An army is nothing without weapons, and while we’ve looked at individual guns here and there throughout our previous blogs, we thought it would be valuable to bring them all together in a single post. Today we’re going to look over a number of the Austro-Hungarian weapons that will feature in Isonzo, with a few new images and gifs added for good measure!
Rifles
The workhorse of military conflict for a long time, rifles are the most common weapons in Isonzo and you’d do well to acquaint yourself with their strengths and weaknesses.
Mannlicher–Schönauer Model 1903 The fury of war always consumes a huge amount of material and equipment, and certainly during the First World War no army had an easy time finding enough of anything, even basic items like rifles. This led to situations like these Mannlicher–Schönauer rifles built for export to the Greek army being pressed into service with Austro-Hungarian forces.
A conventional looking rifle hiding an unusual magazine…
It was a very well made and reliable weapon, but that made it expensive to produce. The 6.5mm cartridges were an unusual choice which may also have made it less appealing. Nonetheless, production went ahead for the Greeks, with more than 100,000 supplied before 1914 - rifles ordered afterwards were diverted to the Austro-Hungarian armed forces.
Mannlicher–Schönauer in use assaulting the Solkan church.
The Mannlicher–Schönauer had one other interesting feature - a rotating spool magazine. This part was designed by Schönauer, hence the name of the rifle. While the rifle was fed by stripper clips, inside was a rotating system, as you can see in the diagram below. While uncommon, rotating spool magazines are still in use with some weapons today!
Diagram showing the rotating spool magazine.
Steyr-Mannlicher M95 with C.Reichert Scope This is the standard issue Austro-Hungarian rifle fitted with Viennese made optics by C. Reichert - a company who also made microscopes.
The Steyr-Mannlicher M95 was a very effective rifle with an unusual straight-pull bolt action, meaning the user would pull it back then push it straight forward again, saving two motions compared to more typical bolt actions where the user had to go up-back-forward-down. This gave the M95 a very solid 20-25 rounds per minute rate of fire. Austro-Hungarian soldiers nicknamed it the ‘Ruck-Zuck’ rifle (meaning ‘back and forth’ rifle).
M95 with scope.
M1867 Werndl–Holub The Werndl is a reserve rifle - a perfectly serviceable single-shot breechloader… but no match for the fire rate of modern guns. As such they were never intended for use by frontline troops.
The reliable but elderly Werndl, in elderly but reliable hands.
They were issued to some rear-echelon forces so that more modern weapons could be concentrated where combat was expected. As with the Italian soldiers issued old Vetterli rifles, the troops given the Werndl did sometimes find themselves in combat with their decades old firearms. If you can make every bullet count and avoid chaotic situations where you need more than one shot at a time, the Werndl can be a very satisfying weapon to master.
Reloading the Werndl.
Revolvers and Pistols
Handguns are much lighter than rifles and often offer quicker reaction times in close combat situations, but in turn have shorter ranges and less stopping power. However, during WW1 handguns often had as many (or even more) shots available before needing to reload than rifles did. Some classes (like Officers) can carry handguns as a primary weapon, while others can take them as a sidearm to complement a rifle.
Rast & Gasser Model 1898
The Rast & Gasser Model 1898 was an Austro-Hungarian service revolver, produced by an Austrian firm based in Vienna. It was a well made and reliable firearm, but some of the design choices were already outdated when the gun was first put into production.
180,000 of these were built from 1898 to 1912, and by the time of WW1 they were in the process of being replaced with semi-automatic pistols - Steyr M1912s for the infantry and Roth–Steyr M1907s for the cavalry. But since production of these newer weapons wasn’t sufficient to fully equip the Austro-Hungarian armed forces, the Rast & Gasser 1898 would remain in use throughout the war.
One of the big drawbacks you’ll experience in-game is the loading-gate through which individual cartridges are loaded, and extracted individually by an extractor rod. This means rather than being able to empty all spent cartridges at once, you have to open the cylinder, use the rod to expel one round and put in a new one, rotate the cylinder, then repeat that process. Eight times! Use your shots carefully with this one, because you really don’t want to have to reload when you’re in the thick of the action! On the flip side, eight shots before needing to reload is better than any rifle in the game offers…
The Rast & Gasser in action!
Roth-Steyr Model 1907 The Steyr Mannlicher AG is a 157 year old Austrian arms company, which was at the forefront of auto-loading pistol technology in the early 20th century. The Austro-Hungarian military made use of several Steyr firearms, including the two we’re going to look at today: the Roth-Steyr Model 1907, and the Steyr-Hahn 1912. The Roth-Steyr was the first semi-auto pistol adopted by the land army of a major power: it was issued to the Austro-Hungarian cavalry. Because of this, it has a heavy trigger pull to prevent accidental discharge - you don’t want a hair trigger on a pistol to be used by mounted cavalry!
Steyr-Hahn 1912 The Steyr-Hahn is based on the mechanism used by the Roth-Steyr. It was initially issued to the Austrian Landwehr (remember that Austria-Hungary had effectively three armies - the Austrian Landwehr, the Hungarian Honvéd and the Common Army - with the Austrian and Hungarian armies generally being better equipped than the Common Army).
The Steyr-Hahn was a popular enough weapon that Germany would place orders for 10,000 during WW1, and years later the Wehrmacht would order 60,000 after annexing Austria in 1938. Incidentally, these aren’t the only weapons manufactured by Steyr Mannlicher AG that feature in Isonzo.
Reloading the Steyr-Han stripper clip.
Equipment and Heavy Weapons
We don’t just model specific weapons for each faction - different armies made use of different supporting gear as well, including things like canteens and binoculars. While they function the same in-game - no need to worry about imbalance in canteen drinking speed ;) - we wanted to get these details right and remind people of the diversity in equipment used.
This particular pair of binoculars was made by the German CP Goerz company, a leading manufacturer of military optics. In 1908 they opened a branch in the Hungarian city of Pozsony, which is where the Goerz Wien M8 binoculars would have been produced. The M8 is a reference to the year this model was introduced.
An Austro-Hungarian soldier in the barracks with the M.14 Canteen ‘Werke 1914’.
Drinking from the flask going into an assault.
Minenwerfer M14 The 9 cm Minenwerfer M14 is the mortar used by Austro-Hungarian forces in Isonzo. The M14 is loaded from the back, allowing you the opportunity to keep your eyes on the field in front of you. Designed under time pressure by an army committee, it was intended to serve as a much needed light mortar (in contrast to heavier mortars, which in Isonzo are represented by the Officer call-ins).
While it did that job, there were flaws: it was awkward to rotate for aiming, a black powder propellant that could be very smoky, and bomb fuzes that were unreliable and could lead to duds. Many of these problems were fixed in later versions of the mortar, but ultimately it was decided to purchase and use German made mortars from 1917 onwards.
M14 mortar reloading.
Experience the Great War in black & white
Currently, both Verdun & Tannenberg are on sale with 75% off and we enabled the Film Memoir mode for all to use for free even without owning a Supporter Edition DLC! Experience the game and the war in a new way.
That’s it for now!
As always, don’t forget that you can wishlist Isonzo if you didn’t already. We’re looking forward to everyone trying out these weapons when Isonzo releases on September 13th!
The fpsVR BETA has been updated with the following changes:
beta - 1.24.2207022
The help section has been completely redesigned. Look at the "Help" tab in the settings. To open the settings: open the SteamVR dashboard, find the round "fpsVR" button on the bottom left of the panel. The help section will open automatically once after this update when both controllers turned on. Open Help on desktop: select "Help" from fpsVR window menu on desktop, if window is closed - it can be opened by double clicking on fpsVR blue icon in Windows tray (tray can hide some icons, there is an arrow to show all tray icons) ).
If Chaperone for Vive/Pro/Index is disabled via fpsVR settings, then you will see a red indicator in the in-game overlay in the upper right corner as a reminder to you.
Thank you for 1766 wonderful KCD stories. It took a long time to read them all, and it wasn't easy to pick the best ones, but these are our five winners. Congratulations!
{LINK REMOVED}FACEBOOK: Dave Kadlec, My favourite moment was when me and my girlfriend decided to go check the KCD places in real life, I loved how accurate some of the landmarks were. We were even lucky enough to visit Sázava's temple when it was under construction so it looked exactly like in the game. I kept remembering all the cool quests and the hours I spent in the medieval Bohemia while thinking this looks exactly like my outdoors (because I am from Vysočina). During the trip we kept bumping into two other couples, I am 100% sure they played KCD too.
{LINK REMOVED}TWITTER: @callmejoey9, My dog, Henry, passed away in mid-May 2019 - about two weeks before A Woman’s Lot was released. Being able to play my favorite game with my new dog, Mutt, was a really healing experience. Sometimes when I would summon Mutt, I would even say to myself “Henry’s come to see us”
{LINK REMOVED}TWITTER: @LittleBiscuitUK, I made a joke while hanging out with Roxy aka @ASexyBiscuit about making Biscuit Town in Minecraft and ended up making the entire 16km of world space with all the towns and landscape! Best joke turned dedicated project ever ❤️
{LINK REMOVED}STEAM: Black Adder, Many great moments with this great game, but maybe one that sticks is the first time I got to confirm the game does give quite some agency in solving situations - at the start, there are multiple ways to handle the bandits near the horse farm, and I, logically, being noob, weak Henry, chose to try and see if I could get help from the guards - and what a happy occurrence that the game/designers accounted for that, as such behaviour is certainly not common, or expected, in standard games, where you're motivated to do everything yourself as a hero. I tried to play the game with as close decisions to real life as possible, and the game allowed that, and accounted for that (because frankly those options are usually not very "game-like") decently well, which is refreshing and fun. Another memorable parts would be the Waldensians quest, I really, really enjoyed that, including surprise ending (with Lord Hanush), and the woods, Jesus those woods, that's quite something, just as if I were walking in real ones, never seen such fidelity and actual real "feel," insane good job on that! So many things with this game right... Oh and my accident from Beta - I swear I wasn't up to anything bad, who could've thought sneaking through other people's houses at night looking for a place to sleep (with weapon out) was a bad idea...
{LINK REMOVED}STEAM: PafunaMT, I have a particular moment from this game that has stuck with me for years. There was this one fight with a Cuman captain in the field to the east of the Inn on the Glade, y'know, the one covered in carpets of flowers - I was a middling level at the time, and got ambushed by about four of them in mid-morning. Engaged two of them on horseback and killed them, then got knocked off my horse by the third. Managed to lay him out as I was breathing hard, but he injured me pretty good. Then the captain shows up, and it's on. One-on-one fight with this guy, and it goes on forever; he's blocking and parrying everything, and I'm doing the same; get a few solid hits on the guy, but he's not letting up. I'm breathing hard, and it keeps going on, and he just won't die. All this is happening in this gorgeous field of bright flowers on a bright sunny morning, slight wind is blowing, and it's surreal; I'm in this game, a GAME, and I'm having an existential moment in the dichotomy of an ugly death match framed by a meadow carpeted in blooming flowers, a place that would be serene in any other event. And it's weird, because everything slows down in my head, and I'm thinkin', "How many thousands upon thousands of times in history has this actually played out on some battlefield somewhere? Guys dying in mortal combat in a picturesque scene worthy of capture by a Rembrandt, de Haes, or Monet?" Places like Cannae, Verdun, Tannenberg, Gettysburg, Hastings... two dudes, or two thousand, doesn't matter... the contrast of violence and beauty in that instant. I finally, finally defeated the captain, and I cannot remember a moment in any other game where I felt that, even in PvP matches. It was a glorious victory and I savor it even today. How is that, a computer game can evoke such feelings?
Another Necrosmith update is now available for download – everything to brighten up the weekend! Please make sure you have the latest (1.1.0.235) version of the game.
List of changes:
Changed conditions for the enemy spawners activation
Changed work of the cat – now it doesn’t activate spawners
Changed logic of units – increased the priority of enemy spawners for them to attack
Changed speed and health values of some enemy units
Fixed acid fog damage radius to match its animation
Fixed screen resolution reset on some non-standard configurations when restarting the game
Fixed yellow outline for units holding position after teleporting
Fixed taking control over a unit when activating a spell on it
Fixed losing control over a unit when canceling a spell
Disabled forced centering of camera on the tower when upgrading it
Various balance tweaks
Thank you for your patience! Let us know what you think about this update in the comments and Steam reviews while we'll try to get some rest 👉💀👈
The Atlantic matchmaking will be available for testing following the update on July 21 (Thursday). In this mode, players from the South American, North American, and European servers will be matched against one another for Siege Battles.
Please Note:
The Atlantic is available throughout the day.
The ruleset is the same as for normal Siege Battles, except that the Epic Leadership Doctrine will be unavailable.
Normal Siege Battles will still be available for players on the South American servers, and in these battles the Epic Leadership Doctrine can still be used.
This update finally brings the dark theme mode and support for high resolution screens 🥳🎉
There are also a new settings screen to be able to configure performance options, in addition to QoL tweaks, many performance improvements and bug fixes !
UI Themes support
UI high definition scaling support
Full release notes:
✨ New Features
Add new settings screen.
Add app UI theming support.
Add new UI light theme with improved contrast.
Add new UI dark theme.
Add high definition screen support (up to 4K).
Add new command line option "ui_scaling" to force scaling at app launch.
🔨 Changes
Increase default value for max render texture size setting to 2048px (from 1024px).
🔧 Improvements
Reduce the memory usage dramatically when exporting to individual image files or TTS card sheets.
New checkbox in CSV / Excel export screen to process the project variables in main panel properties.
Remove folders in main panel value labels on top of the items in the components screen.
Add support to tab between text and numeric inputs in an active UI section.
Allow to cancel color picker / selector with right click or escape key.
Reduce double click delay detection to select all text in string inputs.
Update several sample projects to use the new text panel properties.
Optimize app general performance.
Update to Unity 2021.3.5f1 LTS.
🐛 Bugfixes
Fix float inputs dropping the decimal point on copy paste value or when typing trailing zeros.
Fix UI elements hang in the mouse hover status when the cursor go outside from the app window.
Fix alpha blending rendering for images with transparency.
Fix PNG image exports ignoring background color alpha export setting.
Fix weird border blending color with background in preview textures using the background color for exports.
Fix image panels not loading the image when the path is relative and the extension name is not JPG/PNG.
Fix image files with rare formats (not png / jpg) not loading on project load.
Fix Excel import not reading the main panel when the main panel column in the sheet is the last one.
Fix Excel cell formulas not being evaluated on Excel data import (there are still a bug related to this).
Fix Excel export button disabled or enabled based on the state of the previous project opened.
Fix license text label not visible when toggling to light contrast mode in the icon picker widget.
Fix on hover tooltip showing up when the variable color input is disabled and invisible in the variable screen.
Fix linked panel blueprint inspector errors.
📌 See the full changelog 📑 or browse all updates in the version history 📋 📌 Go to the official support page 📘 to learn how to use Tabletop Creator 📌 Join a community of creators on our official Tabletop Creator Discord server 💬
After the update of the last version, many players still complained that the position of mouse and button did not match, so they could not click the button. Therefore, I hurriedly remade the resolution setting function, hoping to solve this BUG this time.