced by providers to almost match that of servers hosting army-based game modes. We do certainly hope to see crews forming up and more events taking place on this front.
It’s going to be quite the task to consolidate all that was done into one ‘brief’ summary. Row-able rowboats, completely redesigned the Naval Battlefield game mode so it functions according to a score-based mechanic, a new interface detailing the ship’s current statuses, designated rowboat spawns ensuring that players always find an available spawn point to join the round irrespective if a particular ship has been sunk, players are now rewarded with personal score for contributing towards the primary objective of sinking enemy ships and a whole lot more.
If you’d stick with us for a while longer, we’d like to let you know of other game-play oriented features present in this BETA besides all the naval and coastal goodness. Roleplay sits quietly in the current of a game like this and seeing the popularity and daily occurrence of community-hosted events, more functionality in support of this would indeed make for a great addition.
Providing solid groundwork for various roleplay scenarios to occur, hosts can now configure limits for classes, define the allowed spawn-able classes per spawn point and the equipment they spawn with, spawn props on a pre-defined location per map rotation, allow players to equip weapons from racks or even replenish ammunition and the list continues. Guides detailing how hosts can make use of this new functionality will be provided for.
Be sure to check out our updated roadmap if you’re interested in knowing more about our plans for both the naval and coastal scenarios. A new coastal siege map currently in the works is planned for release with the same update.
Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.
Everything present in this BETA is still a work in progress and bugs are to be expected.
Greetings ladies and gentleman. We have updated our development roadmap to keep you abreast with our progress. Go have a look at what’s to come! There are also a few sneak peeks to look out for showing some of the features most sought out by the community.
View The Roadmap
A link to the roadmap can be found to the top right of the game’s main menu scene. Alternatively, you can access it directly by going to the below link on our website. Be sure to keep an eye out on this as we’ll continue to update it as development progresses.
Holdfast: Nations At War has been updated! As we gear up for the release of the upcoming major content update, we’ll be releasing 3 new maps targeted towards organised play. We’re sure that all those fellows participating in community-hosted events will find this a welcoming addition.
Be sure to stay tuned as we have plenty of other game-play oriented content in the works! The roadmap we’ll be releasing in the next few weeks will also show off our progress on some of the most community requested features.
3 New Linebattle Maps
Here’s a look at all the linebattle maps. Ancient Plains, Snowy Plains 4 and Snowy Plains 5.
Ancient Plains
Snowy Plains 4
Snowy Plains 5
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 through the week.
Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!
You can have a read of this update’s changelog below.
Changelog 30 - Game Version 0.28.7053.30152
New Game Features
3 New Linebattle Maps! Ancient Plains, Snowy Plains 4 and Snowy Plains 5. » Input the following parameters to play these map on your community server: map_name ancientplains, map_name snowyplainsiv or map_name snowyplainsv
Combat Changes
Solved an issue with changing attack directions while using a musket, pike or a flag. Right or left mouse movements are no longer taken into consideration when changing between up and down stabs.
Once again, we thank you for your support and may good health be yours.