Holdfast: Nations At War - AGS | Refleax


There’s been plenty done during the previous week! With new features being introduced, plenty of bug fixes as well as optimisations, we’re going to be needing more testing done before the update sees a full release.

Come have a read of our latest blog post and join us in the BETA.

What To Expect? Changelog
Here’s the entire changelog detailing all the changes, additions and fixes we’ve undergone in this second BETA release - All focused around game polish.

Client Optimisations
Further optimisations to reduce framerate hiccups when opening the Voice Acting ‘V’ panel.

Server Optimisations
Solved an instance where the server could crash when the players interacted with an object.

Solved multiple warnings being outputted on the server impacting performance.

Game Responsiveness - Server Configuration
Introduced functionality allowing servers to automatically restart based on a specific set schedule.
» Anvil Game Studios Official servers will be set to restart daily improving game responsiveness.

Game servers will now automatically relaunch themselves following an unexpected crash.

Players that join game servers not running optimally will be warned that their gameplay experience is consequently being impacted.
» Game servers running below 60 FPS will result in delayed melee combat, shooting and interactions irrespective of the player's ping.

Gameplay - Cavalry
Increased the volume of horse-related sounds. You can still control this through a specific audio slider from the game’s settings.

Reduced the number of cavalry units available on Grassy Plains 1 whilst playing on the Army Battlefield game mode to 2 Hussars and 2 Cuirassiers or Dragoons per faction.

Players can now rebind the mount and dismount key from the key bind settings.

Gameplay - Game Modes & Maps
Multiple changes targeting balance on Fort Salettes when playing on the Army Battlefield game mode.
» Introduced an additional entry point to the left of the fort.
» Factions now spawn to either side of the fortification and must make their way to the fort where the battle ensues. One faction no longer spawns inside the fort when the Army Battlefield game mode is playing.

Multiple changes targeting balance on Fort Salettes when playing on the Army Siege game mode.
» Increased the health points for the fort doors leading to Fort Salettes allowing the defenders more time to mount their defence.
» Ladders on Fort Salettes must now be carried and raised adjacent to its walls. You’ll no longer find them pre-placed.

Gameplay - Sappers
Countdown timers leading to a barrel’s explosion now also show if you ignite a barrel belonging to the enemy faction.

The health indicator for the player-built chair that you’re sitting on while playing with the Sapper class no longer shows. It was rather intrusive and obstructed visibility for the fellow enjoying a moment of respite.

Bug Fixes
Solved an issue where the ‘Leaderboard Standing’ user interface still continued to show even if the player didn’t participate in the round.

Increase the reliability for rank retrieval showing your standing in the leaderboards after the match ends.

Solved an issue where a continuous ticking audio cue could sometimes be heard during the end of match screen.

Solved multiple instances where the count-down timer informing players when they’ll spawn was showing incorrectly.

Solved an issue where the server’s player count shown in the lobby would reset back to zero for a few seconds when the game server changes the map.

Solved an issue with the Portuguese translation showing in German when hovering on traits and abilities.

Solved an issue where sometimes players weren’t able to sit on chairs built by the Sapper class.

Solved an issue where sometimes the player would fall through the terrain when killed by an enemy on horseback.

Solved an issue with incorrect sounds being played when a player hits the terrain with a melee weapon.

Solved an issue where sword strikes from dismounted cavalrymen can sometimes be invisible for other players.

Solved an issue where sometimes warning indicators would continuously flash.

Solved an issue where names wouldn’t show when the player is moving a field gun.

Solved an issue where if you’re playing a tune with a musician and opt to spawn with another musician class, the music menu will open upon clicking on the spawn button.

Solved an issue with Army Siege and Army Conquest capture point indicators not scaling correctly.

Solved an issue where players would die a slow painful death if they stood atop a small campfire.

Solved an issue with the health indicators for player-built defences resetting to a random value.

Solved an issue with weather transitions not correctly resetting when a map changes.

Solved an issue where voice-acted Prussian cheers, shouts, insults and commands would sometimes cut-off.

Solved an issue where players could get stuck on map load if the server goes offline when the player is loading.

Solved an issue where a small number of reinforcements still continued to show even if the respective faction was out of reinforcements.

Solved an issue where the melee combat indicator continued to show when sitting on chairs, carrying rockets or moving field guns.

Solved an issue where the melee combat indicator continued to show when auto-joining a round.

Solved an issue where the melee combat indicator appeared to flash and constantly switch between block and strike states irrespective of the player’s movement.

Solved an issue where score gathered from killing cavalry units wouldn’t contribute towards bettering the player’s leaderboard standing or soldier rank.

Solved an issue where the ‘Ambience’ slider would also raise or lower the volume of tunes played by the musician class.
» Musician tunes can now be separately controlled through the ‘Musician Song’ audio slider.

Quality of Life
Players will now display a hint next to the mini map for the first minute after they join the round informing them that they can mute other players by pressing the ‘P’ key.
» You can disable this hint through the game options - ‘General Hints’.

Graphical
Solved multiple issues with texture parallax mapping for buildings present on Desert Ruins.

Public BETA V1 - Changelog
Should you wish to view the changelog for the first BETA release, you can do so below. These changes will also make their way to Game Version 0.41's release.

https://steamcommunity.com/games/589290/announcements/detail/3453632564275532841
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.

https://discordapp.com/invite/holdfastgame



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame




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

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


Following the release of consecutive major content releases during the past year featuring rocket artillery, the 50-Gun Frigate, player-built defences, leaderboards and the much-anticipated introduction of cavalry units, it is now due time to place our focus towards game polish.

Come have a read of our latest blog post for more on what we’ve been up to.

What To Expect? Changelog
Game polish encompasses a wide spectrum of improvements, additions and changes so what better than a changelog to detail it all? Here’s a relatively lengthy list of optimisations, gameplay balancing, quality of life additions and bug fixes present in this BETA release.

Client optimisations, server optimisations as well as changes to how map loading logic functions all required unprecedented development efforts. Do let us know should you face any issues whilst playing.

Server Optimisations
Solved multiple issues which resulted in increased memory over longer periods of runtime.

Solved multiple issues which resulted in decreased server responsiveness over longer periods of runtime.

Performed several server-side optimisations on maps playable on different game modes.

Solved an issue where an error was being produced when a player hits a mounted cavalryman with an artillery shot.

Solved an instance where an error was being produced on the server when a player makes use of the auto-join function to spawn.

Solved an instance where an error was being produced on the server when a player attempts to fire a rocket from the emplacement.

Solved an instance where an error was being produced on the server when a player places sandbags on earthworks.

Solved an instance where an error was being produced on the server when trying to process the ‘Hornblower’ achievement.

Solved an instance where an error was being produced on the server when a player damages another ship using an artillery piece and disconnects.

Servers which become full will have their connect button greyed out.

Client Optimisations
The logic for how maps load within the game has received a complete overhaul to improve load times and reduce inconsistencies. An issue where the player would occasionally load the map of the previous round has also been taken care of.

Performed multiple optimisations on Cavalry Units to improve framerate.

Performed multiple optimisations on the Scoreboard to improve framerate.

Performed multiple optimisations on various User Interface elements to improve framerate.

Performed multiple optimisations on VoIP to improve framerate.

Performed an optimisation on the water shader present on land-based maps to improve framerate.

Solved an instance where players experienced a sudden spike in framerate when they launched the Voice Acting panel for the first time.

Ragdoll Corpses are now adjusted according to the player-selected graphical preset. Using lower graphical settings will reduce the number of corpses in the field of battle, therefore, improving the framerate.

Players are now able to toggle off horse-related effects through the game options. They are disabled by default when using the low and very low presets.

Players are now able to toggle off destruction debris through the game options. They are disabled by default when using the low and very low presets.

Players are now able to toggle off environmental clutter to prevent birds and other small props from showing through the game options. They are disabled by default when using the low and very low presets.

Performed various optimisations on the Causeways map.

Solved an instance where an error was being produced on the client when a player dies or dismounts from horseback.

Solved an instance where an error was being produced on the client when scrolling through the scoreboard.

Solved an instance where an error was being produced when a player fired a chain shot.

Solved an instance where an error was being produced when a player interacted with an artillery piece.

Solved an instance where an error was being produced when a player gets trampled.

Solved an instance where an error was being produced when attempting to connect to the lobby.

Solved an instance where an error was being produced when the naval vessel you’re crewing sinks.

Solved an instance where an error was being produced when the player gathered a score.

Game Responsiveness - Server Configuration
You are no longer able to host game servers capped to run lower than 60 FPS.

You should ensure that your community or event servers are running at a stable framerate by using the ‘rc get serverFPS’ command.
» Issue 10 instances of the above command during gameplay and if it shows that your server’s framerate was constantly below 60 FPS, you should expect melee combat amongst other mechanics within the game to be delayed.

Gameplay - Melee Combat
Removed the cooldown previously applied to disincentivise feint over-use as this introduced unnecessary block delay.

Decreased the rate at which players can issue secondary attacks. Shoves and kicks now have a longer cooldown.

Reduced the damage shoves and kicks deal when the ‘Resilient’ trait is in effect for both the Infantry Officer and Grenadier classes from 5 to 2. Classes sporting the ‘Resilient’ trait will now meet their end within 4 secondary attack hits instead of 2 if they have already been stricken with a bayonet in their upper body.

Preventive measure towards players utilising crouching to hide melee strikes. Strikes will now remain in hold position for a longer duration if actioned from a crouching position.

Going from standing to crouching and crouching to standing is now more responsive.

Players will now have their movement speed slightly reduced when holding a strike or striking.
» An additional tip is now present in the game informing players of this mechanic.

Players can no longer amend the settings file to increase their melee combat sensitivity gathering advantage over others.

Prussian Infantry Officers now come equipped with a sword which matches the length of other factions.

Players will now display a new indicator informing them of the direction they will block or strike towards. You’ll find multiple settings to adjust this new user interface additions including its position in your game options.

Players will display a new indicator informing them that their combat experience is impacted should they be experiencing high latency (ping). We recommend that you play on a server correct to your region.

Introduced a tip informing players that they will instantly face their demise should they be stricken by a melee weapon while aiming or reloading.

The mechanic will be undergoing more improvements in future updates.

Gameplay - Cavalry Units
Reduced the number of cavalry units available for each faction from 12 to 10 when Open Plains maps are in rotation.

Reduced the number of cavalry units available for each faction from 8 to 6 when Causeways is in rotation.

Hussar, Dragoon and Cuirassier class now take longer to spawn. The wave spawn timer for all cavalry-based classes has been set to 20 seconds while the infantryman retained their previous 10 second timer.
» Server administrators can configure wave spawn timers by inputting the following commands per map rotation: wave_spawn_time_seconds 10 and wave_spawn_vehicle_time_seconds 20

Players are now immune to all damage for a maximum of 5 seconds after they spawn. Cavalrymen can quickly traverse the field of battle and make their way to the enemies’ spawn. You’ll have to think twice before attempting this rather ungentlemanly feat.
» Canyon, Fort Salettes and all Army Siege maps have their spawn immunity timer set to 2 seconds.
» Server administrators can configure spawn immunity timers by inputting the following command per map rotation: spawn_immunity_timer 5

Strikes to the right with a sword from horseback are now swifter. The quicker slash makes for better fluidity.

Secondary hits with a singular sword slash from horseback now deal less damage and more so than often won’t result in the player’s demise.

Horses travelling at the slower gaits no longer trample infantryman.

Horses no longer rear on the first shot from a firearm allowing them to continue moving. Instead, the horse will reduce its speed to the first gait. Should the horse be once again injured, it will rear consequently exposing the cavalryman to more vulnerabilities.

Gameplay - Officers The Rank & File
Line Infantry, Grenadier, Guard, Coast Guard and Marine classes now sport a new trait - ‘Orderly’. Those in the rank and file no longer make for easy pickings while following their officer’s orders. You must be standing in line in order for this trait to become active.
» It increases your chances of surviving shots from firearms at longer distances by diminishing the damage dealt while standing in formation.
» Should your shot find its way to an enemy player also standing in line, the diminishing effect will not apply. Line versus line engagements remain just as deadly.

Score gathered by players for maiming or killing someone when standing in line has been increased to 35.
» Amended the ‘Rank & File’ ability to include the following descriptive text - ‘You gather additional score for maiming or killing someone while standing in line.’

Gameplay - Musicians
Increased the firearm accuracy bonus provided by musicians from 7% to 8% with the bonus stacking upwards to 12% from 10% when another musician is playing a tune along.

Gameplay - Flagbearers
Flagbearers now further increase the chances of survival to those in the ranks sporting the ‘Orderly’ trait when shot at by firearms from longer distances.
» This is in addition to the buff they provide which improves reload speed.

Gameplay - Infantry Officers
Infantry Officers are no longer able to tank canister or shots fired from a blunderbuss at a close-distance when being assisted by a Guard unit. Prior to this update, a bug allowed Infantry Officers not to be hit by two consecutive shots from a blunderbuss or canister.

Gameplay - Artillery & Ladders
Increased the speed at which field guns can be moved.

Increased the speed at which rocket launchers can be carried.

Increased the speed at which ladders can be carried.

Gameplay - Game Modes & Maps
You no longer have to play on the same map following a server restart. Game servers won’t always launch with the first map defined in the map rotation come to this update.
» This new feature remains true to the set player population settings.
» Server administrators can enable or disable map randomisation on server launch by inputting the following command: map_rotation_start_randomise true or false

Reinforcements available to the defenders whilst the Army Siege game mode is playing have been increased by the following amounts.
» Fort Christina - 35 Additional Reinforcements
» Fort Pierre - 45 Additional Reinforcement
» For Schwarz - 45 Additional Reinforcements
» Camp Salamanca - 50 Additional Reinforcements
» Desert Ruins - 40 Additional Reinforcements
» Sharpton - 30 Additional Reinforcements
» Highlands - 50 Additional Reinforcements
» Arendan River - 30 Additional Reinforcements

Hussar, Cuirassier and Dragoon units have been made available for the attackers on the following maps while the Army Siege game mode is playing.
» Fort Christina - 1 Hussar and 1 Dragoon or Cuirassier
» Fort Pierre - 2 Hussars and 2 Dragoons or Cuirassiers
» For Schwarz - 2 Hussars and 2 Dragoons or Cuirassiers
» Camp Salamanca - 1 Hussar and 1 Dragoon or Cuirassier
» Sharpton - 2 Hussars and 2 Dragoons or Cuirassiers
» Highlands - 2 Hussars and 2 Dragoons or Cuirassiers

Moved one of the base spawns present on Causeways closer to the other when the Army Conquest and Army Battlefield game mode is playing.

Players will now find more props which can be used as cover on the Causeways game level.

Rotated the initial position of the carriable rocket launcher present on Desert Ruins to face towards the objective.

Naval borders for the Martello Tower, Open Waters and Harouti Islands maps have been brought slightly closer to contain the engagement.

Reintroduced Snowy Plains 1 & Grassy Plains 3 to the Army Front map rotation for additional variety.

Removed the ability for Sappers to construct palisades and shooting platforms on all Plains maps, Tahir Desert and Causeways in the Army Front map rotation.

Quality of Life
Eliminated the use of the mouse hover when using the scoreboard. Simply make use of the scroll wheel to scroll down the scoreboard.

You no longer zoom in and out with your camera while in free-flight mode and scrolling through the scoreboard.

Players are now provided with the ability to pan and tilt the camera while in Cinematic or Free-flight mode by using the arrow keys.

You can make use of the new ‘Depth of Field Focus Point’ slider in your ‘Game’ setting to make your shots look crisper when in Cinematic or Free-flight mode.

Server Administration
Server administrators can now enable a command to instantly build player-built defence.
» rc set instantBuildMode true

Server administrators are now able to enable God mode per team. Players in one faction become invincible while the others won’t.
» rc set characterGodMode 1 true - Everyone becomes invincible.
» rc set characterGodMode 2 true - The Defenders become invincible.
» rc set characterGodMode 3 true - The Attackers become invincible.
» rc set characterGodMode false - Disable invincibility.

Bug Fixes
Solved an instance which prevented players from launching the game and get stuck viewing the ‘Anvil Game Studios’ logo.

Solved an instance which prevented players from launching the game if the 'HoldfastOptions' settings file was deleted.

Solved an issue which caused the spawn menu to appear in white if the player joined the round using the ‘Auto-Join’ function.

Solved an issue with the terrain popping in and out when using free-flight mode.

Solved an issue which prevented the French Infantry Officer from equipping a lantern while holding a sabre.

Solved an issue with incorrect localisation for the Polish language.

Solved an issue on the Custom Map (Land) where the Army Siege game mode wouldn’t function as intended.

Corrected the amount of available class slots for the Cannoneer on Lamarsh Fen.

Corrected the amount of available class slots for the Cannoneer on Snowy Plains (S).

Solved an issue with cracks within the terrain appearing on Causeways.

Solved an issue which caused the ‘Graphic Preset’ setting to be incorrectly labelled as ‘VSYNC’.

Solved an issue which caused players to speed up when moving up the stairs present on Fort Winston and Fort Arena.

Removed an invisible object that players could collide with near the barn on Camp Salamanca.

Solved an issue where a player’s volume would be automatically set to zero once you unmute them from the Round Players ‘P’ panel.

Solved an issue where players could sail outside the boundaries of the naval borders present on Harouti Islands.

Solved an issue where two bells where overlaying one another on Canyon.

Solved an issue where explosives barrels were able to kill friendly players when being carried.

Solved an issue where if you get damaged while carrying an explosive barrel and animation that the barrel exploded would play but deal no damage.

Solved an issue where the explosive barrel would be stuck in an endless loop of being ignited if you ignite it then someone tries to extinguish the fuse and dies in the process.

Solved an issue where multi-kills from cannon explosions weren’t counting as assist kills for the loader.

Solved an issue which caused text to appear broken in the scoreboard.

Solved an issue which caused some UI elements to appear blurry when playing on the lower graphical settings.

Solved an issue where the VoIP indicator didn’t show for the player you are spectating.

Solved an issue where the destroyed model of the rocket launcher wouldn’t match the correct rotation of the launcher before it was destroyed.

Experimental fix towards an issue which causes cavalry units to take flight on the Desert Ruins map.

Experimental fix towards an issue which causes rounds to prolong when playing the Naval Battlefield game mode.

Experimental fix towards an issue which sometimes causes the player to be unable to fire a cannon when playing on the Naval Battlefield or Coastal Siege game modes.

Experimental fix towards an issue which causes rain sounds, horse-related sounds and musician tunes to cut off.

Experimental fix towards an issue where the leading faction indicator on the top bar UI would sometimes show incorrectly.

Solved an issue where you would still be presented with the UI detailing your personal leaderboard standing when the round ends even if you didn’t partake in it.

Solved an issue where your personal leaderboard standing wouldn’t show when the round ends if you’re playing with any of the secondary Line Infantry classes, Fifers, Drummers or Violinists.
» You still retain your progress in the leaderboards with these classes as the bug was specific to the end of match user interface.

Solved an issue where sometimes your in-game soldier rank medal wouldn’t match the one present in the leaderboards.

Solved multiple issues with overlapping UI elements in the spawn menu.

Graphical
Adjusted the visibility of horse dust particles.

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.

https://discordapp.com/invite/holdfastgame



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame




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

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


Gallop away gentleman, tides of glory await! Grab hold the reins and charge valiantly into battle as Holdfast: Nations At War is now 60% off for the duration of Steam’s Winter Sale. Join the community and participate in weekly organised events.

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

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.

Major Release! Cavalry Units
Featuring one of the most anticipated content-focused releases, Holdfast: Nations At War saw the introduction of cavalry units just a few days back bringing us ever closer to the game’s eventual full release out of Early Access.

Engage the enemy from horseback with the new Hussar, Cuirassier and Dragoon classes.



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame




May you have the best of holidays, a merry Christmas and a happy new year. Rest assured that there’s plenty more in store for Holdfast. We won’t be spilling the beans just yet but do certainly look forward to what’s to come. It’ll bring about just as much excitement and revel.

Once again, we thank you for your support and as always, may good health be yours.

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


Gallop away gentleman as tides of glory await! Ride into battle with your trusty steed and engage the enemy from horseback with the new Hussar, Cuirassier and Dragoon classes. Come have a read of our blog post as there’s plenty more to look forward to in this much-anticipated major update release.

Before you do so, as is well deserved of all this mounted goodness, there’s a new trailer for your viewing pleasure.



Cavalry Units! The Hussar
Have your pick at one of these well-dressed cavalrymen. Sporting a rather flamboyant uniform won’t come of much use in the field of battle but their increased damage with swords while riding on horseback and increased speed will certainly come in handy while playing this class.

Discharge your pistol at the general direction of the enemy, equip your sword and charge away.

Hussar
Role: Cavalry - Branch: The Army

Well-dressed. Great showmanship with swords on horseback.

British Hussar – 15th (The King’s) Hussars


French Hussar – 7e Regiment de Hussards


Prussian Hussar – Leib-Husaren-Regiment


Abilities
Horseback Riding - Trained in the art of horseback riding. You are able to mount and ride glorious steeds of war.

Traits
Skilful Rider - Well-versed in the art of horseback riding. Your speed while riding a horse is increased by 10%.
Mounted Sword Specialisation - Drilled in various sword combat techniques while on horseback. Your damage when wielding a sword while on horseback is increased significantly.

Cavalry Units! The Cuirassier & Dragoon
Carbineers on horseback. These units excel at the use of this firearm while mounted and combined with the versatile mobility their steed provides, they can quickly traverse the battlefield, take careful pickings of the enemy and retreat back in support of your lines.

Well trained Carabineers can excel just as much as a hussar in melee combat albeit the advantages traits provide.

Cuirassier & Dragoon
Role: Cavalry - Branch: The Army

Mounted infantryman. Carbineers on horseback.

British Dragoon – 1st Royal Regiment of Dragoons


French Cuirassier – 4e Regiment de Cuirassiers


Prussian Cuirassier – Brandenburg Kurassier-Regiment Nr. 3


Abilities
Horseback Riding - Trained in the art of horseback riding. You are able to mount and ride glorious steeds of war.

Traits
Mounted Firearm Specialisation – Experienced with the use of firearms while on horseback. Your damage when firing pistols and carbines from horseback is increased by 10% and accuracy by 10%.

Horseback Riding. Cavalrymen & Combat
Master the art of horseback riding as those brave gentlemen once did. You’ll have a much easier time doing so should you give a quick read to what’s going to follow. Mounting, dismounting, putting your steed on the gallop, firing from horseback and various other aspects related to combat.

Riding On Horseback
Let’s get to the riding now, shall we? Hussars, Cuirassier and Dragoons all spawn readily mounted. Once you’ve had your pick at one of these classes, you’ll find yourself on horseback. Holding the ‘W’ key will take the horse from one gait to the other gradually building up its momentum. An indicator to the left of your steed’s health bar will reflect the pace at which the horse is moving.



Pressing the ‘Shift’ key once your steed reaches a full gallop, will take it into a sprint further increasing the speed at which it travels. While the horse is at a sprint, your movement on horseback will be limited as you grab tightly of its reins. Tread carefully as this can place you at a disadvantage when engaged in battle since you can only strike forward and cannot make use of your firearm.



Should you need to make a turn, press the ‘A’ key to go left and the ‘D’ key to head right.



Horses travelling at a slower gait can alternatively toggle and go into strafe mode by hitting the ‘Z’ key. Your steed will consequently move to the left or to the right at the press of the ‘A’ or ‘D’ keys. You’ll find no excuse to neatly dress the gaps and keep in formation. A regiment must uphold its reputation.



Slowing down is at times key to ensure your survival. You can do so by pressing the ‘S’ key. Should this key be held long enough, your steed will start moving backwards at a slow pace.



Holding the ‘Ctrl’ key will similarly reduce the horse’s speed. There’s one key difference however, your horse will not go backwards after it reaches its lowest speed and instead come to a halt.



Make your way over smaller defensive emplacements and fences by jumping with your steed while on horseback. Carefully time your jump and press the ‘Space’ key at the right moment.



It is not a simple feat to handle these beasts but you’ll get used to their ins and outs as you go by. Practice makes perfect.

Swimming While On Horseback
Go for a swim all the while remaining mounted. Controls here remain as usual but you are unable to engage in combat.



Halting The Horse
Spotting a Chevaux De Frise reaching ever closely? Should you find yourself in a pickle, firmly hold the ‘F’ key and pull on your horse’s reins. This will rear the horse and bring it to a complete halt.

Hitting this defensive emplacement will kill your mount and diminish your health points as you fall from horseback.



Dismounting From Horseback
Instructed to fall in line? You can dismount from horseback by pressing the ‘E’ key while your horse is going at the slower gaits.



Mounting Back On Horseback
Keep your steed at a safe distance as you never know when the need arises to climb on horseback once more. Press the ‘E’ key while looking at your horse, mount and get going. Riders that have met an unfortunate end will leave their horse ownerless. Should you find yourself dismounted, try to mount another.



Mounted Swordsmanship
If you favour the Hussar class, you’ll find yourself engaged in combat up close and personal more so than often. Equip your Sword by scrolling to the relevant weapon or pressing the ‘3’ key, move your mouse to your desired strike direction and stab or slash away at the enemy.

If you have yet to release your strike, you can cancel and switch to another by holding the ‘Right Click’ mouse button.



Mounted Marksmanship
Carbineers make use of their firearm on horseback as you would whilst playing an infantryman. Hold ‘Right Click’ to aim, press ‘Left Click’ to fire then ‘R’ to reload.



The speed at which you travel on horseback will be restricted to the slower gaits whilst reloading.



Trampling Infantryman
Horses are mighty beasts! Blocking their path is of little to no use and you’ll find yourself injured or killed in the process. Horses travelling at a faster gait will deal greater damage to those unfortunate infantrymen.

Should you be enough in good favour to remain alive after the fact, you will no longer have your weapon equipped. Wait a short while to come to your senses after the knockback and equip your weapon using the scroll wheel or number keys.



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



There’s more to look out for in this major update! Additions focused towards gameplay balance, quality of life improvements, performance optimisations, administrative tools, plenty of bug fixes and more.

Take a look at the changelog for all the details.



Changelog 45 - Game Version 0.39.7290.31301

Game Features
New Cavalry Unit! The Hussar. Have your pick at one of these well-dressed cavalrymen. Great showmanship with swords on horseback.

New Cavalry Units! The Cuirassier & Dragoon. Carbineers on horseback. These units excel at the use of this firearm while mounted and combined with the versatile mobility their steed provides, they can quickly traverse the battlefield.

Horseback Riding! Ride glorious steeds of war. Mount, put your steed on the gallop and charge into battle.
» Hussars, Cuirassier and Dragoons spawn readily mounted.
» Line Infantry Officers are able to mount and issue commands all the while remaining on horseback.
» Press ‘Shift’ to sprint when at full gallop and the ‘F’ key to instantly halt a horse.

Horseback Combat! Engage the enemy on horseback with swords, pistols and carbines.

Trampling Infantryman. Horses are mighty beasts! Blocking their path is of little to no use and you’ll find yourself injured or killed in the process.

Chevauxs De Frise. Riders that find their way into these player-built defensive emplacements will find themselves dismounted. Make sure to make good use of these anti-cavalry defences.

Cavalry Leaderboards. Rise to the top in the new leader boards.

Small Shell Rockets. New shell rockets to be mounted atop launchers and fired away! They have less range than their larger variant and can, therefore, more easily target those making their way near the launcher.

Scrollable Scoreboard. Players can now scroll through the scoreboard should they wish to view themselves at the very bottom of the list. It won’t be a great sight to behold but it stood as one of the most player-requested quality of life additions so we delivered.

1st Person Field Of View. Players can now adjust their field of view while in 1st person from the game options.

Dedicated chat channel for Infantry Officers, Hussars, Dragoons and Cuirassiers. Co-ordinate in the field of battle.

Carpenter Axes. Carpenters are now able to destroy wooden emplacements with their 2H Axe. This also includes palisades that make up for defences on some of the game’s fortifications.

Game Polish
Players are no longer able to destroy moveable field guns and rocket launchers being operated by their own faction with explosive barrels or other artillery pieces. Should an artillery piece be captured by the enemy, this can still be destroyed.
» Setting ‘friendly_fire’ to true will once again allow players to destroy friendly moveable field guns and rocket launchers.

You are no longer required to ram swivel guns and mortars. Instead, a short cool-down timer is applied between shots.

You can now adjust the VoIP volume of each and every individual through the Round Players ‘P’ menu.
» Adjusting a player’s volume will persist through rounds.
» You’re now also able to ramp up and boost the volume of those low-sounding players.

Players can now enact defences in more locations when playing the Sapper class.
» The fortification present on Fort Christina.
» The fortification present on Fort Schwarz.
» The elevated grounds near the church on Training Grounds.
» Multiple areas within Fort Salettes.

Players can no longer capture flags from underneath the bridge whilst playing the Army Conquest game mode on Highlands.

Players will now find themselves killed if they jump in the fire present atop the lighthouse on King George.

Players are no longer able to angle the Infantry Spikes and Chevaux De Frise (S) player-built defences.

Carbines now come animated with a ramrod when reloading.

You are now able to change the default Windows audio device without restarting the game.

Renamed the ‘Weapon Fire’ audio slider to ‘Weapon’ as players can now adjust the firearm reload sounds through the same slider.

You can now adjust audio related to destructibility through the ‘Ambience’ slider.

Players that die during the match then select the ‘Freeflight Mode’ will now remain able to type in chat.

Gameplay Balance
Flag Bearers and Musicians now only gather assist score from kills done by others through firearms of which they provide bonuses to.

Similarly, Infantry Officers only gather assist score respective to the buff they are providing. For instance, if the ‘Fire At Will’ command is issued, the Infantry Officer will gather assist score for kills by the ‘Rank & File’ using firearms.

Spikes situated around the Highlands and Fort Christina fortifications damage cavalry if an attempt is made to traverse the walls with them.

Slightly reduced the damage dealt by sword and muskets against player-built defences.

Increased the damage dealt by axes that the Carpenter class wields against player-built defences.

Light infantryman now moves at a greater speed while on foot. They also had their accuracy when firing whilst crouching slightly increased.
» Light Footed trait increased from 5% to 7%.
» Skirmisher trait crouching accuracy increased from 13% to 15%.

Destroying objects with the Carpenter Axe now gathers you a total of 5 score instead of 2.

You can no longer switch from 1st to 3rd person view to shoot from behind hills while remaining in better cover whilst playing the hardcore game type.

Slowed down the rate at which players can feint from one strike to another.

Increased the speed at which the ladder can be carried.

Gameplay Balance - Naval Combat
Carpenter axes can now deal damage to wooden structures aboard naval vessels.

Rowers assisting the fellow steering the rowboat now properly contribute to its increased in speed. Rowboats are now able to travel at a faster speed due to this.

Coastal and naval artillery pieces had their effective range reduced to promote closer-range engagements.

Reduced the maximum aim of naval guns present aboard ships by a few degrees.

Opposing naval vessels now spawn slightly closer to one another on Harouti Islands and Open Waters to make up for what was mentioned above.

Increased the maximum speed of the 1-Gun Gunboat and Rocketboat.

Decreased the maximum ship speed of the 13-Gun Brig-Sloop when in favour of the wind.

Decreased the maximum ship speed of the 50-Gun Frigate when in favour of the wind.

Game Optimisations
Undergone an upgrade to the game engine Holdfast: Nations At War runs on.

Player models received optimisations to ease some burden off the CPU.

Optimised the main menu scene. It will no longer ramp up your CPU usage. Locked to 60 FPS.

Server Administration
Input the following command per map rotation for the Infantry Officer class to spawn readily mounted. We’re sure you’ll be able to find a use for this during events!
» officers_spawn_mounted true or false

Input the following command per map rotation to limit the number of lives for the defenders on the Army Siege game mode.
» max_player_respawn <No. Of Lives>

Server administrators are now able to define an introductory message which displays itself when the player joins the server or a new round starts. This can be used to define rules during linebattle events amongst others.
» You can make use of rich text to customise the message. Input the following in the server configuration to display the message.
» server_intro_title Welcome To My Server!
» server_intro_body Greetings to everyone. You will see this message every time you join the server.

Server administrators are now able to log in-game chat messages. The messages will be saved to a file you predefine through the command below after the round ends.
» --chatLogFilePath "FilePath\chatlog_server1.txt"

Server administrators are now able to log the in-game scoreboard. Player score and other relevant round details will be saved to a file you predefine through the command below after the round ends.
» Information is exported in CSV format for easier accessibility.
» --scoreboardLogFilePath "FilePath\scorelog_server1.txt"

Server administrators can spawn horses by issuing the following command. Horses will spawn on the defined faction’s spawn location.
» rc vehiclesSpawn <No. Of Horses.> <Faction> <Cavalry Class>

Input the following command to allow all classes to ride on horseback.
» rc set vehicleHorseForAll true or false

Gather a thousand blessings by spawning the holiest of horses. Blessed be thy cavalrymen.
» rc set useSpecialHorseVariants true or false

Server administrators can adjust the conditions for when and how an idle horse is despawned after its rider meets their end.
» A cavalryman's horse is immediately despawned if the cavalryman respawns. The horse timers only kick-off when the horse's original owner dies. Once the original owner dies, if the horse is no longer mounted by another player, the below conditions will kick in.
» rc set secondsToPassAfterDismounted <Time> - Defines the required time for when a horse gets despawned after a cavalryman dismounts or is killed.
» rc set secondsSpawnedBeforeDespawn <Time> - Defines the time a horse needs to have been alive before it gets despawned.
» rc set secondsToPassAfterHealthUpdated <Time> - Defines the time required to pass before a horse is despawned after it has been damaged. If the timer was at 5 seconds, it will reset back to the defined time.

Server administrators are now able to disallow blocking with melee weapons.
» rc set allowBlocking true or false.

Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. The command mentioned above must be set to true.
» rc set allowWeaponHoldSwapOverride true or false.

Bug Fixes
Solved an issue which allowed players to go through the base of the windmill present on Spanish Farm amongst others.

Solved an issue which caused the outhouse doors to produce incorrect SFX when destroyed.

Solved multiple issues with invisible objects on Camp Salamanca.

Solved an issue with stairs being difficult to climb on Fort Salettes.

Solved an issue where other players could appear sliding when healing others using the Surgeon class.

Solved an issue which caused players to get stuck on map load.

Solved an issue with the Custom Naval Map missing a loading screen.

Solved an issue where a notification message informing the player that they were unable to authenticate to Steam was overlaid by the leader boards user interface when launching the game.

Solved an issue where the player’s nameplate and voice chat indicator kept on showing while spectating.

Solved multiple issues with user interface elements not scaling correctly on different aspect ratios.

Solved an issue where the ‘Lantern Box’ was incorrectly shown as a ‘Spyglass Box’

Solved an instance which allowed players to go outside the gate before the round starts on the Melee Arena game mode by utilising benches.

Solved an issue which sometimes caused an exception to occur when a player damaged another.

Solved an issue which sometimes caused moveable field guns and rocket launchers to not respawn.

Solved an error that was sometimes outputted when a player received a buff.

Solved an issue where sometimes non-fully built explosive barrels could still be chain exploded.

Solved an issue with text sometimes being offset for administrative functionality in the Round Players ‘P’ panel.


Changelog 46 - Game Version 0.40.7292.26678

Optimisations
Performed several optimisations on both the scoreboard and cavalry units to improve client-side and server-side framerate.

Reduced the time idle horses remain alive on the field of battle.

New Features
Should you not be feeling the holiday spirit, you now have the option to toggle off the ‘Festive Event’ through your ‘Game’ options. It will take effect after the next map loads.

Gameplay Balance
Increased the cooldown timer after firing swivel guns and mortars by a few seconds.

Slightly increased the time it takes to go from crouching to standing and standing to crouching.

Slightly reduced the range and angle of the shoves and kicks.

Bug Fixes
Solved an instance which caused the server to crash unexpectedly.

Solved multiple exceptions on both the server and client.

Solved an issue where trampling someone with a horse would grant you the ‘Pub Brawler’ achievement.

Solved an issue where players could get stuck on the wooden bridge present near Arendan River while riding on horseback.

Solved an issue where the Field of View setting slider reverted back to default values on game launch.

Solved an issue which caused players to sometimes be unable to join a server.

Solved an issue where the ‘K, D, S and Latency’ indicators on the scoreboard appeared to be miss-aligned.

Solved an issue where cannonballs didn’t their correct festive addition.

Solved an issue where antlers for the ongoing Christmas Event were at times not showing.


It has been an utmost pleasure developing this update, delivering on yet another promise prior to our release on Early Access. Months of hard work were had leading to the glorious introduction of cavalry units in Holdfast: Nations At War.

We would like to extend a heartfelt and personal thanks to all of those good chaps that joined us in our testing and shared with us their feedback. The same goes for all those members within the Holdfast community that patiently partook in the filming of the trailer.

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

Go forth now and ride you beauties, ride!

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


Holdfast: Nations At War embarks on a two-week long game sale presenting the opportunity to gather the game at half the price! Leading to the much-anticipated release of the next major update we’ll be introducing 2 maps to engage in heated battle - Lamarsh Fen and Causeways. You’ll also find that the game is now available in more languages.

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

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.

Come have a look at what’s to come. Check out our recent blog-post.

2 Maps! Lamarsh Fen & Causeways
Present and playable with the latest game update, you will find two new maps to sink your teeth into on the Army Front rotation. Lamarsh Fen is designed to encourage and promote action-packed engagements as players can quickly get into the fray. Capture and hold key positions on the Army Conquest game mode or co-ordinate assault on Army Battlefield.

Lamarsh Fen






Causeways is making a comeback. Long-time followers of our on-goings may keenly remember that a concept for this level was undergoing BETA testing but didn’t just make it to release due to its sheer size. We’ve gone back and revisited the map to bring the engagement closer.

Causeways






More Languages! Localisation
In support of niches within our dedicated community, we’ve expanded the selection of available languages to Polish, Italian, Czech as well as Dutch. Existing languages have also been revisited to improve upon their translation. Our sincere thanks go to all of those who supported this community-wide effort!

New Languages
Italian - Barba Rossa, Aranos92, Jack Aubrey & Helbert.
Polish - Czechu, Wiking & Samowar.
Dutch - Wordsmith, Plastie, Timsel, Xeha, Fireman & VergerNL.
Czech - Billy Mays, Moley, Fainey, Kockonos, Svatda & Mimu.

Update Languages
Chinese (Traditional & Simplified) - FeX Xcd, Marshmallows & Kamoeth.
French - Persess, Spitch & Mcfloy.
German - Loler, Mendoza, Pixelfall, Darknightmare100, Friedrich, Jan v. Richthofen & Airborne.
Japanese - Sato.
Korean - SNG.
Portuguese (Brazil) - Tatic, Frex20K & Blonde Mechanics.
Russian - Cortez, Paul & Progylkin.
Spanish - Belle, Voli, Humsl, OGNrazer, Zarko985, Carlos Pedretti, Dionant, Arsen & Fischer.



What’s Next? Cavalry Units
It won’t come as a surprise to many but we are indeed gearing up for the much-anticipated cavalry release! They will be seeing an introduction in Holdfast: Nations At War with the next major update.

It is quite the undertaking for our rather small development team and there's a lot that needs doing but our sights are still set on releasing the update this year and to this date, things are still very much on schedule.

Here’s a little something for your eyes to feast upon.





Changelog 44 - Game Version 0.38.7223.25126

Game Features
2 New Maps! Lamarsh Fen and Causeways are now playable on the Army Front rotation.
» Input the following parameters to play these maps on your community server: map_name lamarshfen and map_name causeways
Amended the Army Front rotation to include one instance of Ernest Ridge on Conquest.
New Languages! In support of niches within our dedicated community, we’ve expanded the selection of available languages and improved on existing ones.
» Italian, Polish, Dutch, Czech, Chinese (Traditional & Simplified), French, German, Japanese, Korean, Portuguese (Brazil), Russian & Spanish.

Quality of Life
You can now type in chat while auto-running.
Implemented a command to reset the server configuration back to its default state.
» rc set default

Bug Fixes
Solved an issue where the highest level 50 soldier rank medal wasn’t showing correctly.
Solved an issue which caused the time played in the extended leader board to display incorrectly.
Solved an issue which caused certain piano tunes to play less often then others.


Once again, we thank you for your support and as always, may good health be yours.

We’re working on the next update.

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


We’re pushing forward yet another update for Holdfast: Nations At War! Similar to our previous release, you’ll find plenty of bugs being tackled and administrative tools to make use of further facilitating the hosting of community events.

Have a read of our latest blog post.



Changelog 43 - Game Version 0.37.7202.30892

Game Balance
Players are no longer able to use buildable ammo boxes and rocket stacks to block pathways.

Player-built ammo boxes and rocket stacks are now destructible.

Similar to other melee weapons, you will now find yourself killed within a single strike if someone lands a hit on you with a flag while you’re reloading a firearm.

Administrative Tools
The ‘rc ForceFirstPersonMode’ command now immediately forces players in third-person view to the first-person view.

Server administrators are now able to parse multiple commands within a single line. The syntax goes as follows. Use a semicolon between commands and don’t repeat the rc parameter.
» You must always log in as an administrator first before issuing a remote command.
» rc <Command 1>;<Command 2>;<Command 3>;...
» rc broadcast Form a line!; set characterRunSpeed 5

Server administrators are now able to prevent players from shooting with firearms through an rc command. You’ll certainly find a use for this when a melee all charge is issued during events.
» Keep in mind that rc commands persist through rounds. If a command is enabled in one round it must be manually disabled on the next by setting it to false.
» rc set allowFiring <true or false>
» rc set allowFiring false

Server administrators are now able to delay the application of a particular rc command to a specific time. For instance, you could set ‘rc delayed 300 broadcast All Charge!’ to kick in at the 5-minute mark followed by a command to prevent players from firing during the charge by issuing ‘rc delayed 300 set allowFiring false’.
» Keep in mind that rc commands can also be inputted in the server configuration file per map rotation.
» rc delayed <Time To Be Issued> <Command>
» rc delayed 300 broadcast All Charge!
» rc delayed 300 set allowFiring false

Bug Fixes
Players making use of older AMD cards will no longer be presented with texture-less terrain.

Players making use of older AMD cards will now correctly render ocean while playing on the Naval Battlefield, Naval Assault or Coastal Siege game modes.

Solved an issue with audio when player-built or static defences where destroyed. It could be heard from a great distance afar and was otherwise quite loud.

Experimental fix towards an intermittent issue which causes players to spawn with their hands always pointing towards a carriable object.

Solved an exception that occurred when a player requested to auto-join a round.

Solved an issue where the player’s score breakdown overlapped the spectate text.

Solved an issue where graphics preset would instead show as vsync in the settings.

Vistula, 92nd, friekorps and musician classes now show their correct medals in game.

Solved an issue which causes the Top 5 leaderboards to not refresh correctly.

Solved an issue where players could gather the 'Pomp & Circumstance' achievement without playing as a musician.

Solved an exception that occurred during the end of round when the leaderboard standing was being displayed.

Solved an issue with medals showing next to a player’s name becoming blurry when a player selects one of the lower graphical settings.

Solved an exception that occurred when an administrator slayed another player.

Optimisations & Others
Conducted multiple server-side optimisations for when players connect to a server.

Optimised the scoreboard accessed through the ‘Tab’ key.

Update the ‘Join Custom Server’ panel.


Once again, we thank you for your generous support and as always, may good health be yours.

We’re working on the next update.

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


Holdfast: Nations At War has been updated! There’s going to be plenty of bug fixes amongst other minor additions coming in this one. Come have a read at our latest blog post to keep abreast with our on-goings.

We'll remain on the lookout for any issues that may occur.

Check out the full change log below.



Changelog 41 - Game Version 0.36.7200.32417

Game Polish
There’s now more leeway for players to move about while a surgeon is healing them. It will not immediately cancel it as a player moves away.

Improved the surgeon’s healing animation.

Rockets, round shot and grapeshot assist and kills now contribute towards your leaderboard standing and soldier rank.

Reduced the damage dealt when standing on a campfire. You’ll be instantly killed should you try to make your way into a larger fire. We’re looking at you good fellows unfairly rising through the ranks with the surgeon class.

You can now see the server your Steam friend is playing on through your Steam’s friend list.
» You may need to restart Steam to be able to view this new addition.

Server Administration
Server administrators now have the option to enable a command which restricts game play to first-person view.
» rc set forceFirstPersonMode true or false

Bug Fixes
Solved an issue with older ATI graphics cards crashing when the spawn button was pressed on. The game will now launch using a different DirectX for the graphics cards players reported issues with.
» For these older cards, the terrain will appear to be white once launched using an older DirectX. We will push a fix towards this in a future update.
» If you’re still experiencing issues with crashes upon clicking the spawn button, please be sure to make this known to us on the #bug-reports channel on our Discord.
» https://discordapp.com/invite/holdfastgame

Experimental fix towards an issue which causes players to get stuck while loading the map.
please be sure to make this known to us on the #bug-reports channel on our Discord.
» https://discordapp.com/invite/holdfastgame

Solved an issue which caused the game to freeze and only show a black screen on launch due to missing pre-requisites.

Solved a recurring exception which caused framerate to plummet when a player was carrying an object.

Solved an instance which caused players playing with the surgeon class to be unable to reload.

Solved an issue where some of the images present in the spawn menu appeared white when a spawn point becomes full.

Solved an issue with missing localisation for the Korean, Japanese and Chinese languages on the leaderboards.

Solved an issue which sometimes caused nameplates of enemy players to show.

Solved an issue which sometimes caused player nameplates while in spectate to show.

Solved an issue which sometimes caused nameplates of players who already faced their end to continue to show.

Solved an issue where nameplates would flash when switching between spectating players.

Solved an issue which prevented leaderboards from populating and player medals from showing.

Solved an issue which caused soldier rank medals in the game to be offset by one. You would have received your first medal upon gaining the 6th rank instead of the 5th.

Solved an issue where you could sometimes be unable to see yourself on the leaderboard.

Solved an issue with white squares appearing in the leaderboards that are supposed to be representing medals.

Solved an issue where the highest soldier rank medal wouldn’t show.

Solved an issue that caused soldier rank progress to sometimes not be accounted for while playing on the Melee Arena game mode.

Solved an issue with an incorrect set of medals showing next to the player’s name for both his leaderboard standing and soldier rank.

Solved an issue where the leaderboard would show the player’s Steam name instead of the custom name set from within the game. You can now represent your regiment in the leaderboards without having to change your Steam name.

Solved an issue where the leaderboards would display multiple players as [Unkown] instead of their custom name.

Solved an issue which caused increased leaderboard loading times.

Improved the reliability of the Steam friend minimap tracking pointer. In the game, your steam friends show in yellow on the minimap.

Solved an issue where sometimes the extended leaderboards view showing the Top 100 players would not display the correct results.

Solved an issue where the player’s playtime wouldn’t show on the leaderboards.

Solved an issue where sometimes the extended leaderboard button would become unresponsive.

Solved an issue with underpopulated leaderboards not loading correctly.

Solved an issue with achievements which required progress not to function.

Solved an issue with the 'Conscientious Objector' achievement still being awarded if the player killed someone using a cannon.

Solved an issue where the destroyed guns aboard the 50-Gun Frigate would produce an invisible collider making it difficult for the crewman to move about on deck.

Solved an issue which allowed players to go inside one of the ruins present on Fort Schwarz.

Solved an issue with textures on the spawnable Martello Tower prop.

Solved an issue where one of the rock slabs on Desert Ruins was missing a face.


Changelog 42 (Hotfix) - Game Version 0.36.7200.35090
Solved an issue which was causing the server to get stuck after the map loads.


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

We’re working on the next update.

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


Sound the drums of competitive fervour as the latest update sees a release! Better your standing in the class-based leaderboards and rise through the ranks as you gather battlefield experience. You’ll be awarded medals for your honourable feats and achievements to distinguish yourself from the rest.

Come decorate yourself with Steam achievements! There are 50 of them to unlock in this release. Have a read of our blog post for all the details.

Leaderboards. Better Your Standing
Excitement and revel as those good folks in the rank and file, artilleryman, skirmishers, crewman, those playing a support role as well as the ones in high-command strive to better their standing in the newly introduced class-based leaderboards.

Particularly good at playing your preferred class? We’ll surely be seeing your rise to the top! Score you’ve accumulated after the round ends whilst playing with one of the many classes that make up for Holdfast: NaW’s selection will be put towards bettering your standing in the leaderboards. You’ll also have a few medals to show for it.



Leaderboards. Medals
Leaderboard medals are awarded based on a particular bracket you fall under. As you reach your way to the top 500, you’ll gather your first bronze medal followed by a silver medal once you make it to the top 100 and eventually the prestigious gold medal should your standing reach its way to the top 25. Amongst those distinguished few that made their way to the top 3? You’ll similarly be rewarded with a unique decorative medal specific to your standing.

Show-off your honourable feats to those good men standing shoulder to shoulder. These medals will be displayed right next to your name whilst playing the game.

Awarded Medals

Bronze Medal - Standing +500



Silver Medal - Standing +100



Gold Medal - Standing + 25



Top Tier - Standing 3rd Place



Top Tier - Standing 2nd Place



Top Tier - Standing 1st Place



Soldier Rank. Battlefield Experience
Soldier your way through the field of battle and rise through the ranks! You’ll gather experience based on how well you did during a match. Start by picking one of the many classes to join the fray and advance through all 50 ranks.

Staying true to Holdfast’s core design, you will find no unlockable firearms or melee weapons that otherwise provide an advantage over other players locked behind the soldier ranking mechanic.



Soldier Rank. Medals
There’s a total of 9 medals you can gather through soldiering. Similarly, these will also be displayed next to your name while playing. It’ll certainly be quite the sight to see those good fellows well decorated.

Awarded Medals

Bronze Medals - Soldier Rank 5, 10 & 15



Silver Medals - Soldier Rank 20, 25 & 30



Gold Medals - Soldier Rank 35, 40 & 50



Scoring. Game Balance
Player scoring has undergone balance changes. Musicians and flag bearers will see an increase in score they gather by playing a supportive role indicative of their class, infantry officers gather more score while issuing orders to the rank and file and a variety of other related additions.



Steam Achievements. Decorate
Up for hunting a few Steam achievements? There are 50 ones to unlock all of which vary in difficulty. Humourful references to community ongoings, legendary works of art and more. Take a look at all the achievements you can gather below.

Holdfast NaW - Steam Achievements



What’s Next? A Subtle Hint
Rest assured that the team is hard at work developing more game-play focused updates. In the next major update, Holdfast will see the introduction of one of the most community-requested features. I’m pretty sure you can guess what’s next in line from our rather subtle hint below.

It’s been months of hard work but it is nearing ever closer. You may also be seeing a new map being introduced leading to the release of the next major update.



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



Here’s the full changelog for all the bug fixes and additions we have undergone in this update.



Changelog 38 - Game Version 0.35.7196.27294

Game Features
Leaderboards. Better Your Standing. Good folks in the rank and file, artilleryman, skirmishers, crewman, those playing a support role as well as the ones in high-command strive to better their standing in the newly introduced class-based leaderboards.
» You can view the leaderboards by clicking the button present on the main menu or by pressing the ‘Esc’ key during a match.
» Expand the leaderboard to show the top 100 fellows by pressing the arrow button next to each class.
» Class-based leaderboards are respectively split into 'Class' and 'Melee Arena'. You will only be able to better your standing in the 'Melee Arena' leaderboard by playing on the respective servers.
» You require a minimum of 10 players on the Army Front servers for your score to contribute towards bettering your leaderboard standing or soldier rank advancement. Naval Warfront servers only require 6.

Leaderboards. Medals. Leaderboard medals are awarded based on a particular bracket you fall under. Show-off your honourable feats to those good men standing shoulder to shoulder. These medals will be displayed right next to your name whilst playing the game.

Soldier Rank. Battlefield Experience. Soldier your way through the field of battle and rise through the ranks! You’ll gather experience based on how well you did during a match. Start by picking one of the many classes to join the fray and advance through all 50 ranks.
» You can view the ranks of your soldiers through the leaderboards.

Soldier Rank. Medals. There’s a total of 9 medals you can gather through soldiering. Similarly, these will also be displayed next to your name while playing. It’ll certainly be quite the sight to see those good fellows well decorated.

Scoring. Game Balance. Player scoring has undergone balance changes. Musicians and flag bearers will see an increase in score they gather by playing a supportive role indicative of their class and more.

Steam Achievements. Decorate. Up for hunting a few Steam achievements? There are 50 ones to unlock all of which vary in difficulty. Humourful references to community on goings, legendary works of art and more. Take a look at all the achievements you can gather below.
» Holdfast NaW - Steam Achievements

Bug Fixes
Solved an issue which caused players to be pushed back when jumping aboard a moving ship.

Solved an issue which caused players to get stuck ramming or loading a cannon.

Solved an issue which prevented players from opening the spawn menu user interface when a ship was sunk by the enemy faction.

Solved an issue which allowed infantry officers to stack ‘fire at will’ and ‘fire’ firearm accuracy bonuses.

Solved an issue which caused special characters from various localised languages on enemy player name plates to show.

Experimental fix towards an issue which causes interaction icons indicators to stretch throughout the map.

Solved an issue which broke subsequent Army Battlefield and Army Assault map rotations if a greater or lesser number of spawn points where present and using spawn overrides.

Solved an issue which allowed server administrators to slay a player which was already dead.

Solved an issue which caused other players to disappear when looking at a specific area on Fort Salettes.

Solved an issue with invisible rock models on Snowy Plains 2 (L).

Solved an issue with invisible gabions on King George.

Solved an issue with invisible rocks on Fort Winston.

Solved an issue with one of the pillar models missing a face on Desert Ruins.

Solved an issue where the background appeared to be cut-off on Desert Plains 1.

Solved an issue with the church door override props always spawning sideways.

Solved an issue with the door1 props always spawning sideways.

Solved an issue which allowed gates on Fort Salettes to be openable while playing as the attackers on the Army Siege game mode.

Solved an issue which allowed gates on Southsea Castle to be openable while playing as the attackers on the Army Siege game mode.

Solved an issue with floating barrel props on Palisade Arena.

Pianos are no longer destructible.

Game Polish
Hiding behind partially built Chaevaux De Frise (L) will no longer make you impervious to shots from firearms.

Reduced the number on infantry spawns on Fort Salettes gatehouse while the Army Siege game mode is playing.

Several maps have received amendments to prevent players from capturing points from obscure locations on the Army Siege and Army Conquest game modes.
» Fort Christina - Fort Flag = You can only capture this flag from the top of the blockhouse.
» Fort Salettes - Gatehouse = You can only capture this flag from ground level.
» Fort Salettes - Cellar = You can only capture this flag from the cellar itself.
» Fort Salettes - Tower = You can only capture this flag from the first floor upwards.
» Fort Schwarz - Fort Flag = You can only capture this flag while atop the tower.
» Balamor Bay - Tower Flag = You can only capture this flag from atop the fortification’s base.
» Fort Imperial - Fort Flag = You can only capture this flag while standing at the very top of the fort.
» Martello Tower - Tower Flag = You can only capture this flag from inside the tower.
» Martello Tower - Shipwreck = You can no longer capture this flag without going ashore.
» South Sea Castle - Fort Flag = You can only capture this flag from the first floor upwards.
» Fort Winston - Fort Flag = You can no longer capture this flag from atop the walls.

Increased the number of Infantry Officers playable on the Melee Arena game mode.

Blocked a few pathways on the walls present on Fort Arena to prevent players from running around in circles unnecessarily delaying the round.

Players can no longer enter inside the towers present on Watchtower Arena.

You will now find the kill streak announcer present on the Army Deathmatch game mode.

Several amendments to the top bar user interface while playing the Army Deathmatch game mode.
» It now shows neutral flags instead of faction-based ones.
» Flag to the left now tracks the kills you’ve gathered.
» Flag to the right now tracks the player that has gathered the most kills while excluding yourself from the equation.

Removed obsolete centre screen text from showing during the end of round screen while playing on the Army Deathmatch game mode.

Changed the winning condition of the Melee Arena game mode so it enables teams to make a comeback. Victory is now determined based on the team which first reaches a set number of rounds.

Several amendments to the top bar user interface while playing the Melee Arena game mode.
» It now correctly tracks the winning team.
» It now correctly represents the maximum number of rounds.

Solved an issue with the match duration being displayed incorrectly in the end of match screen while playing the Melee Arena game mode.

Solved an instance where the maximum player respawns parameter would break the Melee Arena game mode.

Solved an instance in which the round start countdown timer would flash shortly after the round reset in the Melee Arena game mode.

Solved an instance in which the wave spawn timer would be displayed whilst spawning in the Melee Arena game mode.

Prevented double kills from occurring inside spawn locations for fresh spawns in the Melee Arena game mode.

The battle timer is now visible for spectators in the Melee Arena game mode.

The end of round score now displays for longer in the Melee Arena game mode.

Removed the respawn timer displayed in the death screen whilst playing the Melee Arena game mode as it served no purpose.

Solved a rare occurrence which caused the Army Assault game mode to end early.

Disabled the wave spawn timer on the army Assault game mode. Players should spawn in instantly.

Slays from Administrators and player suicides now correctly count towards the enemy team in the Army Assault game mode. This sometimes resulted in the top bar displaying incorrect information.

In the Naval Assault game mode, the out of time winning condition was changed to count the number of ships sunk instead of the ships that remain alive.

Map Editing
Implemented a command that copies the position and rotation of the player automatically to the clipboard. You will no longer have to get position then rotation and typing everything over manually to the server configuration file to place object overrides.
» Make use of the following command: get details

Players can now spawn green and blue screens through overrides.
» bluescreen
» greenscreen

You can now make use of more spawnable objects during your map editing endeavours.
» Palmetto_1
» Palmetto_2
» CoconutPalm_1
» CoconutPalm_2
» MusketStack
» CrateLong_Red
» CrateLong_Brown


Changelog 39 (Hotfix 1) - Game Version 0.35.7196.286
Solved an issue when the round resulted in a draw which could halt the server.

Client-side optimisations to reduce framerate spikes. We'll be working more on this.


Changelog 40 (Hotfix 2) - Game Version 0.35.7197.2161
Solved an issue which resulted in players being unable to spawn or join the round.

Pushed more client-side optimisations towards instances where players experienced a sudden drop in framerate.


Know Issues - Upcoming Fixes
Players sometimes don't see medals while playing the match or are unable to open the leaderboard.

Launching the scoreboard will cause a spike in framerate.

We're currently looking into these issues. All of the data throughout your play-session is being logged and accounted for. You will not lose any progress.


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

We’re working on the next update.

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


Another update hits the BETA! Better your standing in the class-based leaderboards and rise through the ranks as you gather battlefield experience. You’ll be awarded medals for your honourable feats and achievements to distinguish yourself from the rest.

Come have a read of our latest blog-post for an insight on the new gameplay features to come.

What To Expect? A Brief Rundown
Excitement and revel as those good folks in the rank and file, artilleryman, skirmishers, crewman, those playing a support role as well as the ones in high-command strive to better their standing in the newly introduced class-based leaderboards.

Particularly good at playing your preferred class? We’ll surely be seeing your rise to the top! Score you’ve accumulated after the round ends whilst playing with one of the many classes that make up for Holdfast: NaW’s selection will be put towards bettering your standing in the leaderboards. You’ll also have a few medals to show for it.



Leaderboard medals are awarded based on a particular bracket you fall under. As you reach your way to the top 500, you’ll gather your first bronze medal followed by a silver medal once you make it to the top 100 and eventually the prestigious gold medal should your standing reach its way to the top 25. Amongst those distinguished few that made their way to the top 3? You’ll similarly be rewarded with a unique decorative medal specific to your standing.

Show-off your honourable feats to those good men standing shoulder to shoulder. Even though this functionality is not yet fully present in this BETA, these medals will be displayed right next to your name whilst playing the game before this update sees a full release.



Soldier your way through the field of battle and rise through the ranks! You’ll gather experience based on how well you did during a match. Start by picking one of the many classes to join the fray and advance through all 50 ranks.

There’s a total of 9 medals you can gather through soldiering. Similarly, these will also be displayed next to your name while playing.

Staying true to Holdfast’s core design, you will find no unlockable firearms or melee weapons that otherwise provide an advantage over other players locked behind the soldier ranking mechanic.



Scoring for a multitude of classes is planned to undergo further balance before this update sees a full release. Musicians and flag bearers will see an increase in the score they gather by playing their supportive role indicative of their class amongst other changes.

Rest assured that the team is hard at work developing more game-play focused updates. In the next major update, Holdfast will see the introduction of one of the most community-requested features.

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. The end of match screen is currently undergoing a redesign so players can better distinguish their standing in the leaderboards.

https://discordapp.com/invite/holdfastgame



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.

If you’re a fellow in the ranks of a regiment, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



One again we thank you for your support and until next time, may good health be yours.

We’re working on the next update.

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


Game polish update now sees a full release! Optimisations, user interface amendments, multiple bug fixes, better error handling, gameplay balance and combat additions. We’ve also continued to expand on the selection of spawn-able objects in this update.

Come have a read at our latest blog post for all the details.

Game Optimisations. Client
Optimisations sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen. Everything from functions used to animate players, movement, the minimap, name tags, player markers and various other implementations in the game’s ever-growing code base received iterations. Pending that you’re not already limited by dated hardware, you will experience a better framerate.

Towards the same effort, our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection on both the naval, coastal and army war fronts to cut down on draw calls.



Game Bugs. Error Handling
A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. Improving the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also apart of this update’s objective. You will now be accordingly informed if Steam isn’t running before launching the game for instance.

Holdfast: Nations At War is in Early Access and therefore things are still a work in progress. With the massive number of changes and additions we daily undergo to push forward new features, optimisations or quality of life additions, some bugs may indeed slip through the cracks albeit all the testing we conduct.

It would go highly appreciated if you take your precious time to inform us on Discord should you face any issues. We’ll get working on it.

Holdfast Discord - #Bug-Reports



User Interface. More Polish
As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience.

You are now provided with the option to auto-join the round, the spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections, a new launch splash screen, changes to the server browser and multiple other additions.



Gameplay. Classes & Weapons
Up next are the gameplay integrity changes. Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. Due to this integrity change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.



Combat Mechanics
Combat mechanics will be seeing changes, bug fixes and new additions in this update. You are now able to quickly bash and stun an opponent through secondary attacks. Kick an opponent while having a sword equipped or your fists at the ready. Similarly, you can push them away when wielding a bayoneted musket, axe, boarding pike or even a flag by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.

We’ve also ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. Crouching animations have been changed to help players better distinguish the direction a strike is coming from. Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.



Spawnable Objects. Events
Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props! Buildings, fortifications, artillery pieces, rocks, trees, shrubs and more. You’re now able to override and define your own spawn point locations on maps supporting the Army Battlefield and Assault game modes thanks to one of our recent additions.

We look forward to continuing expanding on similar functionality in future game updates. It’s been great seeing event hosts make good use of these features. Rest assured that you’ll be seeing more support from us on this matter. Have a look at our Wiki for a list of spawn-able props.

Holdfast Wiki - Spawnable Props



Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed.



Discord has undergone a complete redesign! Are you an officer in command of a crew or regiment? Hop in on Discord to register your in-game clan. With over 12,000 members strong and growing, it’ll surely serve as a great step forward to better your regiments standing and gather new recruits.

If you’re a fellow in the ranks, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



Here’s the full changelog for all the bug fixes and additions we have undergone in this update.



Changelog 37 - Game Version 0.34.7174.32299
    Game Optimisations
  • Player Optimisations. It sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen.
    » Optimised functions used to animate players.
    » Optimised player movement.
    » Optimised the minimap.
    » Optimised the name tags.
    » Optimised the player markers.
  • Map Optimisations. Our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection in an effort to cut down on draw calls.
  • Memory Optimisations. Conducted multiple optimisations to reduce memory.

    Error Handling & Bugs
  • Game Bugs. A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. We are aware that some remain in the game and we’ll be tackling them in future updates.
    » Solved an issue where the charge command didn’t provide a buff which increases melee damage at times
    » Solved an issue where a cannoneer was still able to take control of a cannon when another cannoneer was already operating the piece.
    » Solved an issue where players would take priority over carrying a ladder irrespective of the class.
    » Solved an issue with class priorities when carrying a rocket.
    » Solved an issue which caused extra score gathered from killing a Guard to be shown as support. Players will now receive the correct message informing them of their ‘Guard Kill’.
    » Solved an issue which allowed players to grief teammates by igniting an explosive barrel.
    » Solved an issue which allowed players carrying an explosive to kill their own teammates if they got shot while carrying the barrel. Should you get shot when carrying an explosive barrel, only damage to players in the enemy faction will be applied.
    » Solved an issue which caused the server to crash when playing on the Watchtower Arena map.
    » Solved an issue where gabions and infantry spikes placed through object overrides couldn’t be destroyed.
    » Solved an issue which caused bonfires placed through object overrides not to deal any damage.
    » Solved an issue which allowed surgeons to reload and heal.
    » Solved multiple instances which caused recurring exceptions causing dips in framerate.
    » Solved an issue with weapon racks missing their localisation.
    » Solved an issue which enabled players to clip through constructible earthworks.
    » Attempted fix towards an issue which sometimes caused players to immediately die after they respawn.
    » Solved an issue with a swivel gun clipping through one of the windows present on Linburg.
    » Solved multiple issues with destruction pieces on Balamor Bay’s lighthouse.
    » Solved an issue when dynamic snow was enabled on Sharpton.
    » Solved issues with missing faces on some ruin props.
    » Many more map-related fixes.
  • Error Handling. Improved the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also a part of this update’s objective.
    » You will now be accordingly informed if Steam isn’t running before launching the game for instance.

    User Interface Polish
  • You are now provided with the option to auto-join the round.
  • The spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections.
  • Classes, naval vessels, land-based spawn points or factions that are unable to be selected are now being greyed out serving as an additional indication that all slots have been taken.
  • An all-new launch splash screen.
  • New functions to facilitate navigation in the server browser along with other additions to improve its looks.
  • Several changes and additions to polish the main menu user interface.
    Introduced additional tips tackling new game functions, game modes and community-related matters.
  • Cleaned up the map loading screen interface and implemented new map loading screens that feature up to date graphics. This is still a work in progress.
  • Improved the looks of the flag and infantry stakes kill log icons.
  • Players that are experiencing framerate or latency related issues will be accordingly informed through the use of multiple warning indicators. You can disable this through the ‘Game’ settings by looking for ‘Warnings’ under ‘User Interface.
  • Players can now view the cooldown and duration of each order by hovering on one of the icons present in ‘Attributes’ panel before spawning with the Infantry Officer class.
  • And multiple other minor additions.

    Gameplay Balance
  • Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes.
  • Due to the above change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.
  • Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%.
  • Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%.
  • Reduced the health points of palisade walls and slightly increased the time it takes to build them making them more susceptible to artillery fire.
  • Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.
  • Surgeons now receive more score for their good deeds.
  • Infantry Officers can now toggle on and off beacons issued through the ‘Reinforce’ order.
  • Fort Schwarz. Ladders on this map have been moved near the initial infantry spawn location instead of at the back were the artillery resides for the attackers.
  • You are now able to spawn with the carpenter class on the Crosshills map. Same goes for Desert Ruins when played on Army Siege.
  • You can now jump over the fences present on Balamor Bay.

    Combat Mechanics
  • You are now able to quickly bash and stun an opponent through secondary attacks. Kick or push an opponent by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.
    » Equip the spyglass by pressing the ‘G’ key or a lantern by pressing the ‘H’ key.
  • Ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection.
  • Crouching animations have been changed to help players better distinguish the direction a strike is coming from.
  • Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.
  • Solved an issue which caused players to became almost invulnerable to melee strikes if they had their back facing against the wall.
  • Functions used to determine if a strike has hit the player’s chest or legs have been redesign to improve accuracy.

    Object Overrides
  • Spawnable Objects. Events. Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props and customisable spawn points!
    » Visit our Wiki for more on how to make use of these new props.
    Holdfast Wiki - Spawnable Props
    » More information on how to utilise the newly introduced spawn override functionality can be found on our Wiki.
    Holdfast Wiki - Spawn Overrides
    » You will also find a short guide explaining how to make use of this map editing functionality.
    Holdfast Wiki - Map Editing
    » Thanks to Falo for all his hard work on the Wiki!
  • Introduced two completely empty maps that are perfect to let your imagination run wild.
    » Input the following parameters to play this map on your community server: map_name custommap or map_name custommapnaval

    Server Configuration
  • Server administrations are now able to teleport players to their location by using the rc teleport player <Players> <Destination> command.
    » Players is able to accept the following parameters: player id, me, attackers, defender or all.
    » Destination is able to accept the following parameters: player id, me, co-ordinates using the usual ‘x, y and z’ format as floating-point numbers.
  • Server administrators can now disallow melee strikes from bouncing off friendly players if friendly fire is disabled.
    » Input the following parameter on your community server to enabled or disable this functionality: friendly_fire_melee_bounce true or false

    Graphical
  • Improved the looks of the Training Grounds, Sharpton, Caribbean and multiple other game levels.
  • You will now find more ruins on the Desert Ruins maps.
  • Camps on Fort Winston are now enterable.

Once again, we thank you for your generous support and as always, may good health be yours.

We’re working on the next update.

- Anvil Game Studios
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