Another update makes its way to Holdfast: Nations At War! Version 1.14 will see bug fixes targeting cavalry mechanics, map-related issues solved amongst other minor additions. We’re also pushing all necessary back-end changes required to move official game servers over to a Linux infrastructure.
Come have a read of our blog post for more about this release.
Get Involved
Should you have any questions about Holdfast or wish to participate in the community more, why not join the official Discord server? It is your central hub for all things Holdfast and houses a plethora of channels dedicated to event and game announcements, regiment recruitment, game support, suggestions, history discussion and more.
● Necessary back-end changes required to move official game servers over to a Linux infrastructure are present in this update. » It enables us to more quickly update official game servers to the latest version when a new game update is rolled out.
● Introduced a function allowing server hosts to place servers in hibernation mode if no players are connected to it. This will reduce CPU utilisation for idle game servers. » Input the following commands in the server configuration file to make use of this function: server_hibernation_enabled true and server_hibernation_fps 5.
Standalone Windows Server
● A dedicated Windows OS server for Holdfast: Nations At War is now available. » Download the server files through your Steam Library. Ensure that you have 'Tools' selection.
Cavalry Fixes
● Reduced the ghost range when striking with melee weapons while on horseback.
● Adjusted the horse’s hitbox to be more representative of the model.
● The ‘Horse Effects’ graphics setting toggle no longer mutes horse audio effects.
● Attempted fix towards an instance which sometimes caused horse-related audio effects to cut off.
Client Optimisations
● Minor optimisations targeting player movement.
● Minor optimisations targeting audio-related functions.
● Performed minor optimisations on Port Nile.
Bug Fixes
● Solved an instance which caused the server to crash.
● Solved an issue with featured servers not un-featuring themselves.
● Solved an issue causing players to get stuck when detaching their bayonet and interacting with a cannon.
● Prevented entry to certain locations on Port Nile which were not meant to be accessible.
● Solved an issue with the floor turning invisible on one of the destructible models on Fort Al Farid.
● Introduce free-flight camera colliders on Glacier.
● Solved an issue with forward positions on Glacier.
● Solved an issue with one of the wall structures next to the church on Lamarsh Fen.
● Solve an issue with an excessive amount of Cannoneers on Marquette.
● Solved an audio-related error that occurred when players hit with a cannon one of the gatehouses present on Canyon and Marquette.
● Solved an issue which caused players to fall underneath Fort Imperial when one of the houses was destroyed.
Game Balance
● Increased the defender’s reinforcements on Fort Darial by 15.
● Increased the reinforcements on Fort Al Farid for the defenders by 40. They also get 30 additional build points.
Atmosphere
● Musket and pistol sounds now come with added base for an additional kick when firing volleys.
● The weather audio slider will now default to 100 from 30 for players launching the game anew.
Graphical
● Changed the white circular banner displayed above player’s heads.
We do most certainly hope that you’re having a decent start of this new year. Stay tuned for more Holdfast updates! Expect new maps, player-suggested additions and major game-play focused updates throughout the year.
Thank you for your support and until next time, may good health be yours.
Dear Commanders, The Angel Legion will be updated and maintained from 2:00 PM on January 27th, 2021(GMT/UTC+8). During the maintenance period, you will be temporarily unable to play the game. Please be prepared in advance. Sorry for any inconvenience.
Estimated Maintenance Time 2 Hours
Maintenance Compensation Diamonds*300
TIPS 1. Please close the game and download the game update file after the maintenance starts. 2. After you successfully install the update file, wait for the maintenance to end and you can play normally. 3. If you encounter a BUG in the new version of the game, please give us feedback in time. ======== Update Preview ========
Function Adjustment 1. New System: Horcard Collection System. Collecting exquisite Horcards to activate special attributes. (Please pay attention to follow-up Event of collecting Horcard) 2. Road of Novice is modified to Instructor’s Guidance (Players who have completed the Road of Novice could participate again after update) 3. First Recharge reward is modified to First Recharge 3-Day Reward. (Players who have received the First Recharge rewards could receive the rewards of Day 2 and Day 3) 4. Add specialization mark to every hero. 5. Removed the number of Gene shown in the Hero interface. 6. Upgrade the Storage Cabin to increase the capacity of equipment. 7. Add the avatar of the current equipment wearer on the equipment replacement interface. 8. Strengthen the performance of wear button of the Fashion interface. 9. Announced the success probability of equipment enhancement and the probability of obtaining Super S Equipment. 10. Added the function of adding designated friends. 11. Chat system optimized. Allow more text input, and add a new system message channel to isolate the system message from the world chat. 12. Block the Fashion interface when customizing Miya for the first time in a new account. 13. Automatic Battle and Skip Battle in the Adventure will be available at Stage 2-1. 14. Commander Items can be sold to get Star Coupons. 15. When you cancel the production of a waiting project, you will reclaim all consumed resources. 16. New function added: Lock the Dynamic Senses. Choose the dynamic senses and lock them. Only locked Dynamic Senses will be shown. 17. New function added: Skip Cutscene. You can skip the cutscene when you open a chest in the Botting-Chest interface. 18. Added a gyroscope switch in the settings. You can freely turn on or turn off the gyroscope. 19. Added a batch of custom hair styles. 20. The Christmas theme scene will be unavailable, and a new theme scene will be available during the Spring Festival.
System Optimization 1. Fix the problem that "incorrect production time" may appear when producing items in the cabin. 2. Fixed a bug where clicking the upper right corner during the animation to the next chapter will return to the main interface. 3. Fixed the bug that the map turned black after clicking the player's avatar in the chat and returning to the game under Galaxy War gameplay. 4. Fixed the bug that the check box of the gene transformation function of the Biological cabin did not move with the icon. 5. The instruction of Commander Items has been added to the tutorial in Chapter 1. 6. Optimized the button prompt to start the game after the first appearance customization. 7. Now, when you turn off or cancel the Explore function of the Adventure, the currently explored element will be located. 8. Save the skipped battle state of the arms race on your device. 9. Optimized the tutorial for the first time of wearing Fashion. 10. Improved the fluency of the list and other interfaces. 11. Added the detailed pop-up window after clicking some icon of some items. 12. Optimized layout of some interface. 13. Optimized some description text. 14. Modified the wrong description of talent Resonator.
Farming Simulator 19 brings even more tools and equipment to its already huge roster with today’s release of the GRIMME Equipment pack! Featuring machinery by the renowned international farming equipment manufacturer, the pack is available now on Steam! Get the full overview in its Launch Trailer!
Created by Team FSI Modding, winners of the Mod Contest Special Award, the GRIMME Equipment Pack brings plenty of new farming possibilities, including potato harvesting! The pack contains 13 new pieces of equipment from GRIMME, such as planters, weeders, transport belts and trailers, and of course potato harvesters! There is even a bonus tool from the in-game Lizard brand! All items will be available through the in-game shop after downloading the pack.
The GRIMME Equipment Pack is available now on Steam. If you own the Season Pass for Farming Simulator 19, you can download the DLC for free now via digital stores.
With Underworld DLC content getting closer to final, it's time for some updates on the progress and my thoughts on Erannorth's future.
It's a long post, so grab a coffee and let me tell you a story.
Back in December, during the last DLC progress update, I mentioned that the new DLC Organization will be Underworld, and that their signature class will be the 'Thug'. Also that there will be a new race, the 'Nomad', which will be improving/re-imagining the Nomad race, I released in the Unofficial Expansion Pack a couple of months ago.
The only thing that changed since then, is the Underworld's signature class name, which became 'Crime Lord'. We still start as a lowly thug, but at least now there is a better/clearer goal of what we are trying to achieve here ;)
In that news post, I also asked you if you prefer the remaining part of the DLC to be events or archetypes.
And the resounding verdict was events.
Underworld DLC contents
There will be around 300+ new cards (around 150 for the new archetypes, and 150 expanding existing archetypes, loot etc.)
a mix of new enemies and bosses.
and several new challenges in the Sandox map.
But the main highlight of this DLC, will be an overhaul of all the in-game events and interactions, adding some more RPG elements to the game and setting up a more unified framework for modders to build their own events.
Why overhaul the events system? Or what's wrong with the current event system?
Well, many things, one could argue. Starting with the facts that I am neither a writer, nor a native English speaker. But since you are stuck with me, let's sugar-coat things a bit and round the problems down to three:
a) The Event system I developed myself wasn't very flexible, and in retrospective was a bit of a pain in the a@$ to expand with new choices.
b) Many choices in those events were archetype locked, and with so many archetypes, most events had nothing to offer, unless you were playing with that combination.
I mean why on earth would anyone check if the player is 'Shadow' and not if the player has 'Subterfuge'? Only one class can be a 'Shadow' but more archetypes could possibly have a 'Subterfuge' skill. DnD 101.
Well the simple answer to that is that Erannorth was initially designed to be a Card Game system. The various RPG-like elements like stats, character creation, world map and equipment were added incrementally at later dates at 'what if?' moments of restlessness.
c) there was little to no randomness, and few branching paths because of a). So every time the event would play in the exact same way.
A solution, and more problems
The recent addition of the open-source Ink Script framework, opened up a whole new horizon of possibilities for our own events system. Solving problems a & c in one fell swoop.
So I started re-writing all the game events and event-like interactions from scratch.
But then problem b) became even more apparent.
I had already started working on a moddable Expertise framework some time midways DLC2, and eventually some expertises were introduced in DLC3, but mainly to be used within the card system.
Because you know, the key of having passive skills in your system is to actually use them. There is no point of having a Subterfuge skill if nothing is making use of it.
When the watermelons get too many to carry.
Another major problem that slowed developing this expansion *a lot* is that it's becoming nearly impossible to keep each DLC standalone. Cards using other cards, events giving them as rewards, universal perks, locations using bosses unique to each expansion and even having a contunuity as an event. etc.
Each expansion is planned to work on its own, or that is the intent, but in practice they are build on top of each other and to complement each other. For me, who designed them, makes 0 sense for someone to pick DLC3 instead of DLC1, but it's something that happens more often than not.
In retrospective expandability wasn't something I had properly planned for, and honestly reaching 4 DLCs now feels like a feat. Not to mention that my life would have been easier, to plan things better if at day one I had Erannorth engine v1.085 in my hands instead of nothing.
This leads to the following piece of bittersweet news for those who came to love Erannorth despite its imperfections.
Underworld will be the last major expansion for Erannorth
Underworld DLC will introduce several new passive skills / expertise fields into the events system.
Each class in the game starts with 3 of them. You will be able to learn more using your Headquarter's (or Hideout) library. Having these fields of expertise will provide you additional choices in various events, certain cards that require them etc.
Building a Library in your Headquarters
Upgrading my Crime Lord expertise fields
All events are redesigned from ground up, to introduce more variety, randomness a few branching paths, but most importantly expandability.
The key word here is *introduce*. But I hope it will leave a better/unified framework for modders to tell their own stories. Let's see some examples.
Hey a corpse! Imagine that!
Bandits in the Clocktower?
The Bone Altar
Someone grown up!
Finally something familiar!
Hey who are you and what you did to my Nightingale?
Well you get the point ;)
Unforeseen obstacles and set backs aside, Underworld will be coming as planned by mid/end February. I'd say I am ~80% done. But as with all predictions, take it as: 'when it's ready' ;)
Also, as I said Underworld will be the final major expansion for Erannorth Reborn and further updates in Erannorth (if any) will be bugfixes.
Of course with every end comes a new beginning.
So I'll be giving you more details on Erannorth 2 after Underworld DLC is released ;)
Game development is a complex process, full of ever-changing design ideas, tweaking, testing, and improving. Recently we’ve sat down and redesigned one of the main sights you’ll see on your screens - the stage where your performers face the audience (otherwise known as: the battle arena).
Up until now the artists were facing left, towards the audience. It was a satisfying sight - the opponents are on the left and our artists on the right have to avoid their attacks. However, recently we’ve decided to flip it and place the audience on the right and our performers on the left. It’s different, but we like it:) This change creates a familiar vibe and feeling well-known from games since the first Mario - the main hero progresses moving in the right (literally) direction.
Of course, in our game, the characters don’t move physically. However, the new angle feels more intuitive, and it’s a design choice similar to those in some other card games and roguelikes.
We’re pretty satisfied with this decision and we really hope you, too, will like this - again, literally - new direction we’ve chosen!
Hope you like it!
AND LAST BUT NOT LEAST, there's a crowdfunding campaign starting next week, please click "Notify me on launch" button in the link below: