Charge valiantly into battle and onwards to victory! Lead men as you issue orders to the rank and file, a unique system composed of multiple traits and abilities to define, distinguish and characterise the relatively huge selection of classes and so much more to be seen in this game-play focused major update release.
Come have a read at our latest blog post. There’s a whole lot more to grab your hands on to besides what has been mentioned above! But before you do so, as with every other major release, there's a new trailer to check out.
There wasn’t much that helped distinguish the great selection of classes that Holdfast: Nations At War features prior to this update. Officers, line infantryman, guards, grenadiers, musicians, rifleman, marines and indeed all of the classes in the game which make part of either the army, naval or coastal military branches are now assigned specific roles that distinguish them from the rest in the field of battle.
Command Steadfast the men in the rank and file and take lead with the infantry officer class! Order those good men in the ranks to fire volleys while standing shoulder to shoulder or gloriously charge with bayonet equipped.
Officers can request others in high-command as well as others in the ranks to come to their aid. It will certainly come of use while performing strategic manoeuvres or when suffering heavy losses in defence of pivotal positions.
You’ll find more details about this new gameplay mechanic further down below in our blog post.
Rank & File If leadership isn’t your forte, heed your nation’s call and do your duty in the ranks! Line infantryman, grenadiers and guards receive additional bonuses by following an officer’s command. These range from benefits in firearm accuracy to improve your chances of hitting your intended target or increasing your melee damage.
Officers purchasing their commission for the sake of fame and glory at the cost of needless loss of life in the ranks due to strategic blunders was certainly of no shortage during those times. We’ve made sure to focus our design on allowing players to cease taking orders from these murdering officers. You are by no means required to follow the lead of an officer whilst playing with one of the classes in the rank and file but are rather encouraged to do so.
Skirmisher Not too keen on standing in ranks? Select one of the skirmishing classes. Riflemen excel at picking targets at longer ranges while light infantrymen move about faster on the battlefield and benefit from an increase in firearm accuracy while crouching thanks to one of their traits.
Stand nearby those in ranks or go about your way looking for more favourable positions as you carefully sight your next target. Some say that officers in their distinguishable uniforms make for easy pickings should your shot reach its intended destination.
Support Make your mark on the battlefield by standing in support of those at the front! Fortify strategic positions with the sapper, bring good health back to the injured with the surgeon, increase firearm accuracy of those in the ranks with fifers, drummers, pipers or violinists as you strum jolly tunes in otherwise dreary moments or rally the troops by holding straight and high your standard for an increased reload speed with the flag bearer class.
These classes play an equally important role and they too have the ability to change the course of battle.
Artillery Bombard strongholds or thin down the opposing faction’s ranks with field guns, mortars, rockets and multiple other artillery pieces at your disposal. Artillery units excel at destroying fortified emplacements and they too played pivotal roles in what was then a modern army.
You’ll be saving or otherwise ending the lives of many. Only those that are up to the task should select these classes.
Crewman Man the guns and fire those broadsides! Sailors and adept sailors alike take up the role of crewing sail ships of war in the continued fight at sea in Holdfast: Nations At War. Make good use of the arsenal on deck to sink enemy vessels or firmly grab cutlass or pike in hand and prepare for heated boarding engagements.
Officer Orders. Make Ready, Fire!
Reinforce your ranks, lead the charge and command devastating volley fires! Staying true to the tactics of war during the Napoleonic era, this new gameplay feature brings with it additional firearm accuracy or melee damage bonuses to those in the rank and file bravely standing shoulder to shoulder.
Line infantryman, grenadier and guard units all of which brand the rank and file ability are provided with the option to follow the command of an infantry officer and be rewarded for it. Whilst playing as an infantry officer, press the ‘Q’ key as indicated on the new hint’s user interface next to the minimap and follow suit.
High-Command Orders » Form Line - Instruct the rank and file to form line for glorious musket volley fire to follow. Use the scroll wheel to rotate the marker. » Make Ready! - Instruct the rank and file to make ready their muskets. Infantryman standing in line will receive an order to aim their firearms in preparation for volley fire to commence. » Fire! - Instruct the rank and file to commence glorious volley fire. You increase firearm accuracy of all those good men that act on your order by 20%. » Fire At Will! - Instruct the rank and file to commence fire at their own will. You increase firearm accuracy of all those good men standing in line by 10%. » Cease Fire - Instruct the rank and file to cease fire. Make use of this to let the gentlemen know they should stop firing. » Charge! - Rally your men before a glorious charge and order them to move forward with bayonets equipped. You significantly increase melee damage for a short period of time. » Break Rank & Follow - Instruct the rank and file to break their ranks and follow. Make use of this to let the men know you’re moving position. » Reinforce - Inform the high-command and other gentlemen in the ranks that you’re in dire need of reinforcements. A beacon will be placed on your location.
Class Selection. Military Branches
Sectioned into multiple military branches classes now come with multiple traits and abilities to define, distinguish and characterise them. They also come with a unique set of weaponry of which we have continued to expand on in this update’s release.
Stick with us for a short while longer as we go through the entire selection.
Infantry Officer Role: Command - Branch: The Army
Leads his men to victory. Commands the rank and file.
Abilities » High-Command Army - An officer in command. You are able to issue orders to the rank and file.
Traits » Distinguishable - Stand out from the rank and file. You appear differently on the mini-map. » Resilient - A strong sense of duty. Melee damage dealt to you by other players is reduced by 25%. » Sword Specialisation - Excels with the use of swords. Your damage when wielding a sword is increased by 5%. » Pistol Specialisation - Excels with the use of pistols. Your damage when firing a pistol is increased by 25% and accuracy by 10%.
Line Infantry Role: Rank & File - Branch: The Army
Steadfast. Well trained with the use of muskets.
Abilities » Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers. You also gather benefits from musicians and flag bearers.
Traits » Musket Specialisation - Excels with the use of muskets. Your damage when firing a musket is increased by 15%. You also deal 5% more damage when striking with a bayonet. » Rank Discipline - Drilled and disciplined in the art of firing whilst in formation. Your accuracy when crouched and shooting with a firearm is increased by 7%.
Grenadier Role: Rank & File - Branch: The Army
Largest of soldiers. Increased melee survivability.
Abilities » Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers. You also gather benefits from musicians and flag bearers.
Traits » Resilient - A strong sense of duty. Melee damage dealt to you by other players is reduced by 25%. » Bayonet Specialisation - Excels with the use of bayonets. Your damage when striking with a bayonet is increased by 10%.
Guard Role: Rank & File - Branch: The Army
Elite infantry. Guards the high-command and excel in melee.
Abilities » Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers. You also gather benefits from musicians and flag bearers. » Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers by 17% (Stacks 3 times).
Traits » Elite Infantry - Heavily trained and experienced. The damage that you deal with melee weapons is increased by 35%. You are guaranteed to end your opponent in a single strike when wielding a bayonetted musket.
Light Infantry Role: Skirmisher - Branch: The Army
Quick footed skirmisher. Moves about at a greater pace.
Traits » Light Footed - Fast and nimble. Your running speed is increased by 5% but you deal less damage with melee weapons. » Skirmisher - Drilled with knowledge on skirmishing tactics. Your accuracy when using firearms while crouching is increased by 10% but you receive more damage when stricken by melee weapons.
Rifleman Role: Skirmisher - Branch: The Army
Sharpshooter. Picks infantryman from a distance.
Traits » Marksman - Crack-shot. Your accuracy when using firearms is increased by 25% but your reload speed is decreased by 15%. » Chosen Man [British] - The prestigious 95th. You're a chosen man! It makes you feel special.
Flag Bearer Role: Support - Branch: The Army
Standard bearer. Supports the rank and file with bonuses.
Abilities » Standard Bearer - Parade your faction’s colours in the field of battle. You improve the rate at which firearms are reloaded for the rank and file by 10% when your flag is equipped.
Drummer, Fifer & Bagpiper Role: Support - Branch: The Army
Plays fine melodies. Supports the rank and file with bonuses.
Abilities » Musician - Pomp and circumstance. You increase firearm accuracy of the rank and file by 7%. Bonus stacks upwards to 10% if another musician plays a tune with you.
Surgeon Role: Support - Branch: The Army & Navy
Studies medicine. Supports allied troops by healing them.
Abilities » Medicine - Well versed in the field of medicine. You are able to heal wounded players.
Traits » Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.
Abilities » Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and repair cannon. » Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.
Traits » Explosives Specialist - Trained with the use of volatile explosives. The rate at which you move while carrying explosives is increased by 25%.
Carpenter Role: Support - Branch: The Army & Navy
Axe wielder. Great at destroying enemy emplacements.
Abilities » Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.
Traits » Axe Specialisation - Excels with the use of axes. Your damage when wielding an axe is increased by 5%. Your damage is also significantly increased when destroying player-built defences, doors and other military works. » Blunderbuss Specialisation - Excels with the use of blunderbusses. Your damage when firing a blunderbuss is increased by 5% and accuracy by 10%. » Explosives Specialist - Trained with the use of volatile explosives. The rate at which you move while carrying explosives is increased by 25%.
Cannoneer Role: Artillery - Branch: The Army
Cannoneer. Great at destroying fortified emplacements.
Abilities » Artillery Operator - Well versed in the operation of various artillery pieces. You have priority over the use of field guns, siege guns and mortars. » Rocket Operator - Well versed in the operation of rockets. You have priority over the use of rocket launchers.
Traits » Cannon Specialisation - Excels with the use and firing of cannons and mortars. Your ramming and pushing speed is increased by 15%.
Rocketeer Role: Artillery - Branch: The Army
Rocketeer. Great at destroying fortified emplacements.
Abilities » Artillery Operator - Well versed in the operation of various artillery pieces. You have priority over the use of field guns, siege guns and mortars. » Rocket Operator - Well versed in the operation of rockets. You have priority over the use of rocket launchers.
Traits » Rocket Specialisation - Excels with the use and firing of rockets. Your loading speed is increased by 15%.
Captain Role: Command - Branch: The Navy
Authority aboard a vessel. Commands the ship’s crew.
Abilities » High-Command Navy - A captain in command. You have priority over sailing a naval vessel.
Traits » Distinguishable- Stand out from the rank and file. You appear differently on the mini-map. » Resilient - A strong sense of duty. Melee damage dealt to you by other players is reduced by 25%. » Sword Specialisation - Excels with the use of swords. Your damage when wielding a sword is increased by 5%. » Pistol Specialisation - Excels with the use of pistols. Your damage when firing a pistol is increased by 25% and accuracy by 10%.
Marine Role: Rank & File - Branch: The Navy
Marine. Repels boarders and headways coastal invasions.
Abilities » Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers. You also gather benefits from musicians and flag bearers.
Traits » Musket Specialisation - Excels with the use of muskets. Your damage when firing a musket is increased by 15%. You also deal 5% more damage when striking with a bayonet. » Rank Discipline - Drilled and disciplined in the art of firing whilst in formation. Your accuracy when crouched and shooting with a firearm is increased by 7%.
Sailor Role: Crewman - Branch: The Navy
Ship’s crew. Cutlass is their primary weapon of choice.
Traits » Able Swimmer - Lightly equipped. Your swimming speed is increased by 35%. » Pistol Specialisation - Excels with the use of pistols. Your damage when firing a pistol is increased by 25% and accuracy by 10%.
Adept Sailor Role: Crewman - Branch: The Navy
Veteran crewman. Spots enemy ships at the distance.
Traits » Able Swimmer - Lightly equipped. Your swimming speed is increased by 35%. » Pike Specialisation - Excels with the use of boarding pikes. Your damage when wielding a pike increased by 10%. » Pistol Specialisation - Excels with the use of pistols. Your damage when firing a pistol is increased by 25% and accuracy by 10%.
Violinist Role: Support - Branch: The Navy
Plays fine melodies. Supports the rank and file with bonuses.
Abilities » Musician - Pomp and circumstance. You increase firearm accuracy of the rank and file by 7%. Bonus stacks upwards to 10% if another musician plays a tune with you.
Traits » Able Swimmer - Lightly equipped. Your swimming speed is increased by 35%.
Guards fortifications. Muskets and cannon are his forte.
Abilities » Artillery Operator - Well versed in the operation of various artillery pieces. You have priority over the use of field guns, siege guns and mortars. » Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers. You also gather benefits from musicians and flag bearers.
Traits » Musket Specialisation - Excels with the use of muskets. Your damage when firing a musket is increased by 15%. You also deal 5% more damage when striking with a bayonet. » Cannon Specialisation - Excels with the use and firing of cannons and mortars. Your ramming and pushing speed is increased by 15%.
Customs Role: Rank & File - Branch: The Coast Guard
Skirmisher on patrol. Moves about at a greater pace.
Traits » Able Swimmer - Lightly equipped. Your swimming speed is increased by 35%. » Light Footed - Fast and nimble. Your running speed is increased by 5% but you deal less damage with melee weapons. » Skirmisher - Drilled with knowledge on skirmishing tactics. Your accuracy when using firearms while crouching is increased by 10% but you receive more damage when stricken by melee weapons.
Arsenal. Melee Weapons & Firearms
Your melee weapon and firearm selection just got a whole lot bigger! You’ll no longer be using that one sea-service musket whilst playing with army-based units. Instead, now each and every class comes equipped with a unique firearm and melee weapon loadout reflective of its role.
Guard muskets, dragoon muskets, blunderbusses, pistols, sabres, cutlasses, axes and pikes. Carbines have also been added to this very selection in this update.
Sappers. Infantry Stakes
Casually jumping over player-built infantry stakes without fearing for your good life is now a thing of the past as these stakes will deal damage if you run into them. The sapper that constructed the stake will be rewarded the kill.
Fires and the smaller variant of the chevaux de frise similarly deal damage as well. The placement of player-built defences has received some much-needed polish in this update. You’ll also find that we have facilitated the placing of sandbags on earthworks.
Swimming. Lakes & Rivers
The summer’s heat is getting a little bit too much handle? Come hop in for a swim. Lakes and rivers across a multitude of maps present on Holdfast’s army front can now be crossed due to this recent inclusion. It’ll serve to lessen the impact of chokepoints on maps such as Arendan River and Highlands where crossing off a bridge meant almost certain death.
While swimming, you cannot make use of any firearms or melee weapons to fend off enemy infantryman so be sure to pick a favourable moment before diving in.
Scoring. Surgeons & Artilleryman
Surgeons will finally receive a score for their good deeds. Healing another while playing with this class will gather you score pending on the health that has been replenished. Serving as an incentive for players to replenish their health by looking for a surgeon rather than respawning, a player will also be rewarded with some points when healed.
Similarly, those assisting with the loading or ramming of ammunition in artillery pieces will too receive additional points through assist kills should the shot make its way through those poor infantrymen.
Here’s the full changelog for all the bug fixes and additions we have undergone in this update.
Changelog 35 - Game Version 0.33.7144.40196
New Game Features
Class System. Roles Redefined. Classes in the game which make part of either the army, naval or coastal military branches are now assigned specific roles that distinguish them from the rest in the field of battle. » Command, Rank & File, Skirmisher, Support, Artillery & Crewman
Class Selection. Military Branches. Sectioned into multiple military branches classes now come with multiple traits and abilities to define, distinguish and characterise them. » Have a go yourself at all of the classes and see which ones you like best. There’s plenty to go over!
Officer Orders. Make Ready, Fire! Staying true to the tactics of war during the Napoleonic era, this new gameplay feature brings with it additional firearm accuracy or melee damage bonuses to those in the rank and file bravely standing shoulder to shoulder. » Officers are able to issue the following orders: Form Line, Make Ready, Fire, Fire At Will, Crease Fire, Charge, Break Rank & Follow and Reinforce. » You can disable orders by inputting the following command per map rotation in the server configuration file: class_system_orders false
Arsenal. Melee Weapons & Firearms. Your melee weapon and firearm selection just got a whole lot bigger! Guard muskets, dragoon muskets, blunderbusses, pistols, sabres, cutlasses, axes and pikes. » Holdfast: Nations At War now features over 35 melee weapons and firearms. » Carbines have also been added to this very selection in this update. » Ramrods now make part of the cannoneer’s melee arsenal. » Administrators should amend their weapon overrides in the server configuration file to match the new inputs listed on the Wiki as the weapon system has undergone a complete rework.
Sappers. Infantry Stakes. Casually jumping over player-built infantry stakes without fearing for your good life is now a thing of the past as these stakes will deal damage if you run into them. The sapper that constructed the stake will be rewarded the kill. » Fires and the smaller variant of the chevaux de frise similarly deal damage as well. » The placement of player-built defences has also received some much-needed polish. » Earthworks can be raised higher providing for greater cover. » Facilitated the placing of sandbags on earthworks. » Defences can be built closer to one another. » Gabions no longer provide cover for firearms unless fully built. » Multiple issues with objects jittering prior to their placement. » Improved the visual identification for when an object cannot be placed due to an obstruction. » Reduced the carry cooldown of explosives to 3 seconds.
Swimming. Lakes & Rivers. Lakes and rivers across a multitude of maps present on Holdfast’s army front can now be crossed due to this recent inclusion.
Player Scoring. Multiple additions to reward players for their actions. » Surgeons will finally receive a score for their good deeds. Healing another while playing with this class will gather you score pending on the health that has been replenished. » Assisting with the loading or ramming of ammunition in artillery pieces will too receive additional points through assist kills should the shot hit its intended target. » Officers receive a score for successful kills by those in the rank and file. » Players will also be rewarded with some points when healed.
Carpenters reintroduced to the selection of Army Front classes. They come equipped with a blunderbuss and a two-handed axe.
Grenadiers have been included to the Melee Arena game mode class selection.
Performance
Solved an instance which was causing frequent lag spikes on the naval and coastal game modes.
User Interface
The attributes tab in the spawn menu now serves to display various information related to classes. Traits, abilities, orders, the represented regiment, health points and multiple others.
The equip tab in the spawn menu now serves to display various information related to firearms, weapons or secondary equipment.
Hovering on a trait, ability or order in the spawn menu will display information relative to it.
Military branches in the spawn menu now change according to the game mode being played.
Redesigned the panels used to select shouts or a jolly tune.
Implemented a new kill log icon for death by flags.
Implemented a new shield objective icon serving as a better indication that a capture point must be defended.
Capture point indicators on the minimap will now overlay all the others so they remain visible.
Adjustments to the interface representing cooldowns for objects after they’re carried.
You no longer display both the attacking and defending objectives while in free-flight. Instead only the defending objectives will be displayed to reduce clutter.
Multiple amendments to localisation.
Graphical
Solved an issue with normals present on the French Carpenter, Fifer and Drummer.
Buildable chairs have been resized and their sitting position adjusted.
The spawnable second variant of the large tent is now enterable.
Flags now come with new wind physics. We’ll continue improving on this in future updates.
Quality Of Life
You can now change the colour of the centre screen dot from the crosshair settings.
You’ll now find it much easier to open, close and yes, sometimes even turn on doors.
Bug Fixes
Solved an issue with the back wall of Fort Schwarz when destroyed.
Solved an issue that allowed drummers and pipers to crouch and play a tune.
Solved an issue that allowed players to ignite than carry an explosive.
Solved an issue with interaction labels on doors flickering.
Solved an issue which allowed players to heal a player in the opposing faction.
Solved an issue where players would teleport to the middle of the map for a short while when going to spectate.
Changelog 36 - Game Version 0.33.7146.35608 (Hotfix)
Bug Fixes
Solved an issue which was causing certain players to appear to be frozen in place due to an exception.
Our heartfelt thanks go to all of those that joined us in the BETA as we underwent multiple iterations of game balance and bug fixes prior to this major update’s full release. Needless to say, we’ll continue monitoring and balancing accordingly.
Once again, we thank you for your generous support and as always, may good health be yours.
We just uploaded a first patch correcting most of the issues reported by players. Keep in mind that you might need to restart Steam for the client to search for updates.
All the changes are listed below, but you can check the status of all the reports on our public trello board. We use it to track every bug report.
We'll keep updating things next week and we're working on implementing an option to customize keyboard layout. Don't forget we also have a Discord server in case you want to join us there as well.
Critical fixes:
Settings menu (video, audio, applying changes, etc) should now work as intended.
The shelves at Lucas' bookshop no longer freeze the game.
You should no longer be able to get stuck on the chair at Wallace's office.
The quest where you look after Harriet's children no longer glitches if you fail or bribe the children.
You are not required to press any keys once the credits end.
You can no longer keep walking while the dialogue interface is on screen after completing Lucas quest (rich quarter walk).
Lesser fixes:
Wallace now spends more time in his office (so it's easier to complete his quests).
Fixed some interactions with other props when an NPC is close to you.
Emily's quest no longer triggers if you haven't met her.
Objects at Lucas' bookshop no longer give information about Lucas if you haven't met him.
Main and pause menu can now be navigated using Enter and Escape.
Style changes:
An object at your home displayed "PLAYER:" on a dialogue (Only in Spanish).
One of Gail's conversations displayed "GAIL:" on screen during a dialogue (Only in Spanish).
Several typos in the English version ("aI've heard" instead of "I've heard", "MrWeston" instead of "Mr Weston", etc).
Reviewed pronoun customization (English version).
Issues reported by players that weren't related to the game:
Character is unresponsible and stops moving, this was fixed after updating controller drivers.
Game has very low FPS on a modern computer, this was fixed after updating computer drivers.
Watchlist (bugs we weren't able to trigger):
When waking up the first day (in the Spanish version) the text says "Día 2" instead of "Lunes, Día 1".
Talking to the council clerk freezes the game, we believe this was caused by using a save file from the beta, but we are waiting for confirmation from the player.
Have a great weekend! We hope you are enjoying the game. We'll have more upgrades ready next week.
There’s plenty of content to look forward to next week, from an extension to the Borderlands activities to a new map, and a host of bug fixes. But don’t let your blades dull in the meantime, because there’s a huge global event running all weekend!
From Friday, July 26 at 16:00 CEST (7am PST) until Monday, July 29 at 08:00 CEST (July 28, 11pm PST), work together with every warlord across all servers to kill a total of 1,000,000 units. If all servers collectively achieve this goal by the end of the event, everyone who logs in and participates during this timeframe will get a tasty 3 days of Premium Account time after the event ends!
Nothing short of all-out war will help you accomplish your goal. If you’re up to the task, there’s nothing left to say except… see you on the battlefield, warlords!
Early next week an extensive new update will be deployed and leading the list of improvements will be the ability for houses and alliances to start claiming the fiefs of the Borderlands. This functionality will be activated from Tuesday, dependent upon “Drill Mode” being successfully implemented for Monday (see article). However, before then, you can expect to enjoy the following changes:
Significant rebalancing of warlord and unit stats and abilities
A reduction in the resource requirements for fief upgrades
New Auction House filters
New safety features for Territory Wars drills and open-world spawning
Open-world movement rates increased
Numerous bug fixes
There’s much more to add to the list and we’ll have the full patch notes ready ahead of Monday’s deployment. Next week will also see the introduction of a pack aimed at new players as well as a new PvE map, on which we’ll have more soon.
As part of preparations for next week, don’t forget this weekend’s event, during which you could earn yourself 3 days of Premium Account time!
New algorithm of loading paintings in Garage, so now paintings can load almost instantly. It could take some time before, especially on weak PCs.
Fixed bug that was preventing some users to save settings.
Improved German, French, Chinese, Italian and Romanian translations.
Balanced Mouse Sensitivity regulation. The camera in first person view was moving very slowly even at 100% sensitivity while it was too fast in third person view.
Fixed bug causing bottom part of modern Russian bus door to change its color when opening that door.
When loading some scenarios, you could notice that tips are missing on loading screen. Now it's fixed.
Now you can bind any key you want to open minimap and map. You are no longer limited to default P and M, respectively.
"Back to City" button has been renamed to "Free Ride" and it was moved to the bottom of the menu. Now buttons are arranged in correspondence with frequency of their usage.
Improved ticks indicating current time in VR mode.
We are happy to announce that update 1.8 is now live on Xbox One, PS4, Steam and GOG!
We are aware of a specific issue that was specifically affecting PS4 users where there was a chance of the game crashing upon arriving in the Parade District, this issue has now been fixed with this update.
Patch Summary
This patch contains performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay and UI bugs, and localization fixes. Most importantly, this patch includes a significant improvement to the memory used in the game, fixing crashes and bugs that were happening in the Parade District on all platforms but especially on PS4.
General Bugs/Stability
• Fixed a crash that was happening when the player would greet another character while they had equipped pickup. • Fixed out of memory crash that would occur on certain world seeds in the Parade District. • Fixed "Busy" warning message when trying to either "Quit" or "Return to the main menu" while in an area of the game where it is not possible to save. “Cannot save” text now clarifies that saving is disabled in these areas. • Fixed a bug where characters could get stuck inside NPCs when shoving them in a corner and crouching inside them when they get up. • Fixed UI message prompts when quitting a DLC game that were misleading, as it appeared to the player that progress had not been saved. • Fixed Game Settings: Lighting no longer restores to "medium" upon restarting game. • Fixed heavy flickering when selecting a DLC icon with the mouse and changing the selection with the keyboard. • Fixed pressing Back and Confirm simultaneously in the Arcade or DLC menus led to a story menu that has no background. • Fixed the absence of background image or music on game details page on function screen. • Fixed some settings reverting to their default value after restarting the game. • Fixed subtitles being truncated with certain settings. • Fixed when choosing the "Revert Changes" option in the HUD option menu, the joy HUD icon was set to off by default.
Arcade Mode
• Freeform: Fixed the Gameplay sub-window getting cropped when choosing High NPC Density on certain languages. • Freeform: Fixed the description of the mode being truncated when playing in 21:9. • Freeform: Moving between the white backyard tables and the stone wall behind them no longer causes Arthur to remain permanently trapped. • Freeform: All item names in the Crafting Menu with a status effect icon in their descriptions are no longer truncated. • Freeform: While in the Holy Yam zone, you can no longer see under the map. • Freeform: Fatigue, hunger and thirst meters used not to deplete once they were filled to 100%, but they now do. • Freeform: Total Score stat is now accurate on End Match screen. • All modes: Island names are now localized. • Freeform: Starting a game as a character other than Arthur, and then starting another new game as Arthur now actually starts with Arthur instead of the first character chosen. • Survival: Hunger and Thirst survival needs now fully deplete on the easy difficulty. • Survival: Current location is now displayed in all languages. • Survival: Strings are no longer truncated in the Crafting Screen. • Survival: Introduction text is no longer truncated. • Survival: Floating phone booths no longer spawn in the Garden District. • Survival: Islands can no longer be generated with several holes inside them. • Survival: The "Boat Capacitors" are no longer referred to as "Power Cells" in the final statistics screen. • All modes: Island names no longer change or are no longer missing after the first Save/Load. • All modes: Subtitles from Arthur death screen can no longer be seen overlapping the game over screen when playing in another language than English. • Wellie mode: The description of the mode is now completely inside the text box when playing in 21:9. • Wellie mode: The end of round tip telling the player to enter a popper no longer persists to the next night.
Encounter Fixes
• Arthur - Cult of Jack: Looting one chest before triggering the cutscene with the fake Uncle Jack no longer causes the quest to be impossible to complete. • Arthur - Future Perfect: Returning to the main menu as the “Get the Frammistat” objective appears no longer causes the player to load back in without an objective active. • Arthur - An Awkward Courtship: The Cleaver no longer spawns during the first phase of the Encounter and so cannot be picked up and break progression. • Arthur - Joy Factory: FPS no longer gets very low when near the green goo being released to the right-side of the Joy Factory. • Arthur - Parade - Future Perfect: Dying right after talking to the director no longer causes multiple issues leading to progression breaks. • Arthur - Slaughterer's Apprentice: Performing a save/load while the package is mounted and ready to sabotage no longer prevents mounting the package again. • Arthur - Sandbox - Survival: NPCs cannot close the metal shutter of the rear entrance of Lawrence Residence anymore when they lose aggro and return to their position. • Arthur - Mother's Little Helper: Performing a save/load after interacting with the diary but before defeating Mrs Chaney no longer prevents the player from completing the quest. • Ollie - No Place like Home: Dying right after giving Victoria her pills no longer causes the player to get stuck on the Death screen. • Ollie - The Jack-o-Bean Club: Streaming out the encounter instead of picking up the fire extinguisher no longer causes it to be non-interactive. • Sally - So Foul and Faraday: Fixed issue preventing Nick's Hideout from being accessed on a specific worldseed. • Sally - Don't Cry Over Tinned Milk: Dying near Lionel's shop after speaking to him no longer causes the game to crash. • Sally - Don't Cry Over Tinned Milk: Dying near Sally's alley after crafting baby milk no longer causes the game to crash. • Sally - Millihelen: Returning to the Main menu as the Cultists start to drink a poisoned cup, no longer causes the game to crash. • Sally - Bad Dreams: Performing a save/load inside Mr. Ramsay's house no longer causes Sally to respawn under the terrain and die.
Xbox Only
• Added graphic options. Gamma can now be adjusted.
UWP Only
• Game now pauses when minimized.
Playstation 4 Only
• Added graphic options. Gamma can now be adjusted. • Arthur - A Malpractice of Doctors: the game no longer frequently crashes when save game option is greyed out over an extended period of game play and navigating through the DSIR. • Platinum Trophy is now localized. • "Jack The Nipper" weapon electricity particle effect no longer draws a vertical line when the player swings. • The camera no longer clips through the Bee Cannon while the player harvests bees. • Trophy Pack for DLC is no longer labeled incorrectly. • Balloons now have the correct texture. • Survival: Black terrain textures no longer appear through the world on PS4.
Known issues
• We have identified an issue where the navmesh generation sometimes hits the maximum number of tiles, which can cause NPCs to behave in strange ways (including potentially blocking progression). This has been fixed on PC but is still live - although rare - on PS4 and Xbox One. It can be fixed by returning to the menu and reloading your save. We are preparing a small hotfix with the intent of fixing this issue next week.
As previously teased, we would like to confirm the scope of changes for the new season and give you all the important details.
First and foremost, the next season will take place on the 30th of July, so next Tuesday, 2pm CEST.
As previously mentioned, the big engine update has created nice opportunities for improvements and also some side effects to deal with. Speaking of those, you will notice that the achievements have slightly evolved. The list is now more consistent and closer to the game experience.
Secondly, due to the new account system, we had to refactor our gift process/contents, which will cause the temporary loss of some initial DLCs. Again, no worries in this regard, the native package will be sent back to you pretty soon after the season launch.
And now, let’s go for fancier inputs and confirmations. In terms of “What’s new on Mars?”:
• Leaderboard is back! We have improved and revived the leaderboards thanks to a new and more reliable system, (which also improves server visibilities as a side note) • Areas have been adjusted with specific no-build volumes in order to secure the oxygen pipeline system • We have a new thrilling Day&Night system. Please enjoy the new dark corners of Mars!
Before
After
• New device SchematiX will give you the opportunity to buy some blueprints and go straight to the goal, with a bit of luck 😉 (blueprint assignments are randomized per device and timecycle)
• Of course some new patterns will be available and unlocked through the Season. • Diversification of the enemies’ visual look: It is now easier to discern different types of enemies
• New ability Ping Location: Point anywhere in the world to create a marker for coordination with other players
• New Alliance invite: it’s now more intuitive and responsive to invite players to join an Alliance. Get closer and interact: Job done! No worries: we have implemented some safeguards against invitation spamming and the previous alliance system is still there anyway.
• Revamped UI on many topics (Leaderboard, PDA, tooltip for item stat display, a new radial approach, and optimization on top)
• More love put into animations, especially for each melee attack while handling a weapon.
• Revamped POIs with new architectural layout, improved interior design, optimized loot distribution and interactive devices, plus an optimization pass on lightings!
• New building management adjustment: o we have added a secondary protection layer in form of a building timer that starts as soon as a building part is destroyed. In other words, there is now a grace period after the destruction of building parts before being able to dismantle unconnected structures. o Rebalanced the amount of building HP for different structures, granting a bonus to low tier foundations. •o Rework of Demolition Charges to allow placement on any surface angle and focus most of their damage on single building parts, reducing collateral damage.
• The Unstuck feature is now even more user-friendly (it can handle playermade building parts issue or teleport you to the closest spawn area, worst case scenario)
• And last but least, we have proceed in tweaking o The meteor events should be more rewarding on the surface of Mars, •o The skill tree has been reworked to increase bonus gain of passive nodes, to remove “unworthy” nodes, and to improve UI readability
That was a big pill to digest Martians, thanks again for your patience and stay tuned!
We’ll be back soon with more details about refactored systems or feature adjustment to improve your experience furthermore!!
Last but not least stay tuned. As far as additional improvements and additions go, we can say that something BIG is coming in the future. It will take some time but it's going to be worth it. Teaser image below.