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	<title>Holdfast: Nations At War - User contributions [en]</title>
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	<updated>2026-04-16T01:34:58Z</updated>
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		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=3950</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=3950"/>
		<updated>2025-12-19T11:43:25Z</updated>

		<summary type="html">&lt;p&gt;Stan: change version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter that places community at the forefront. Take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord]. Once registered, check out the '''[[Project:Work needed|work needed page]]'''.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====3.X====&lt;br /&gt;
* '''2025-12-17''' - [[Game Version 3.X#3.2|Game Version 3.2]] released (Very Scottish Christmas)&lt;br /&gt;
* '''2025-10-28''' - [[Game Version 3.X#3.01.2|Game Version 3.01.2]] released&lt;br /&gt;
* '''2025-08-05''' - [[Game Version 3.X#3.00.4|Game Version 3.00.4]] released&lt;br /&gt;
* '''2025-07-24''' - [[Game Version 3.X#3.00.3|Game Version 3.00.3]] released&lt;br /&gt;
* '''2025-07-15''' - [[Game Version 3.X#3.00.2|Game Version 3.00.2]] released&lt;br /&gt;
* '''2025-07-09''' - [[Game Version 3.X#3.00|Game Version 3.00]] released ([https://store.steampowered.com/news/app/589290/view/503954886346412885 PS5 &amp;amp; Xbox Series Release])&lt;br /&gt;
* '''2025-07-03''' - [[Game Version 3.X#3.00|Game Version 3.00]] released ([https://store.steampowered.com/news/app/589290/view/503954886346411772 Crossplay Sync])&lt;br /&gt;
&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2025-06-18''' - [[Game Version 2.X#2.32|Game Version 2.32]] released ([https://store.steampowered.com/news/app/589290/view/503952350215405794 Tweaks &amp;amp; Balances V2])&lt;br /&gt;
* '''2025-05-28''' - [[Game Version 2.X#2.31|Game Version 2.31]] released ([https://store.steampowered.com/news/app/589290/view/503952350215405794 Tweaks &amp;amp; Balances])&lt;br /&gt;
* '''2025-04-09''' - [[Game Version 2.X#2.30|Game Version 2.30]] released ([https://store.steampowered.com/news/app/589290/view/520836408602001442 Optimisations V2])&lt;br /&gt;
* '''2025-04-03''' - [[Game Version 2.X#2.29.2|Game Version 2.29.2]] released ([https://store.steampowered.com/news/app/589290/view/503947276358517020 Optimisations &amp;amp; Community Rewards])&lt;br /&gt;
* '''2025-01-14''' - [[Game Version 2.X#2.29|Game Version 2.29]] released ([https://store.steampowered.com/news/app/589290/view/506191469681312678 Audio Mastering])&lt;br /&gt;
* '''2024-12-20''' - [[Game Version 2.X#2.28|Game Version 2.28]] released ([https://store.steampowered.com/news/app/589290/view/503937932384534881 Frontlines 2.0 Additions])&lt;br /&gt;
* '''2024-12-19''' - [[Game Version 2.X#2.27|Game Version 2.27]] released ([https://store.steampowered.com/news/app/589290/view/503937773532610926 Frontlines 2.0])&lt;br /&gt;
* '''2024-11-28''' - [[Game Version 2.X#2.26|Game Version 2.26]] released ([https://store.steampowered.com/news/app/589290/view/4446837338576782057 Field Orders! Fixes &amp;amp; Additions V2])&lt;br /&gt;
* '''2024-11-21''' - [[Game Version 2.X#2.25|Game Version 2.25]] released ([https://store.steampowered.com/news/app/589290/view/7165884436587741619 Field Orders! Pans &amp;amp; Unlocks] alongside [https://store.steampowered.com/news/app/589290/view/4446836704626606737 Field Orders! Fixes &amp;amp; Additions V1] and [https://store.steampowered.com/app/3320400/Holdfast_Nations_At_War__Blackpowder_Firearms/ Blackpowder Firearms])&lt;br /&gt;
* '''2024-09-13''' - [[Game Version 2.X#2.23_.26_2.24|Game Version 2.24]] released ([https://store.steampowered.com/news/app/589290/view/4592071446743902639 Game Optimisations])&lt;br /&gt;
* '''2024-09-11''' - [[Game Version 2.X#2.23_.26_2.24|Game Version 2.23]] released ([https://store.steampowered.com/news/app/589290/view/4592071446743902639 Game Optimisations])&lt;br /&gt;
* '''2024-09-05''' - [[Game Version 2.X#2.22|Game Version 2.22]] released ([https://store.steampowered.com/news/app/589290/view/4584188879514575719 Battlefields Expanded! Server Queue])&lt;br /&gt;
* '''2024-08-30''' - [[Game Version 2.X#2.21.2|Game Version 2.21.2]] released ([https://store.steampowered.com/news/app/589290/view/4584188879496362997 Holdfast Launches On Steam Deck])&lt;br /&gt;
* '''2024-06-26''' - [[Game Version 2.X#2.21|Game Version 2.21]] released ([https://store.steampowered.com/news/app/589290/view/4223895201267936824 Regiment Warfare! Fixes &amp;amp; Additions V2])&lt;br /&gt;
* '''2024-06-13''' - [[Game Version 2.X#2.20|Game Version 2.20]] released ([https://store.steampowered.com/news/app/589290/view/5999438179036262373 Regiment Warfare! Fixes &amp;amp; Additions V1])&lt;br /&gt;
* '''2024-06-12''' - [[Game Version 2.X#2.19|Game Version 2.19]] released ([https://store.steampowered.com/news/app/589290/view/4143953771639476471 Regiment Warfare! First Person Update])&lt;br /&gt;
* '''2024-03-26''' - [[Game Version 2.X#2.18|Game Version 2.18]] released&lt;br /&gt;
* '''2024-03-23''' - [[Game Version 2.X#2.17|Game Version 2.17]] released&lt;br /&gt;
* '''2024-01-25''' - [[Game Version 2.X#2.16|Game Version 2.16]] released ([https://steamcommunity.com/games/589290/announcements/detail/3966050174818071180 Napoleon's Rise - Fixes &amp;amp; Additions V2])&lt;br /&gt;
* '''2024-01-17''' - [[Game Version 2.X#2.15|Game Version 2.15]] released ([https://steamcommunity.com/games/589290/announcements/detail/3909752009314202982 Napoleon’s Rise] alongside [https://store.steampowered.com/app/2692480/Holdfast_Nations_At_War__Napoleons_Rise/ Napoleon’s Rise DLC])&lt;br /&gt;
* '''2023-09-18''' - [[Game Version 2.X#2.14|Game Version 2.14]] released ([https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 Soldier medals])&lt;br /&gt;
* '''2023-09-07''' - [[Game Version 2.X#2.13|Game Version 2.13]] released ([https://store.steampowered.com/news/app/589290/view/3680059005332281063 Optimisations &amp;amp; Bug Fixes])&lt;br /&gt;
* '''2023-09-04''' - [[Game Version 2.X#2.12|Game Version 2.12]] released ([https://store.steampowered.com/news/app/589290/view/6250485953060293919 Howitzer &amp;amp; UI])&lt;br /&gt;
* '''2022-12-20''' - [[Game Version 2.X#2.11|Game Version 2.11]] released ([https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 Austrian Empire])&lt;br /&gt;
* '''2022-10-21''' - [[Game Version 2.X#2.10|Game Version 2.10]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 Bug Fixes])&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 More Unlocks! Muppet, Jolly &amp;amp; Hammer])&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] &amp;amp; [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmas Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] &amp;amp; [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released ([[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released ([[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released ([[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released ([[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released ([[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released ([[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released ([[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released ([[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released ([[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released ([[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released ([[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released ([[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released ([[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Holdfast Box Art Image.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Tech Support]]&lt;br /&gt;
&lt;br /&gt;
[[Frequently Asked Questions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Ships]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[SDK URP Upgrade Guide|SDK Upgrade Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
[[Mods and Consoles]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_3.X&amp;diff=3949</id>
		<title>Game Version 3.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_3.X&amp;diff=3949"/>
		<updated>2025-12-19T11:43:17Z</updated>

		<summary type="html">&lt;p&gt;Stan: change version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/539994465116360316 3.2]==&lt;br /&gt;
&lt;br /&gt;
===All Platforms===&lt;br /&gt;
&lt;br /&gt;
====Features &amp;amp; Improvements (18)====&lt;br /&gt;
* Added 5 new maps:&lt;br /&gt;
:» Fort Willy [Army Siege]&lt;br /&gt;
:» Fada Strath [Army Battlefield / Army Conquest]&lt;br /&gt;
:» Loch Glen [Army Battlefield / Army Conquest]&lt;br /&gt;
:» Teacsa Isle [Army Battlefield / Army Assault / Army Conquest]&lt;br /&gt;
:» Copper Valley [Army Battlefield / Army Assault / Army Conquest]&lt;br /&gt;
* Added 12 new feats for the Christmas season, with 1 new feat unlocking everyday.&lt;br /&gt;
* Added 2 other feats.&lt;br /&gt;
* Added 3 new Scottish Loyal Inverness Fencible Highlanders uniforms unlockable via shillings in the barracks for the following British classes:&lt;br /&gt;
:» Army Infantry Officer&lt;br /&gt;
:» Army Line Infantry&lt;br /&gt;
:» Flag Bearer&lt;br /&gt;
* Added a new Scottish bearing flag to go along with the new Scottish flag bearer uniform.&lt;br /&gt;
* Added the Tartan Backpack unlockable via a Christmas feat.&lt;br /&gt;
* Added the Tartan Wrapped Musket unlockable via a Christmas feat.&lt;br /&gt;
* Added the Whiskey Bottle unlockable via a Christmas feat.&lt;br /&gt;
* Added the Decorated Whiskey Bottle unlockable via a feat as an upgrade to the Whiskey Bottle.&lt;br /&gt;
* Added potentially mountable sheep.&lt;br /&gt;
* Created a new Scottish Christmas special background scene for the main menu.&lt;br /&gt;
* Added a new Scottish Christmas special music track for the music player.&lt;br /&gt;
* Created UI tutorial panels in the main menu for new players.&lt;br /&gt;
* Created a 'Claim Reward' label above the Discord linking button in the field camp.&lt;br /&gt;
* Opening the P Menu (or L3/R3 on consoles) will now automatically highlight the player you are looking at.&lt;br /&gt;
* Steam Deck does not default to HDD Mode any more.&lt;br /&gt;
* Improved the way the server handles orders and feats data.&lt;br /&gt;
* Updated the game lobby.&lt;br /&gt;
&lt;br /&gt;
====Bug Fixes (14)====&lt;br /&gt;
* Fixed an issue with players being able to push other players into walls.&lt;br /&gt;
* Fixed a visual issue with some wooden bridge props.&lt;br /&gt;
* Fixed French and Italian flag poles being too long.&lt;br /&gt;
* Fixed broken cloth on spawnable flags.&lt;br /&gt;
* Fixed an initialization issue with cloth and flicker lights.&lt;br /&gt;
* Fixed an issue with swimming not working in the Requiem map&lt;br /&gt;
* Fixed an issue with squad spawns in the Costa Relitto map.&lt;br /&gt;
* Fixed an issue with the music player UI on the Steam Deck.&lt;br /&gt;
* Fixed a setup issue with some faction voice lines.&lt;br /&gt;
* Fixed an issue with brightness, motion blur, and depth of field not saving correctly.&lt;br /&gt;
* Fixed a navigation issue when opening the P Menu with a highlighted player row.&lt;br /&gt;
* Experimental fix for an edge case when game launch intro video fails to play.&lt;br /&gt;
* Experimental fix for a lobby exception when disconnecting from a server.&lt;br /&gt;
* Multiple server browser improvements:&lt;br /&gt;
:» Ping now shows correctly on consoles.&lt;br /&gt;
:» Ping is now taken into account when sorting servers.&lt;br /&gt;
:» Fixed an issue with server ping not updating consistently.&lt;br /&gt;
:» Fixed an issue with highlighted server UI jumping randomly sometimes.&lt;br /&gt;
:» Fixed an issue with getting stuck in loops while scrolling down the server browser sometimes.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* The Christmas feats requiring a Scottish uniform don't work when playing with the Christmas Wobblebang head.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/539994465116360316 3.0.1.2]==&lt;br /&gt;
&lt;br /&gt;
===All Platforms===&lt;br /&gt;
&lt;br /&gt;
====Features &amp;amp; Improvements (2)====&lt;br /&gt;
* Re-enabled Halloween content.&lt;br /&gt;
* Extended Halloween period by 7 days (until November 9th).&lt;br /&gt;
&lt;br /&gt;
====Bug Fixes (2)====&lt;br /&gt;
* Fixed Halloween content causing server instability.&lt;br /&gt;
* Fixed Frontlines server crash when using a steamboat's deckgun.&lt;br /&gt;
&lt;br /&gt;
===Xbox Series===&lt;br /&gt;
'''Version: 3.0.1.2''' - You can check your installed version here: ''Holdfast Game Tile&amp;gt;Game Card&amp;gt;Manage&amp;gt;Version''&lt;br /&gt;
&lt;br /&gt;
===PS5===&lt;br /&gt;
'''Version: 03.001.002''' - You can check your installed version here: ''Holdfast Game Tile&amp;gt;Information&amp;gt;Version''&lt;br /&gt;
&lt;br /&gt;
This update is '''Mandatory on Boot'''.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/520836408602001442 3.00.4]==&lt;br /&gt;
====Bug Fixes (2)====&lt;br /&gt;
* Solved an issue where players with specific DNS settings weren't able to see game servers in the server browser.&lt;br /&gt;
* Solved an issue where servers weren't showing while playing on Steam Deck.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/520836408602001442 3.00.3]==&lt;br /&gt;
&lt;br /&gt;
===All Platforms===&lt;br /&gt;
====Features &amp;amp; Improvements (5)====&lt;br /&gt;
* Regiments with only one member will now instantly be removed when disbanded by the leader.&lt;br /&gt;
* Filters now reset when exiting and re-entering the regiment registry.&lt;br /&gt;
* Server Browser&lt;br /&gt;
:» Added a special icon that marks event servers.&lt;br /&gt;
:» Added a warning symbol when selecting a server with a ping greater than 150ms.&lt;br /&gt;
:» Improved reliability of back-end.&lt;br /&gt;
&lt;br /&gt;
====Bug Fixes (9)====&lt;br /&gt;
* Fixed the camera ending up in an offset position if multiple explosions happened in close proximity.&lt;br /&gt;
* Fixed an issue where entering a sub-panel in the regiment registry before the full regiments list finishes loading was getting the loading stuck.&lt;br /&gt;
* Fixed an issue where the regiment deny enlistment popup would stay open after confirming.&lt;br /&gt;
* Fixed incorrect state of the regiment registry after creating a new regiment.&lt;br /&gt;
* Fixed the 'Update Regiment' button not unlocking if just the regiment's banner was changed.&lt;br /&gt;
* Fixed an exception when viewing a regiment's leaderboard position before accessing the leaderboards panel.&lt;br /&gt;
* Controller&lt;br /&gt;
:» The 'Cancel' button ('Circle' on PS or 'B' on Xbox) can now be used to exit from the spawn menu.&lt;br /&gt;
:» Fixed the chat box not closing on map rotation causing loss of character control.&lt;br /&gt;
:» Fixed multiple instances of lost navigation when in the regiment registry.&lt;br /&gt;
&lt;br /&gt;
===Xbox Series===&lt;br /&gt;
====Bug Fixes (2)====&lt;br /&gt;
* Added a mouse cursor when using keyboard and mouse.&lt;br /&gt;
* Experimental fix to reduce hangs when the game goes to a suspended state.&lt;br /&gt;
&lt;br /&gt;
===PS5===&lt;br /&gt;
====Bug Fixes (2)====&lt;br /&gt;
* Added a mouse cursor when using keyboard and mouse.&lt;br /&gt;
* Experimental fix for black-green screen artefacts issue when switching cameras.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* Searching for a regiment that does not exist and then clearing the search can cause loss of controller navigation in the regiment registry.&lt;br /&gt;
* Text fields with very long texts can cause the contents to become offset which sometimes causes the text field to appear empty even when it is not.&lt;br /&gt;
* Steam players can turn off cross-play.&lt;br /&gt;
* Players using voip with a loudhailer can't be heard if observed via spectating/free flight.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/520836408602001442 3.00.2]==&lt;br /&gt;
&lt;br /&gt;
===All Platforms===&lt;br /&gt;
====Features &amp;amp; Improvements (1)====&lt;br /&gt;
* Added official servers in Sydney, Australia.&lt;br /&gt;
&lt;br /&gt;
====Bug Fixes (8)====&lt;br /&gt;
* Fixed sergeants and ww1 medics not being able to jump or switch away from their muskets/rifles.&lt;br /&gt;
* Fixed being unable to interact with sliders using the mouse.&lt;br /&gt;
* Controller&lt;br /&gt;
:» Fixed being unable to navigate to the 'Accept Enlistment' button when selecting a player in the regiment enlistments panel.&lt;br /&gt;
:» Fixed several issues related to sliders in the regiment registry, settings, music panel and round players ('p') menu.&lt;br /&gt;
:» Fixed inconsistency issues with the music player UI.&lt;br /&gt;
:» Fixed the 'how to equip the flag' tooltip whilst playing as a flag bearer.&lt;br /&gt;
:» Fixed leaderboard season drop-down hotkeys not working in-game.&lt;br /&gt;
:» Fixed being unable to disband regiments, revoke regiment disbandment and transfer regiment leadership.&lt;br /&gt;
&lt;br /&gt;
===Xbox Series===&lt;br /&gt;
====Features &amp;amp; Improvements (1)====&lt;br /&gt;
* If a multiplayer privileges issue is detected, a native Xbox dialog UI will now be displayed to resolve it (instead of a cryptic Holdfast popup).&lt;br /&gt;
&lt;br /&gt;
====Bug Fixes (4)====&lt;br /&gt;
* Fixed excessive crashing behavior on Xbox Series S.&lt;br /&gt;
* Fixed an issue with the ocean sometimes flashing in pink colors.&lt;br /&gt;
* Included updated Discord linking panel. Xbox players will now be able to obtain the Discord linking reward.&lt;br /&gt;
* Fixed an issue with the server browser not showing all servers when in performance mode.&lt;br /&gt;
&lt;br /&gt;
===PS5===&lt;br /&gt;
====Bug Fixes (3)====&lt;br /&gt;
* Fixed players sometimes unable to reload bayoneted weapons.&lt;br /&gt;
* Fixed an issue with the ocean sometimes flashing in pink colors.&lt;br /&gt;
* Fixed an exception when viewing completed orders, feats and disbanding regiments.&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
* We're aware of multiple issues with navigating the regiment registry on controller and work on a fix. Stay tuned for more!&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/503954886346411772 3.00]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (12)===&lt;br /&gt;
* Updated AMD FSR from 3.1.0 to 3.1.4. This significantly decreases ghosting and trailing when up-scaling using AMD FSR 3.&lt;br /&gt;
* Added Discord linking via code challenge. [https://holdfastgame.com/linking-discord Follow this guide to link your account]. This will allow console players to obtain the Discord join reward. PC players: Make sure to relink you accounts! The legacy way of linking, requiring Discord to run in the background, will be removed in the future.&lt;br /&gt;
* Friendly player names will now be visible through gunpowder and grenade smoke. &lt;br /&gt;
* The melee-mode switch indicator will now show whilst playing with keyboard and mouse. This can be disabled via the 'Reload Hint' game option.&lt;br /&gt;
* Increased controller aim assist &amp;quot;snappiness&amp;quot; factor.&lt;br /&gt;
* Added controller melee aim assist. This can be disabled using the 'Melee Aim Assist' game option.&lt;br /&gt;
* Added server platform icons to the server browser.&lt;br /&gt;
* Added player platform icons to the in-game scoreboard and round players menu.&lt;br /&gt;
* Improved error handling and reporting on the splash screen. If you still have trouble starting the game make sure to reach out to us!&lt;br /&gt;
* Loading screen tips that don't apply to controller users will now no longer show (e.g. tips stating how to equip the lantern or spyglass via a specific hotkey).&lt;br /&gt;
* Added a cursor when navigating the in-game pause menu to improve the experience when using low contrast monitors.&lt;br /&gt;
* Updated the behaviour of the orbit camera, It will now behave similarly to the third person camera if it collides with terrain.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (8)===&lt;br /&gt;
* Fixed interacting with beds putting players into a limbo state, requiring respawn. Now, you’ll wake up refreshed, not stuck in a dream within a dream.&lt;br /&gt;
* Fixed hotkey for howitzer fine adjustment not changing when using controller.&lt;br /&gt;
* Fixed regiment history hotkey being registered even if the regiment registry is closed.&lt;br /&gt;
* Fixed reload indicator not showing when swapping to melee mode after you died in melee mode.&lt;br /&gt;
* Fixed players getting stuck in a limbo state when they respawn while assisting with moveable cannon and ladders.&lt;br /&gt;
* Fixed the flag sprites being missing from the death screen panel.&lt;br /&gt;
* Fixed being able to switch weapons while performing a melee strike.&lt;br /&gt;
* Fixed the set sail minimap gameplay hint not showing a bind when playing with controller.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands/Body&amp;diff=3938</id>
		<title>Remote Console Commands/Body</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands/Body&amp;diff=3938"/>
		<updated>2025-12-11T23:33:17Z</updated>

		<summary type="html">&lt;p&gt;Stan: Add misc rc commands from game version 2.12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers settings that can be reached through the in-game console (bound to F1 by default). While there are more console commands possible, these are the most commonly used and useful ones.&lt;br /&gt;
&lt;br /&gt;
==Using The Console==&lt;br /&gt;
&lt;br /&gt;
===Logging In As Admin===&lt;br /&gt;
All commands require logging in with the admin password first (see [[Server Hosting#Basic Configuration &amp;amp; Starting the Server|Server Hosting]] to set &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt;). You only need to log in once per session (i.e., each reconnect, not on map rotation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc login &amp;lt;server_admin_password&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don’t see any console output confirming the login, press F1 a couple of times to close and reopen the console.&lt;br /&gt;
&lt;br /&gt;
===Sending Remote Commands===&lt;br /&gt;
All remote commands are prefixed with &amp;lt;code&amp;gt;rc &amp;lt;/code&amp;gt; (local-only console commands omit it). For example, &amp;lt;code&amp;gt;rc help&amp;lt;/code&amp;gt; prints remote commands; &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; shows only local ones.&lt;br /&gt;
&lt;br /&gt;
The console supports &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; auto-completion.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc set drawFir&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; expands to &amp;lt;code&amp;gt;rc set drawFirearmTrajectories&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc carbonPlayers force&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; chooses &amp;lt;code&amp;gt;forceInput…&amp;lt;/code&amp;gt; up to the ambiguity.&lt;br /&gt;
&lt;br /&gt;
===Sending Multiple Commands Per Line===&lt;br /&gt;
Separate with semicolons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc &amp;lt;command1&amp;gt;; &amp;lt;command2&amp;gt;; &amp;lt;command3&amp;gt;; &amp;lt;command4&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (broadcast, disable god mode, enable firing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!&lt;br /&gt;
rc set characterGodMode 1&lt;br /&gt;
rc set allowFiring true&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One-liner:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delayed Execution Commands===&lt;br /&gt;
Run a command when the round clock reaches a time (seconds):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc delayed &amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (warning at 10:00, all charge at 08:00, disable firing at 08:00):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
rc delayed 600 broadcast All charge at 08:00&lt;br /&gt;
rc delayed 480 broadcast All Charge!  No Firing!&lt;br /&gt;
rc delayed 480 set allowFiring false&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Some commands take arguments. Required args are shown as &amp;lt;code&amp;gt;&amp;amp;lt;likeThis&amp;amp;gt;&amp;lt;/code&amp;gt;; optional args as &amp;lt;code&amp;gt;[&amp;amp;lt;likeThis&amp;amp;gt;]&amp;lt;/code&amp;gt;. If you use a later optional arg, supply those before it.&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! String&lt;br /&gt;
| Any text&lt;br /&gt;
|-&lt;br /&gt;
! Boolean&lt;br /&gt;
| &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Integer&lt;br /&gt;
| Whole number&lt;br /&gt;
|-&lt;br /&gt;
! Float&lt;br /&gt;
| Number with decimals&lt;br /&gt;
|-&lt;br /&gt;
! List&lt;br /&gt;
| One of a fixed set (e.g., faction names)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
* To get your position/rotation in-game: type &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; in the console.&lt;br /&gt;
* Player IDs: see the Admin/Mute window (&amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; by default) or &amp;lt;code&amp;gt;rc playerlist&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can run any of these automatically from your [[Server Configuration]] map rotations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
; '''Top Level Commands'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:35%;&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:20%;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;game &amp;amp;lt;[[Maps|MapName]]&amp;amp;gt; &amp;amp;lt;mapRotationIndexToOverload&amp;amp;gt; [ &amp;amp;lt;[[Game_Modes|GameMode]]&amp;amp;gt; &amp;amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;amp;gt; &amp;amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;amp;gt; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Change level using the specified rotation; optionally override mode/attacker/defender. Example: &amp;lt;code&amp;gt;rc game BlackForest 2&amp;lt;/code&amp;gt;&lt;br /&gt;
| MapName (String), index (Int), optional mode/attacker/defender&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;help [&amp;amp;lt;command&amp;amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show help (optionally for a specific command). Example: &amp;lt;code&amp;gt;rc help get&amp;lt;/code&amp;gt;&lt;br /&gt;
| command (String)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;broadcast &amp;amp;lt;message&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Admin message to all players. Also via chat: &amp;lt;code&amp;gt;/bc &amp;amp;lt;message&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| message (String)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;carbonPlayers &amp;amp;lt;command&amp;amp;gt; [args]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Bot controls. See [[#Bot Commands|Bot Commands]].&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cls&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clear console.&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fileReloader &amp;amp;lt;fileType&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reload server files without reboot. Example: &amp;lt;code&amp;gt;rc fileReloader serverConfigFile&amp;lt;/code&amp;gt;&lt;br /&gt;
| serverConfigFile / blackWhiteLists / bannedPlayers / mutePlayersVoip / mutePlayersChat / all&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;get [&amp;amp;lt;variable&amp;amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Read a server variable (or list all). See [[#Configuration Variables|Configuration Variables]].&lt;br /&gt;
| variable (List)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapRotation &amp;amp;lt;index&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Switch to a rotation number (1-based).&lt;br /&gt;
| index (Int)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;playerlist [mode]&amp;lt;/code&amp;gt;&lt;br /&gt;
| List players: &amp;lt;code&amp;gt;connected&amp;lt;/code&amp;gt; (default), &amp;lt;code&amp;gt;ingame&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;not-ingame&amp;lt;/code&amp;gt;&lt;br /&gt;
| mode (String)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;scorelog&amp;lt;/code&amp;gt;&lt;br /&gt;
| Print kill log.&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;serverAdmin &amp;amp;lt;command&amp;amp;gt; &amp;amp;lt;ID&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Admin actions (same as &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; menu). Example: &amp;lt;code&amp;gt;rc serverAdmin slay 14&amp;lt;/code&amp;gt;&lt;br /&gt;
| ban, kick, chatMute, chatUnmute, voipMute, voipUnmute, permChatMute, permVoipMute, slay, slap, say&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;set &amp;amp;lt;variable&amp;amp;gt; &amp;amp;lt;value&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set a server variable.&lt;br /&gt;
| variable (List), value (type varies)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;teleport &amp;amp;lt;target/s&amp;amp;gt; &amp;amp;lt;destination&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Teleport by ID or group to coords &amp;lt;code&amp;gt;X,Y,Z&amp;lt;/code&amp;gt; or to &amp;lt;code&amp;gt;me&amp;lt;/code&amp;gt;.&lt;br /&gt;
| targets: ID/me/all/defending/attacking; dest: X,Y,Z or me&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;emplacementLimit &amp;amp;lt;emplacement&amp;amp;gt; &amp;amp;lt;side&amp;amp;gt; &amp;amp;lt;limit&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Build limits by type/team.&lt;br /&gt;
| emplacement (List), side (attacking/defending), limit (Int)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;restart &amp;amp;lt;status|now|cancel&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Server restart controls.&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vehiclesSpawn &amp;amp;lt;numhorses&amp;amp;gt; [&amp;amp;lt;faction&amp;amp;gt;] [&amp;amp;lt;cavalryClass&amp;amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawn riderless horses.&lt;br /&gt;
| num (Int); faction (British/French/Prussian); class (Dragoon/Hussar)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vehiclesDespawn &amp;amp;lt;ID&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Despawn a horse by ID.&lt;br /&gt;
| ID (Int)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vehiclesManager &amp;amp;lt;command&amp;amp;gt; [args]&amp;lt;/code&amp;gt;&lt;br /&gt;
| Server-wide horse controls. See [[#Horse Commands|Horse Commands]].&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Configuration Variables==&lt;br /&gt;
These server-side variables affect gameplay and usually persist across rotations. Best practice: set your defaults at the start of a “staging” rotation (e.g., Training Grounds).&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;rc get&amp;lt;/code&amp;gt; to list them all. Since [[Game_Version_0.3X#0.38|0.38]], you can reset everything with:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc set default&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| default || Reset all settings to default. || Does not take an argument || —&lt;br /&gt;
|-&lt;br /&gt;
| characterGodMode &amp;amp;lt;setting&amp;amp;gt; || GOD MODE || setting (List): ''0'' to enable, ''1'' to enable for all players, ''2'' to enable for attackers, ''3'' to enable for defenders || 0&lt;br /&gt;
|-&lt;br /&gt;
| allowFriendlyDamageDefences &amp;amp;lt;enable&amp;amp;gt; || Friendlys can destroy own emplacements || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| characterFallDamageEnabled &amp;amp;lt;enable&amp;amp;gt; || Toggle fall damage || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| forceFirstPersonMode &amp;amp;lt;enable&amp;amp;gt; || Force 1P || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| allowFiring &amp;amp;lt;enable&amp;amp;gt; || Enable firearms || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| allowArtyFiring &amp;amp;lt;enable&amp;amp;gt; || Enable artillery || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| meleeArenaAllowShooting &amp;amp;lt;enable&amp;amp;gt; || Allow guns in Melee Arena || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| drawCannonPathTrajectories &amp;amp;lt;enable&amp;amp;gt; || Show cannon paths || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| drawFirearmTrajectories &amp;amp;lt;enable&amp;amp;gt; || Show firearm traj. || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| broadcastMeleeDebugDataStrikeInfo &amp;amp;lt;enable&amp;amp;gt; || Debug melee strikes || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| allowPreviewAnimations &amp;amp;lt;enable&amp;amp;gt; || Allow dances etc. || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| lanternsAsProjectiles &amp;amp;lt;enable&amp;amp;gt; || Throw lanterns as arty || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| maxDistanceAllowedForHealing &amp;amp;lt;distance&amp;amp;gt; || Surgeon heal range || Float || 2&lt;br /&gt;
|-&lt;br /&gt;
| fullPlayerHealingProcessTime &amp;amp;lt;time&amp;amp;gt; || Full heal time (s) || Float || 10&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;amp;lt;enable&amp;amp;gt; || Global VOIP || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;amp;lt;Attacking|Defending&amp;amp;gt; || VOIP per side || Faction || Both&lt;br /&gt;
|-&lt;br /&gt;
| voiceChat3D &amp;amp;lt;enable&amp;amp;gt; || 3D VOIP || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| attackingFactionMaterialPoints &amp;amp;lt;int&amp;amp;gt; || Sapper mats attackers || Int || 50&lt;br /&gt;
|-&lt;br /&gt;
| defendingFactionMaterialPoints &amp;amp;lt;int&amp;amp;gt; || Sapper mats defenders || Int || 50&lt;br /&gt;
|-&lt;br /&gt;
| spawnSectionsCapturable &amp;amp;lt;enable&amp;amp;gt; || Spawn points capturable || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| autoWeatherRotation &amp;amp;lt;enable&amp;amp;gt; || Random weather rotation || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| characterRespawnTime &amp;amp;lt;time&amp;amp;gt; || Respawn bar time || Float || 5&lt;br /&gt;
|-&lt;br /&gt;
| characterDynamicRespawnTime &amp;amp;lt;time&amp;amp;gt; || Dynamic respawn (incl. tents/tables) || Float || 5&lt;br /&gt;
|-&lt;br /&gt;
| explosionScaleMultiplier &amp;amp;lt;multiplier&amp;amp;gt; || Explosion scale || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| ragdollForceMultiplier &amp;amp;lt;multiplier&amp;amp;gt; || Ragdoll force || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| orderSystemEnabled &amp;amp;lt;enable&amp;amp;gt; || Officer orders system || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| instantBuildMode &amp;amp;lt;enable&amp;amp;gt; || Instant emplacements || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| crouchToStrikeDelay &amp;amp;lt;time&amp;amp;gt; || Crouch→strike min delay || Float || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToIdleDelay &amp;amp;lt;time&amp;amp;gt; || Block linger duration || Float || —&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockLingerToStrikeMinDelay &amp;amp;lt;time&amp;amp;gt; || Linger→strike min delay || Float || 0.05&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToBlockWindow &amp;amp;lt;time&amp;amp;gt; || Block-switch window || Float || —&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;amp;lt;time&amp;amp;gt; || Melee hit stun || Float || —&lt;br /&gt;
|-&lt;br /&gt;
|explosionKnockbackAngle &amp;lt;angle&amp;gt;&lt;br /&gt;
|Knockback angle from explosions&lt;br /&gt;
|Float&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;&lt;br /&gt;
|Knockback force from explosions&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|explosionKnockbackMaimedTime &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Time the player is stunned after landing&lt;br /&gt;
|Float&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|allowSpawnedPlayersSpectateOnly &amp;lt;enable&amp;gt;&lt;br /&gt;
|Only spawned players can spectate team (Admins exception)&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|freeflightCameraAllowed &amp;lt;enable&amp;gt;&lt;br /&gt;
|Enable free flight cam (Admins exception)&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|freeflightCameraAllowedPostPermaDeath &amp;lt;enable&amp;gt;&lt;br /&gt;
|Single life mode only use free cam after death (Admins exception)&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
| show_serverperformance_warning &amp;amp;lt;enable&amp;amp;gt; || Perf indicators || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| roundEndPlayerWin &amp;amp;lt;playerID&amp;amp;gt; || Force player win || Int || —&lt;br /&gt;
|-&lt;br /&gt;
| roundEndFactionWin &amp;amp;lt;faction&amp;amp;gt; [&amp;amp;lt;reason&amp;amp;gt;] || Force faction win || Faction; Reason || —&lt;br /&gt;
|-&lt;br /&gt;
| meeleeArenaRoundEndFactionWin &amp;amp;lt;faction&amp;amp;gt; || Force MA round win || Faction || —&lt;br /&gt;
|-&lt;br /&gt;
| shouldUnlockMouse &amp;amp;lt;enable&amp;amp;gt; || Client: show cursor || Boolean || —&lt;br /&gt;
|-&lt;br /&gt;
| longRangeHeadshotDamage &amp;amp;lt;multiplier&amp;amp;gt; || 150m+ headshot dmg (0–1) || Float || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| revealFaction &amp;amp;lt;Attacking|revealFaction || Reveals a faction on the minimap || &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|enable ([[Server Configuration Enums#Attacking Or Defending|faction]]): ''Attacking'' to enable for attackers only, ''Defending'' to enable for defenders only.&lt;br /&gt;
|} &lt;br /&gt;
| false&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cavalry Management===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForAll &amp;amp;lt;enable&amp;amp;gt; || Everyone can ride || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForOfficer &amp;amp;lt;enable&amp;amp;gt; || Officers can ride || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| useSpecialHorseVariants &amp;amp;lt;enable&amp;amp;gt; || Special horses || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterDismounted &amp;amp;lt;time&amp;amp;gt; || Despawn after dismount || Float || 30&lt;br /&gt;
|-&lt;br /&gt;
| secondsSpawnedBeforeDespawn &amp;amp;lt;time&amp;amp;gt; || Lifetime before despawn || Float || 60&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterHealthUpdated &amp;amp;lt;time&amp;amp;gt; || Despawn after damage || Float || 15&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowCollisionSlowdown &amp;amp;lt;enable&amp;amp;gt; || Slow on collision || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageRearing &amp;amp;lt;enable&amp;amp;gt; || Rear on damage || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageSlowdown &amp;amp;lt;enable&amp;amp;gt; || Slow on damage || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| vehicleDamageResistanceMultiplier || Horse dmg scale || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAirForwardMultiplier || Jump forward mult || Float || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| vehicleJumpHeightMultiplier || Jump height mult || Float || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Character Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterJumpForce &amp;amp;lt;float&amp;amp;gt; || Jump force || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterRunSpeed &amp;amp;lt;float&amp;amp;gt; || Global run speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterRunForwardSpeed &amp;amp;lt;float&amp;amp;gt; || Run forward || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterRunStrafeSpeed &amp;amp;lt;float&amp;amp;gt; || Run strafe || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterRunBackwardsSpeed &amp;amp;lt;float&amp;amp;gt; || Run backwards || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkSpeed &amp;amp;lt;float&amp;amp;gt; || Global walk speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkForwardSpeed &amp;amp;lt;float&amp;amp;gt; || Walk forward || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkStrafeSpeed &amp;amp;lt;float&amp;amp;gt; || Walk strafe || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkBackwardsSpeed &amp;amp;lt;float&amp;amp;gt; || Walk backwards || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverSpeedMultiplier || Ladder speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverRotationMultiplier || Ladder rotation || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverSpeedMultiplier || Rocket mover speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverRotationMultiplier || Rocket mover rot || Float || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterInfiniteFirearmAmmo &amp;amp;lt;enable&amp;amp;gt; || Infinite ammo || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponDamageScale &amp;amp;lt;float&amp;amp;gt; || Weapon damage scale (N/A) || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponApplyHorizontalDeviation &amp;amp;lt;enable&amp;amp;gt; || Firearm horiz. dev. || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponFirearmApplyDrop &amp;amp;lt;enable&amp;amp;gt; || Hand weapons damage DOs (N/A) || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponInfiniteRange &amp;amp;lt;enable&amp;amp;gt; || Infinite firearm range || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockStunTime &amp;amp;lt;time&amp;amp;gt; || Block stun || Float || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeWeaponReleaseTime &amp;amp;lt;time&amp;amp;gt; || Attack delay || Float || -1&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;amp;lt;time&amp;amp;gt; || Hit stun || Float || 0.35&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeInterruptedStunTime &amp;amp;lt;time&amp;amp;gt; || Interrupted stun || Float || 0.4&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedTime &amp;amp;lt;time&amp;amp;gt; || Maim duration || Float || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedMovementTime &amp;amp;lt;time&amp;amp;gt; || Maim movement || Float || 0.45&lt;br /&gt;
|-&lt;br /&gt;
| meleeChambering &amp;amp;lt;enable&amp;amp;gt; || Toggle chambering || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| allowBlocking &amp;amp;lt;enable&amp;amp;gt; || Toggle blocking || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| allowWeaponHoldSwapOverride &amp;amp;lt;enable&amp;amp;gt; || Swap direction while blocking disabled || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| characterExplosiveFirearms &amp;amp;lt;enable&amp;amp;gt; || Exploding bullets || Boolean || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Kicks===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackMaimedTime &amp;amp;lt;time&amp;amp;gt; || Maim from kick || Float || 0.45&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackTime &amp;amp;lt;time&amp;amp;gt; || Kick duration || Float || 0.85&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackCooldownDuration &amp;amp;lt;time&amp;amp;gt; || Kick cooldown || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackForce &amp;amp;lt;float&amp;amp;gt; || Push distance || Float || 8.5&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackLaunchAngle &amp;amp;lt;float&amp;amp;gt; || Launch angle || Float || 0&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackRange &amp;amp;lt;float&amp;amp;gt; || Kick range || Float || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackKickbackDuration &amp;amp;lt;float&amp;amp;gt; || Kickback time || Float || 0.22&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackWindupTime &amp;amp;lt;float&amp;amp;gt; || Windup || Float || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackWinddownTime &amp;amp;lt;float&amp;amp;gt; || Winddown || Float || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackStagger &amp;amp;lt;enable&amp;amp;gt; || Stagger on kick || Boolean || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverSpeedMultiplier || Cannon move speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverRotationMultiplier || Cannon rotation || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| cannonRecoilSpeedMultiplier || Recoil speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| cannonLoadingSpeedMultiplier || Load/ram/push speed || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| allowAmmoSelectorUIDebugShow &amp;amp;lt;enable&amp;amp;gt; || Debug ammo selector (O) || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| pathProjectileVelocity &amp;amp;lt;float&amp;amp;gt; || Rocket path velocity || Float || 145&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileVelocity &amp;amp;lt;float&amp;amp;gt; || Rocket velocity || Float || 22&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileGravity &amp;amp;lt;float&amp;amp;gt; || Rocket gravity || Float || 40&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDamageRadius &amp;amp;lt;float&amp;amp;gt; || Rocket AoE radius || Float || 3&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileRandomizedInterval &amp;amp;lt;float&amp;amp;gt; || Rocket random interval || Float || 2&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDeviation &amp;amp;lt;float&amp;amp;gt; || Rocket flight deviation || Float || 5&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileDamageRadius &amp;amp;lt;float&amp;amp;gt; || Mortar AoE radius || Float || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileVelocity &amp;amp;lt;float&amp;amp;gt; || Mortar velocity || Float || 60&lt;br /&gt;
|-&lt;br /&gt;
| artyProjectileBounceSpeedReduction &amp;amp;lt;float&amp;amp;gt; || Bounce slowdown || Float || 0.666&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelGroundLethalRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Death range from howie shot that bounced&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelGroundInjuryRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Injury range from howie shot that bounced&lt;br /&gt;
|Float&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelGroundDamage &amp;lt;float&amp;gt;&lt;br /&gt;
|Damage from injury ground range&lt;br /&gt;
|Float&lt;br /&gt;
|0.35&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelGroundKnockbackRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Knockback range howie shot that bounced&lt;br /&gt;
|Float&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelGroundForce &amp;lt;float&amp;gt;&lt;br /&gt;
|Knockback strength howie shot that bounced&lt;br /&gt;
|Float&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelAirborneLethalRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Death range from howie airburst&lt;br /&gt;
|Float&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelAirborneInjuryRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Injury range from howie airburst&lt;br /&gt;
|Float&lt;br /&gt;
|6.5&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelAirborneDamage &amp;lt;float&amp;gt;&lt;br /&gt;
|Damage from injury airburst range&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelAirborneKnockbackRange &amp;lt;float&amp;gt;&lt;br /&gt;
|Knockback range howie airburst&lt;br /&gt;
|Float&lt;br /&gt;
|7.5&lt;br /&gt;
|-&lt;br /&gt;
|shrapnelAirborneForce &amp;lt;float&amp;gt;&lt;br /&gt;
|Knockback strength howie airburst&lt;br /&gt;
|Float&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Naval Variables===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments !! Default&lt;br /&gt;
|-&lt;br /&gt;
| shipDrivingFieldsScale &amp;amp;lt;float&amp;amp;gt; || Ship speed scale || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| shipFlyMode &amp;amp;lt;enable&amp;amp;gt; || Ships can fly || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| windDirectionAffectsShipSpeed &amp;amp;lt;enable&amp;amp;gt; || Wind affects speed || Boolean || true&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTime &amp;amp;lt;time&amp;amp;gt; || Rowboat spawn time || Float || 5&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTimeWhileSinking &amp;amp;lt;time&amp;amp;gt; || While sinking || Float || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;amp;lt;time&amp;amp;gt; || Rowboat cooldown || Float || 120&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawnsWhileSinking &amp;amp;lt;time&amp;amp;gt; || Rowboat cooldown (sinking) || Float || 5&lt;br /&gt;
|-&lt;br /&gt;
| shipSailWindUnitMultiplier &amp;amp;lt;float&amp;amp;gt; || Wind potency on sails || Float || 1&lt;br /&gt;
|-&lt;br /&gt;
| gunboatCooldownBetweenSpawns &amp;amp;lt;time&amp;amp;gt; || Steamboat MG cooldown || Float || 120&lt;br /&gt;
|-&lt;br /&gt;
| steamboat2GunCooldownBetweenSpawns &amp;amp;lt;time&amp;amp;gt; || Steamboat 2-Gun cooldown || Float || 120&lt;br /&gt;
|-&lt;br /&gt;
| allowShipStealing &amp;amp;lt;enable&amp;amp;gt; || Steer enemy ships || Boolean || false&lt;br /&gt;
|-&lt;br /&gt;
| autoKillableBoatCooldownTimer &amp;amp;lt;time&amp;amp;gt; || Auto-despawn boats || Float || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weather Settings===&lt;br /&gt;
Weather and time-of-day presets. Use on maps that match their theme (mod maps may allow all). Prefix with &amp;lt;code&amp;gt;rc nature&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;rc nature wind North&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| preset &amp;amp;lt;name&amp;amp;gt; || Switch to a preset || name: see lists below&lt;br /&gt;
|-&lt;br /&gt;
| wind &amp;amp;lt;value&amp;amp;gt; [&amp;amp;lt;transitionTime&amp;amp;gt;] || Wind direction (Z) || value: North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest; transitionTime (s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Weather Presets=====&lt;br /&gt;
* Forest_Clear_Day / _Dawn / _Night&lt;br /&gt;
* Forest_Rain_Day / _Dawn / _Night / _Storm / _Dark_Night&lt;br /&gt;
* Snow_Snowing_Day / _Dawn / _Night / _Snowstorm / _Dark_Night&lt;br /&gt;
* Sand_Clear_Day / _Dawn / _Night / _Sandstorm&lt;br /&gt;
* City_Clear_Day / _Dawn / _Night / _Rain_Day / _Rain_Dawn / _Rain_Night / _Storm&lt;br /&gt;
&lt;br /&gt;
=====Frontlines Weather Presets=====&lt;br /&gt;
* Frontlines_Forest_Clear_(Day|Night|Dawn) / _Rain_(Day|Night|Dawn) / _Storm / _Dark_Night&lt;br /&gt;
* Frontlines_Snow_Clear_(Day|Night|Dawn) / _Snowing_(Day|Night|Dawn) / _Snowstorm / _Dark_Night&lt;br /&gt;
* Frontlines_Ocean_Clear_(Dawn|Day|Night) / _Rain_(Dawn|Day|Night) / _Storm / _Dark_Night&lt;br /&gt;
* Frontlines_Sand_Clear_(Dawn|Day|Night) / _Sandstorm&lt;br /&gt;
* Frontlines_City_Clear_(Day|Night|Dawn) / _Rain_(Day|Night|Dawn) / _Storm&lt;br /&gt;
* Frontlines_Trench_Clear_(Day|Night|Dawn) / _Rain_(Day|Night|Dawn) / _Storm / _Dark_Night&lt;br /&gt;
&lt;br /&gt;
==Bot Commands==&lt;br /&gt;
Holdfast bots are simple, but great for testing. Commands are prefixed with &amp;lt;code&amp;gt;rc carbonPlayers&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Example: spawn 50 bots:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc carbonPlayers spawn 50&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Most commands require prerequisites (be near object/horse/player, LoS, correct class), and many affect ALL bots.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
; '''Bot command list'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| spawn &amp;amp;lt;number&amp;amp;gt; [&amp;amp;lt;interval&amp;amp;gt;] || Spawn bots (random classes/factions across spawns) || number (Int), interval (Int, seconds)&lt;br /&gt;
|-&lt;br /&gt;
| spawnSpecific &amp;amp;lt;faction&amp;amp;gt; &amp;amp;lt;class&amp;amp;gt; [name] [regtag] [uniformId] || Spawn specific bot || —&lt;br /&gt;
|-&lt;br /&gt;
| disperse || Spread out || —&lt;br /&gt;
|-&lt;br /&gt;
| join || Gather center || —&lt;br /&gt;
|-&lt;br /&gt;
| ignoreAutoControls &amp;amp;lt;enable&amp;amp;gt; || For script mods || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;amp;lt;enable&amp;amp;gt; [playerId] || Use inputAxis || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| forceInputRotation &amp;amp;lt;enable&amp;amp;gt; [playerId] || Use inputRotation || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;amp;lt;sideways&amp;amp;gt; &amp;amp;lt;forwards&amp;amp;gt; [playerId] || Move inputs (-1..+1) || Floats&lt;br /&gt;
|-&lt;br /&gt;
| inputRotation &amp;amp;lt;rotation&amp;amp;gt; [playerId] || Face direction (deg from North) || Float&lt;br /&gt;
|-&lt;br /&gt;
| playerAction &amp;amp;lt;action&amp;amp;gt; [playerId] || Perform action || See [[Server_Configuration_Enums#Player_Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| switchWeapon [weapon] [playerId] || Switch weapon || weapon from [[Server_Configuration_Enums#Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| switchNextWeapon [playerId] || Next weapon || —&lt;br /&gt;
|-&lt;br /&gt;
| autoWeaponSwitchToggle &amp;amp;lt;enable&amp;amp;gt; [playerId] || Auto switch || —&lt;br /&gt;
|-&lt;br /&gt;
| voicePhrase &amp;amp;lt;phrase&amp;amp;gt; [playerId] || Shout phrase || See [[Server_Configuration_Enums#Voice Phrases]]&lt;br /&gt;
|-&lt;br /&gt;
| randomVoicePhrase [playerId] || Random phrase || —&lt;br /&gt;
|-&lt;br /&gt;
| equipCarryableItem &amp;amp;lt;type&amp;amp;gt; [playerId] [inworldId] || Equip carryable || See [[Server_Configuration_Enums#Carryable Objects]]&lt;br /&gt;
|-&lt;br /&gt;
| pitch &amp;amp;lt;value&amp;amp;gt; [playerId] || Aim pitch (-1.5..2) || Float&lt;br /&gt;
|-&lt;br /&gt;
| yaw &amp;amp;lt;value&amp;amp;gt; [playerId] || Turn yaw (-90..90) || Float&lt;br /&gt;
|-&lt;br /&gt;
| setRunning &amp;amp;lt;enable&amp;amp;gt; [playerId] || Toggle run || —&lt;br /&gt;
|-&lt;br /&gt;
| startHealing &amp;amp;lt;healerId&amp;amp;gt; &amp;amp;lt;targetId&amp;amp;gt; || Heal target || —&lt;br /&gt;
|-&lt;br /&gt;
| stopHealing &amp;amp;lt;healerId&amp;amp;gt; || Stop healing || —&lt;br /&gt;
|-&lt;br /&gt;
| instrumentPlay &amp;amp;lt;playerId&amp;amp;gt; &amp;amp;lt;instrument&amp;amp;gt; &amp;amp;lt;songId&amp;amp;gt; || Play song || See Enums&lt;br /&gt;
|-&lt;br /&gt;
| instrumentStop &amp;amp;lt;playerId&amp;amp;gt; || Stop playing || —&lt;br /&gt;
|-&lt;br /&gt;
| interactableObject … || Interact with object || See inline notes&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateCannon … || Update cannon || —&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingCannon … || Update moving cannon || —&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingLadder … || Update ladder || —&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingRocket … || Update rocket || —&lt;br /&gt;
|-&lt;br /&gt;
| mountVehicle &amp;amp;lt;playerId&amp;amp;gt; &amp;amp;lt;vehicleId&amp;amp;gt; [mountTriggerId] || Mount horse || —&lt;br /&gt;
|-&lt;br /&gt;
| dismountVehicle &amp;amp;lt;playerId&amp;amp;gt; || Dismount || —&lt;br /&gt;
|-&lt;br /&gt;
| highCommandOrder &amp;amp;lt;playerId&amp;amp;gt; &amp;amp;lt;order&amp;amp;gt; &amp;amp;lt;pos&amp;amp;gt; &amp;amp;lt;rotY&amp;amp;gt; || Create order || See [[Server Configuration Enums#High Command Orders]]&lt;br /&gt;
|-&lt;br /&gt;
| sapperChangeMode &amp;amp;lt;playerId&amp;amp;gt; &amp;amp;lt;mode&amp;amp;gt; || Sapper mode || See [[Server_Configuration_Enums#Sapper Build Mode]]&lt;br /&gt;
|-&lt;br /&gt;
| sapperBuildItem &amp;amp;lt;playerId&amp;amp;gt; &amp;amp;lt;type&amp;amp;gt; &amp;amp;lt;pos&amp;amp;gt; &amp;amp;lt;rot&amp;amp;gt; &amp;amp;lt;parentId&amp;amp;gt; &amp;amp;lt;socketId&amp;amp;gt; || Build emplacement || See Enums&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horse Commands==&lt;br /&gt;
These override '''ALL''' horses (player and non-player). Prefix with &amp;lt;code&amp;gt;rc vehiclesManager&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Example (cap speed at 2, and force cap):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;amp;lt;enable&amp;amp;gt; [vehicleId] || Use inputAxis || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;amp;lt;sideways&amp;amp;gt; &amp;amp;lt;forwards&amp;amp;gt; [vehicleId] || Move inputs (-1..+1) || Floats&lt;br /&gt;
|-&lt;br /&gt;
| forceCappedSpeed &amp;amp;lt;enable&amp;amp;gt; [vehicleId] || Force capped speed || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| cappedSpeed &amp;amp;lt;speed&amp;amp;gt; [vehicleId] || Set cap || Float&lt;br /&gt;
|-&lt;br /&gt;
| forceRandomInputAxis &amp;amp;lt;enable&amp;amp;gt; [vehicleId] || Random inputs || Boolean&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalX &amp;amp;lt;interval&amp;amp;gt; [vehicleId] || Random X interval || Float&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalY &amp;amp;lt;interval&amp;amp;gt; [vehicleId] || Random Y interval || Float&lt;br /&gt;
|-&lt;br /&gt;
| jumpAction [vehicleId] || Jump || —&lt;br /&gt;
|-&lt;br /&gt;
| rearAction [vehicleId] || Rear || —&lt;br /&gt;
|-&lt;br /&gt;
| listVehicles || List horses || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command !! Description !! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| shiplist || List all spawned ships || —&lt;br /&gt;
|-&lt;br /&gt;
| spawnships &amp;amp;lt;[[Server_Configuration_Enums#Ship_Type|ShipType]]&amp;amp;gt; &amp;amp;lt;number&amp;amp;gt; &amp;amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;amp;gt; [color] [ &amp;amp;lt;[[Server_Configuration_Enums#Ship_Name|shipnameindex]]&amp;amp;gt; ] || Spawn ships (faction defaults to random Brit/French) || ShipType, number (Int), faction, color (Int), name index (Int)&lt;br /&gt;
|-&lt;br /&gt;
| removeShips &amp;amp;lt;ID|all&amp;amp;gt; || Remove ships || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
Quick reference of new/changed commands.&lt;br /&gt;
* [[Game_Version_0.4X#0.40|0.40 — 2019-12-17]]: Cavalry changes&lt;br /&gt;
* [[Game_Version_0.3X#0.38|0.38 — 2019-10-11]]: &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt; reset command&lt;br /&gt;
* [[Game_Version_0.3X#0.37|0.37 — 2019-09-20]]: multiple commands; delayed commands; &amp;lt;code&amp;gt;allowFiring&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Game_Version_0.3X#0.36|0.36 — 2019-09-18]]: &amp;lt;code&amp;gt;forceFirstPersonMode&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Game_Version_0.3X#0.34|0.34 — 2019-08-23]]: secondary attack options; improved teleport&lt;br /&gt;
* [[Game_Version_0.3X#0.33|0.33 — 2019-07-26]]: &amp;lt;code&amp;gt;highPingIndicatorWarning&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;orderSystemEnabled&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration/Body&amp;diff=3937</id>
		<title>Server Configuration/Body</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration/Body&amp;diff=3937"/>
		<updated>2025-12-11T23:12:22Z</updated>

		<summary type="html">&lt;p&gt;Stan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation. There are three types of lines:&lt;br /&gt;
* Setting lines: &amp;lt;code&amp;gt;&amp;amp;lt;setting&amp;amp;gt; &amp;amp;lt;value&amp;amp;gt;&amp;lt;/code&amp;gt; – the important ones.&lt;br /&gt;
* Comment lines: starting with &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; – ignored; good for notes and saved rotations.&lt;br /&gt;
* Empty lines: spacing only – ignored.&lt;br /&gt;
&lt;br /&gt;
The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
==Server-Wide Settings==&lt;br /&gt;
These define how the server shows up to players, how it talks to the server browser, and basic restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Ports''' – all '''must be unique per instance''' on the same machine:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Display &amp;amp; access:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional (leave commented to keep the server public).&lt;br /&gt;
* &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].&lt;br /&gt;
* &amp;lt;code&amp;gt;server_intro_*&amp;lt;/code&amp;gt; shows a join popup.&lt;br /&gt;
&lt;br /&gt;
'''Server regions''' (shown in the browser):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Region codes&lt;br /&gt;
|-&lt;br /&gt;
| europe || usa || usaeast || usawest || australia&lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Broadcast mode''' – network usage focus for close-range combat:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Standard || Reduced packet rate on close range (high player count). Default.&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || Highest bandwidth; use only for Melee Arena with lower player counts. (Max of 64 players)&lt;br /&gt;
|}&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;network_broadcast_mode Standard&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Artillery respawn (seconds). Defaults are 120s:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Artillery dynamic spawns'''&lt;br /&gt;
&lt;br /&gt;
Artillery dynamic spawns are setup for official maps, these are mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to &amp;quot;block&amp;quot; the piece from being used. You can obtain the dynamic spawn ids from the server log when the map loads. Section ids always start from 0&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ArtilleryType !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| FieldGun || Spawns 9PDR&lt;br /&gt;
|-&lt;br /&gt;
| Howitzer || Spawns Howitzer&lt;br /&gt;
|-&lt;br /&gt;
|RocketLauncher&lt;br /&gt;
|Spawns Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|Mortar&lt;br /&gt;
|Spawns Motar&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Nothing spawns&lt;br /&gt;
|-&lt;br /&gt;
|Random&lt;br /&gt;
|Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.&lt;br /&gt;
|-&lt;br /&gt;
|RandomSymmetric&lt;br /&gt;
|Spawns random artillery piece, artillery spawn sections that share the same RandomSymetric ID will spawn the same artillery piece.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Population thresholds''' (gate maps by player counts):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Warnings &amp;amp; rotation randomization:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
show_serverperformance_warning true&lt;br /&gt;
map_rotation_start_randomise true&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Objective capture (Conquest/flag modes):'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this to set the game type to Frontlines (defaults to false).&lt;br /&gt;
[[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;frontlines_mode true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system can be configured in the config or via the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The server can shut itself down after a set number of minutes (doesn’t require VLT). VLT helper also closes on shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the interval:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the round is still running, the server won’t wait; it proceeds after ''interval + overtime''. Make sure players get warned.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Broadcast message and frequency:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_autoshutdown_broadcasted_message Server will be shutting down.&lt;br /&gt;
server_autoshutdown_broadcasted_message_interval_minutes 2&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
Restarts the server every N minutes (doesn’t require VLT). It waits for round end unless overtime is hit.&lt;br /&gt;
&lt;br /&gt;
Interval:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overtime and messaging:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_autorestart_overtime_minutes 10&lt;br /&gt;
server_autorestart_broadcasted_message Auto restart at the end of the round.&lt;br /&gt;
server_autorestart_broadcasted_message_interval_minutes 2&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configs ship with the server files. Big Mamba also compiled AGS examples: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress''' – common per-rotation keys:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers (defaults shown). ''vehicle'' = Cavalry; ''dynamic'' = Frontlines tables.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawn immunity (max 5s):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;spawn_immunity_timer 5&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Arena Settings ==&lt;br /&gt;
First round grace to let players load/spawn:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;round_spawn_close_timer_seconds 45&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Subsequent rounds:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;round_spawn_close_timer_seconds_between_rounds 15&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Rounds to win:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;amount_of_rounds 50&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
Visit [[Maps|Maps]] or [[Server Configuration Enums|Server Configuration Enums]] for a full list of all maps.&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable officer orders system:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable reinforcement system (flag in NaW, table in Frontlines):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Reinforcement cooldown (seconds):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce_cooldown 240&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spawn limit on placed flag (set to -1 on Frontlines):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce_limit 25&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldowns (seconds):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
(Also applies to Frontlines **Offensive**.)&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
Preset on map load (set to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; for random valid presets):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;nature_preset none&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable FF:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;friendly_fire &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Melee “bounce” when FF is off:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Reflect % of FF damage back to attacker:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;damage_split 50&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
Domination time (Offensive):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;frontline_offensive_domination_duration_seconds 120&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture point override:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1&lt;br /&gt;
capture_point_override B 175 30 1&lt;br /&gt;
capture_point_override C 350 60 2&lt;br /&gt;
capture_point_override D -1 90 3&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any [[Remote_Console_Commands|RCON]] at rotation start to reset defaults, spawn bots, or stage scenarios.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
; '''Override Commands'''&lt;br /&gt;
Server administrators can craft RP scenarios: limits per class, spawn lists per point, starting equipment, racks, props, artillery, etc.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield – 200 Carpenters vs 200 Riflemen]]&lt;br /&gt;
;&amp;lt;code&amp;gt;spawn_override &amp;amp;lt;Spawn Point&amp;amp;gt; &amp;amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;amp;gt; &amp;amp;lt;Class Limit&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;Spawn Point&amp;amp;gt;&amp;lt;/code&amp;gt; = A/B/C… (see spawn menu)&lt;br /&gt;
* Overwrites the classes available at that point.&lt;br /&gt;
&lt;br /&gt;
Example (200 Carpenters vs 200 Riflemen):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''exclusive_modded_uniforms''' – restrict to mod uniforms:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;exclusive_modded_uniforms british french&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Starting Weapon Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
starting_weapons_selection_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;MaxFirearms&amp;gt; &amp;lt;MaxMelee&amp;gt; &amp;lt;WeaponClass1&amp;gt;* &amp;lt;WeaponClass2&amp;gt;* &amp;lt;WeaponClass3&amp;gt;*&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Multiple types in a slot: separate with commas.&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Starting Weapon Bayonet Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;starting_weapons_bayonet_enabled &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Firearm Ammo Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;firearm_ammo_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;StartingAmmo&amp;gt; &amp;lt;LoadedInBarrel&amp;gt; &amp;lt;MaxCarry&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Weapon Class Ammo Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;weapon_class_ammo_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;WeaponClass&amp;gt; &amp;lt;StartingAmmo&amp;gt; &amp;lt;LoadedInBarrel&amp;gt; &amp;lt;MaxCarry&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sapper Buildable Defences – Limits'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;sappers_buildlimit &amp;lt;EmplacementType&amp;gt; &amp;lt;attacking|defending&amp;gt; &amp;lt;Limit&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Sapper Configuration Commands&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sapper Starting Materials'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
sappers_attacking_starting_materials &amp;lt;MaterialLimit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;MaterialLimit&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Sapper Configuration Commands&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spawn Overrides (land)'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Name&amp;gt;,&amp;lt;Category&amp;gt;,&amp;lt;Attacking|Defending|Neutral&amp;gt;,&amp;lt;SizeX&amp;gt;,&amp;lt;SizeY&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spawn_detail_override &amp;lt;ShipType&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;ClassLimit&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French  Rifleman 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
Set &amp;lt;code&amp;gt;ships_preset 37&amp;lt;/code&amp;gt; first, then:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spawn &amp;lt;ShipType&amp;gt; &amp;lt;Amount&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;ShipName&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_preset 37&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_health_detail_override &amp;lt;ShipType&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;HP&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500.&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spacemode true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides (naval)====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added following [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
Global settings (not in a rotation):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_voting_enabled true&lt;br /&gt;
map_voting_duration 15&lt;br /&gt;
map_voting_allow_same_map false&lt;br /&gt;
map_voting_history_count 3&lt;br /&gt;
map_voting_max_choices 3&lt;br /&gt;
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
Per-rotation flags (buckets by player count &amp;amp; mode). Set all to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; to ignore; set all to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; to allow regardless of count.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_low_playable      &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_medium_playable   &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_high_playable     &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: load order matters—put modded maps first in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history by population==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_voting_history_count_verylow 1&lt;br /&gt;
map_voting_history_count_low     2&lt;br /&gt;
map_voting_history_count_medium  4&lt;br /&gt;
map_voting_history_count_high    10&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger map voting?==&lt;br /&gt;
Not directly. Workaround: end the round via a win-condition object or the dynamic win-condition flag.&lt;br /&gt;
&lt;br /&gt;
==Including a “Random” option==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;map_voting_include_random_choice &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Workshop Mods =&lt;br /&gt;
For creators, see [[Script Modding Guide]].&lt;br /&gt;
&lt;br /&gt;
== Install mods ==&lt;br /&gt;
Global (not in a rotation):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
mods_installed_server_only &amp;lt;steamid&amp;gt;&lt;br /&gt;
mods_installed &amp;lt;steamid&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Per-rotation (requires the SteamID to be installed on server):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
load_mod &amp;lt;steamid&amp;gt;              # loads on client and server&lt;br /&gt;
load_mod_client_only &amp;lt;steamid&amp;gt;  # loads only on clients&lt;br /&gt;
load_mod_server_only &amp;lt;steamid&amp;gt;  # loads only on server&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod Variables ==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
mod_variable &amp;lt;string&amp;gt;        # global; not in a rotation&lt;br /&gt;
mod_variable_local &amp;lt;string&amp;gt;  # only for the rotation it’s in&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
Enable Discord developer mode (Settings → Advanced).  &lt;br /&gt;
Warnings show admin PMs, slays, kicks, revives, slaps.  &lt;br /&gt;
Banmutes log config-writing actions (kicks, VOIP/text mutes, VOIP spammer).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
* Put these in the '''global''' settings area (not inside a rotation).&lt;br /&gt;
* Create two webhooks in Discord (one for warnings, one for ban/mute).&lt;br /&gt;
* Click **Copy Webhook URL** and open it; extract the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; and paste into the *_id/*_token settings.&lt;br /&gt;
* &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; lets you prefix text or pings. To ping a user, enable Dev Mode, right-click → **Copy ID** and use &amp;lt;code&amp;gt;&amp;amp;lt;@!USERID&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If configured correctly, each admin action posts:&lt;br /&gt;
* Action performed&lt;br /&gt;
* Title from &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
* Admin (linked to Steam)&lt;br /&gt;
* Target user (linked to Steam)&lt;br /&gt;
* Server name&lt;br /&gt;
* Reason&lt;br /&gt;
* Date/time&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration/Body&amp;diff=3936</id>
		<title>Server Configuration/Body</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration/Body&amp;diff=3936"/>
		<updated>2025-12-11T23:11:28Z</updated>

		<summary type="html">&lt;p&gt;Stan: Add artillery stuff from updates ages ago&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation. There are three types of lines:&lt;br /&gt;
* Setting lines: &amp;lt;code&amp;gt;&amp;amp;lt;setting&amp;amp;gt; &amp;amp;lt;value&amp;amp;gt;&amp;lt;/code&amp;gt; – the important ones.&lt;br /&gt;
* Comment lines: starting with &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; – ignored; good for notes and saved rotations.&lt;br /&gt;
* Empty lines: spacing only – ignored.&lt;br /&gt;
&lt;br /&gt;
The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
==Server-Wide Settings==&lt;br /&gt;
These define how the server shows up to players, how it talks to the server browser, and basic restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Ports''' – all '''must be unique per instance''' on the same machine:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Display &amp;amp; access:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional (leave commented to keep the server public).&lt;br /&gt;
* &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].&lt;br /&gt;
* &amp;lt;code&amp;gt;server_intro_*&amp;lt;/code&amp;gt; shows a join popup.&lt;br /&gt;
&lt;br /&gt;
'''Server regions''' (shown in the browser):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Region codes&lt;br /&gt;
|-&lt;br /&gt;
| europe || usa || usaeast || usawest || australia&lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Broadcast mode''' – network usage focus for close-range combat:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Standard || Reduced packet rate on close range (high player count). Default.&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || Highest bandwidth; use only for Melee Arena with lower player counts. (Max of 64 players)&lt;br /&gt;
|}&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;network_broadcast_mode Standard&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Artillery respawn (seconds). Defaults are 120s:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Artillery dynamic spawns'''&lt;br /&gt;
&lt;br /&gt;
Artillery dynamic spawns are setup for official maps, these are mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to &amp;quot;block&amp;quot; the piece from being used. You can obtain the dynamic spawn ids from the server log when the map loads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ArtilleryType !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| FieldGun || Spawns 9PDR&lt;br /&gt;
|-&lt;br /&gt;
| Howitzer || Spawns Howitzer&lt;br /&gt;
|-&lt;br /&gt;
|RocketLauncher&lt;br /&gt;
|Spawns Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|Mortar&lt;br /&gt;
|Spawns Motar&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Nothing spawns&lt;br /&gt;
|-&lt;br /&gt;
|Random&lt;br /&gt;
|Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.&lt;br /&gt;
|-&lt;br /&gt;
|RandomSymmetric&lt;br /&gt;
|Spawns random artillery piece, artillery spawn sections that share the same RandomSymetric ID will spawn the same artillery piece.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Population thresholds''' (gate maps by player counts):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Warnings &amp;amp; rotation randomization:'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
show_serverperformance_warning true&lt;br /&gt;
map_rotation_start_randomise true&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Objective capture (Conquest/flag modes):'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this to set the game type to Frontlines (defaults to false).&lt;br /&gt;
[[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;frontlines_mode true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system can be configured in the config or via the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The server can shut itself down after a set number of minutes (doesn’t require VLT). VLT helper also closes on shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the interval:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the round is still running, the server won’t wait; it proceeds after ''interval + overtime''. Make sure players get warned.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Broadcast message and frequency:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_autoshutdown_broadcasted_message Server will be shutting down.&lt;br /&gt;
server_autoshutdown_broadcasted_message_interval_minutes 2&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
Restarts the server every N minutes (doesn’t require VLT). It waits for round end unless overtime is hit.&lt;br /&gt;
&lt;br /&gt;
Interval:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overtime and messaging:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
server_autorestart_overtime_minutes 10&lt;br /&gt;
server_autorestart_broadcasted_message Auto restart at the end of the round.&lt;br /&gt;
server_autorestart_broadcasted_message_interval_minutes 2&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configs ship with the server files. Big Mamba also compiled AGS examples: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress''' – common per-rotation keys:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers (defaults shown). ''vehicle'' = Cavalry; ''dynamic'' = Frontlines tables.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawn immunity (max 5s):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;spawn_immunity_timer 5&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Arena Settings ==&lt;br /&gt;
First round grace to let players load/spawn:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;round_spawn_close_timer_seconds 45&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Subsequent rounds:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;round_spawn_close_timer_seconds_between_rounds 15&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Rounds to win:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;amount_of_rounds 50&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
Visit [[Maps|Maps]] or [[Server Configuration Enums|Server Configuration Enums]] for a full list of all maps.&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable officer orders system:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable reinforcement system (flag in NaW, table in Frontlines):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Reinforcement cooldown (seconds):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce_cooldown 240&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spawn limit on placed flag (set to -1 on Frontlines):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;class_system_orders_reinforce_limit 25&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldowns (seconds):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
(Also applies to Frontlines **Offensive**.)&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
Preset on map load (set to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; for random valid presets):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;nature_preset none&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable FF:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;friendly_fire &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Melee “bounce” when FF is off:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Reflect % of FF damage back to attacker:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;damage_split 50&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
Domination time (Offensive):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;frontline_offensive_domination_duration_seconds 120&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture point override:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1&lt;br /&gt;
capture_point_override B 175 30 1&lt;br /&gt;
capture_point_override C 350 60 2&lt;br /&gt;
capture_point_override D -1 90 3&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any [[Remote_Console_Commands|RCON]] at rotation start to reset defaults, spawn bots, or stage scenarios.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
; '''Override Commands'''&lt;br /&gt;
Server administrators can craft RP scenarios: limits per class, spawn lists per point, starting equipment, racks, props, artillery, etc.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield – 200 Carpenters vs 200 Riflemen]]&lt;br /&gt;
;&amp;lt;code&amp;gt;spawn_override &amp;amp;lt;Spawn Point&amp;amp;gt; &amp;amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;amp;gt; &amp;amp;lt;Class Limit&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;amp;lt;Spawn Point&amp;amp;gt;&amp;lt;/code&amp;gt; = A/B/C… (see spawn menu)&lt;br /&gt;
* Overwrites the classes available at that point.&lt;br /&gt;
&lt;br /&gt;
Example (200 Carpenters vs 200 Riflemen):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''exclusive_modded_uniforms''' – restrict to mod uniforms:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;exclusive_modded_uniforms british french&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Starting Weapon Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
starting_weapons_selection_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;MaxFirearms&amp;gt; &amp;lt;MaxMelee&amp;gt; &amp;lt;WeaponClass1&amp;gt;* &amp;lt;WeaponClass2&amp;gt;* &amp;lt;WeaponClass3&amp;gt;*&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Multiple types in a slot: separate with commas.&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Starting Weapon Bayonet Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;starting_weapons_bayonet_enabled &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Firearm Ammo Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;firearm_ammo_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;StartingAmmo&amp;gt; &amp;lt;LoadedInBarrel&amp;gt; &amp;lt;MaxCarry&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Weapon Class Ammo Override'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;weapon_class_ammo_override &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;WeaponClass&amp;gt; &amp;lt;StartingAmmo&amp;gt; &amp;lt;LoadedInBarrel&amp;gt; &amp;lt;MaxCarry&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sapper Buildable Defences – Limits'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;sappers_buildlimit &amp;lt;EmplacementType&amp;gt; &amp;lt;attacking|defending&amp;gt; &amp;lt;Limit&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Sapper Configuration Commands&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sapper Starting Materials'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
sappers_attacking_starting_materials &amp;lt;MaterialLimit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;MaterialLimit&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Sapper Configuration Commands&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spawn Overrides (land)'''&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Name&amp;gt;,&amp;lt;Category&amp;gt;,&amp;lt;Attacking|Defending|Neutral&amp;gt;,&amp;lt;SizeX&amp;gt;,&amp;lt;SizeY&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spawn_detail_override &amp;lt;ShipType&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;Class&amp;gt; &amp;lt;ClassLimit&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French  Rifleman 200&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
Set &amp;lt;code&amp;gt;ships_preset 37&amp;lt;/code&amp;gt; first, then:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spawn &amp;lt;ShipType&amp;gt; &amp;lt;Amount&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;ShipName&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_preset 37&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_health_detail_override &amp;lt;ShipType&amp;gt; &amp;lt;Faction&amp;gt; &amp;lt;HP&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500.&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
# Override Commands&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;ships_spacemode true&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides (naval)====&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added following [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
Global settings (not in a rotation):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_voting_enabled true&lt;br /&gt;
map_voting_duration 15&lt;br /&gt;
map_voting_allow_same_map false&lt;br /&gt;
map_voting_history_count 3&lt;br /&gt;
map_voting_max_choices 3&lt;br /&gt;
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
Per-rotation flags (buckets by player count &amp;amp; mode). Set all to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; to ignore; set all to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; to allow regardless of count.&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_low_playable      &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_medium_playable   &amp;lt;true/false&amp;gt;&lt;br /&gt;
population_high_playable     &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: load order matters—put modded maps first in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history by population==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
map_voting_history_count_verylow 1&lt;br /&gt;
map_voting_history_count_low     2&lt;br /&gt;
map_voting_history_count_medium  4&lt;br /&gt;
map_voting_history_count_high    10&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger map voting?==&lt;br /&gt;
Not directly. Workaround: end the round via a win-condition object or the dynamic win-condition flag.&lt;br /&gt;
&lt;br /&gt;
==Including a “Random” option==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;map_voting_include_random_choice &amp;lt;true/false&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Workshop Mods =&lt;br /&gt;
For creators, see [[Script Modding Guide]].&lt;br /&gt;
&lt;br /&gt;
== Install mods ==&lt;br /&gt;
Global (not in a rotation):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
mods_installed_server_only &amp;lt;steamid&amp;gt;&lt;br /&gt;
mods_installed &amp;lt;steamid&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Per-rotation (requires the SteamID to be installed on server):&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
load_mod &amp;lt;steamid&amp;gt;              # loads on client and server&lt;br /&gt;
load_mod_client_only &amp;lt;steamid&amp;gt;  # loads only on clients&lt;br /&gt;
load_mod_server_only &amp;lt;steamid&amp;gt;  # loads only on server&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod Variables ==&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
mod_variable &amp;lt;string&amp;gt;        # global; not in a rotation&lt;br /&gt;
mod_variable_local &amp;lt;string&amp;gt;  # only for the rotation it’s in&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
Enable Discord developer mode (Settings → Advanced).  &lt;br /&gt;
Warnings show admin PMs, slays, kicks, revives, slaps.  &lt;br /&gt;
Banmutes log config-writing actions (kicks, VOIP/text mutes, VOIP spammer).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;hf-code&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
* Put these in the '''global''' settings area (not inside a rotation).&lt;br /&gt;
* Create two webhooks in Discord (one for warnings, one for ban/mute).&lt;br /&gt;
* Click **Copy Webhook URL** and open it; extract the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; and paste into the *_id/*_token settings.&lt;br /&gt;
* &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; lets you prefix text or pings. To ping a user, enable Dev Mode, right-click → **Copy ID** and use &amp;lt;code&amp;gt;&amp;amp;lt;@!USERID&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If configured correctly, each admin action posts:&lt;br /&gt;
* Action performed&lt;br /&gt;
* Title from &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
* Admin (linked to Steam)&lt;br /&gt;
* Target user (linked to Steam)&lt;br /&gt;
* Server name&lt;br /&gt;
* Reason&lt;br /&gt;
* Date/time&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3191</id>
		<title>MegaPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3191"/>
		<updated>2025-05-28T12:34:52Z</updated>

		<summary type="html">&lt;p&gt;Stan: Fix small typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.31]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Extended capture zones for all Invasion maps which feature a beach landing on Frontlines. These extended points are represented by additional flags.&lt;br /&gt;
* Enemy player cards will now show on screen when you gather a kill.&lt;br /&gt;
:» Should you not be up for the party, you can disable this function through the game’s settings.&lt;br /&gt;
* Introduced an indicator when attaching and detaching bayonets.&lt;br /&gt;
* Introduced unique icons to distinguish between the reloading of firearms and detaching or attaching bayonets.&lt;br /&gt;
* Introduced an indicator when entering strafing mode on horseback.&lt;br /&gt;
* Capturing the last point on the Army Siege game mode will now immediately end the match.&lt;br /&gt;
* The player’s soldier rank is now shown on the death screen.&lt;br /&gt;
* Improved the jump animation while unarmed.&lt;br /&gt;
* Improved the jump animation while holding a pistol.&lt;br /&gt;
* Improved the animation while walking unarmed.&lt;br /&gt;
* Players are now limited to posting once every 5 minutes in the Recruitment chat.&lt;br /&gt;
:» Input the following commands outside map rotations: enforce_recruitment_chat true/false (Default: False) and recruitment_timeout_duration 300 (Default: 0 seconds).&lt;br /&gt;
* The rotation speed for the block and default melee stance are now identical.&lt;br /&gt;
:» Should you wish to change to legacy mode, enable the ‘Advanced’ option from the ‘Game’ settings and look for ‘Melee Sensitivity Type’. &lt;br /&gt;
* Improved map voting reducing instances of the same maps coming into play.&lt;br /&gt;
* Improved map weather randomisation to feature fewer occurrences of night and rain presets.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (30)===&lt;br /&gt;
&lt;br /&gt;
* Moved Archipelago from Low to Medium and High server population.&lt;br /&gt;
* Moved Foxhole from Medium to High server population.&lt;br /&gt;
* Performed several map balancing changes on Estate.&lt;br /&gt;
* Performed reinforcement rebalance changes on Estate.&lt;br /&gt;
* Reduced the round time to 30 minutes on Estate.&lt;br /&gt;
* Performed several map balancing changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Kingsman Bay.&lt;br /&gt;
* Moved frigate-only rotations on Naval Warfront to Medium from Low server population.&lt;br /&gt;
* Changed rotation 18 on Naval Warfront from 2-Gun Schooners to 13-Gun Brig-Sloops.&lt;br /&gt;
* Removed some fences near fields on Hills of Tyrol allowing for better player movement.&lt;br /&gt;
* Performed several map balancing changes on Lindisfarne.&lt;br /&gt;
* Introduced more entry points to St Peter’s buildings allowing for better player movement.&lt;br /&gt;
* Introduced ladders outside of the B point on Camp Salamanca when the Army Siege game mode is in play.&lt;br /&gt;
* Performed several map balancing changes on Fort Imraan.&lt;br /&gt;
* Artillery guns on Estate are no longer able to target the invader ship spawn.&lt;br /&gt;
* Artillery guns on Heroes Landing are no longer able to target the invader ship spawn.&lt;br /&gt;
* Introduced more limitations to tent spawning on Camp Salamanca.&lt;br /&gt;
* Lowered defences on the last point on Fort Darial allowing players to fire behind cover.&lt;br /&gt;
* Replaced one Howitzer with a Field Gun on Fort Schwarz.&lt;br /&gt;
* Adjusted default values for controllers.&lt;br /&gt;
* You now press instead of hold to open the scoreboard when playing on a controller.&lt;br /&gt;
* Improved firearm aiming sensitivity when playing on a controller.&lt;br /&gt;
* Reduced the hits Trench Raiders can tank from 3 to 2.&lt;br /&gt;
* Increased swimming speed by 20%.&lt;br /&gt;
* Officers will now listen to Officer’s chat by default.&lt;br /&gt;
* Reduced the hits it takes to build Sapper walls and shooting platforms from 25 to 15 hits.&lt;br /&gt;
* Spectating another player now shows their soldier rank.&lt;br /&gt;
* Moved the controls screen to the escape menu for easier accessibility.&lt;br /&gt;
* Introduced 2 additional FOL (Fire out of Line) settings for community events, allowing hosts to disallow specific classes from crouching and reloading, or crouching and firing&lt;br /&gt;
:» To disable crouch reloading, Input the following command per map rotation: 'fol_default crouch_reloading_allowed true/false' (Default: True)&lt;br /&gt;
:» To disable crouch firing, Input the following command per map rotation: 'fol_default crouch_firing_allowed true/false' (Default: True)&lt;br /&gt;
:» Make sure that FOL is enabled in the rotation using: 'fol_enabled true'&lt;br /&gt;
:» These commands can also be applied per class by using 'fol_class &amp;lt;PlayerClass&amp;gt;' instead of 'fol_default'&lt;br /&gt;
:» More details: https://wiki.holdfastgame.com/Admin_Features#Fire_Out_of_Line&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
* Issued multiple RAM-oriented optimisations.&lt;br /&gt;
* Reduced game file size even further down to 17 GB from 19 GB.&lt;br /&gt;
* Upgraded the game engine.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (94)===&lt;br /&gt;
* Solved an issue where mounted players would T-pose if they die at the same time as the horse they’re riding.&lt;br /&gt;
* Solved an issue where dismounted cavalrymen would no longer be able to deal damage with their swords.&lt;br /&gt;
* Solved an issue where the cooldown timer for the surrender emote wasn’t working as intended.&lt;br /&gt;
* Solved an issue where horse corpses would jitter.&lt;br /&gt;
* Solved an issue where horse kill logs were no longer showing.&lt;br /&gt;
* Solved an issue where cavalry movement would jitter when rotating.&lt;br /&gt;
* Solved multiple animation inconsistencies when pressing S and Space on horseback while standing idle.&lt;br /&gt;
* Solved an issue where players on horseback would slide when jumping downhill and pressing the F key. &lt;br /&gt;
* Solved an issue where players on horseback would appear to be standing at a distance.&lt;br /&gt;
* Solved an issue where sometimes cavalryman will appear to not have their sabre equipped.&lt;br /&gt;
* Improved cases where melee strikes would appear to speed up or not play an animation at all. The issue isn’t completely solved.&lt;br /&gt;
* Experimental fix towards an issue where the player wouldn’t show the correct block direction.&lt;br /&gt;
* Solved an issue where the reload animation would appear to skip or speed up when a player comes from off the screen.&lt;br /&gt;
* Solved an issue where officer marker preview indicators wouldn’t show.&lt;br /&gt;
* Solved an issue with the browser UI overlaying on top of one another when disconnecting from a server.&lt;br /&gt;
* Experimental fix which should reduce occurrences of sapper-prop states intermittently desyncing.&lt;br /&gt;
* Solved an issue where players sometimes spawned with temporary immunity on squad tables in the Frontlines game type.&lt;br /&gt;
* Solved an issue with the popup advising players that Steam isn’t running, and not showing properly.&lt;br /&gt;
* Solved an issue where players would sometimes get stuck when taking control of a mortar from another player.&lt;br /&gt;
* Solved an issue where capture points would sometimes show as captured on round start even though they aren’t.&lt;br /&gt;
* Solved an issue with incorrect formatting for orders when the German language is in use.&lt;br /&gt;
* Solved an instance which sometimes caused players to be stuck infinitely ramming a cannon.&lt;br /&gt;
* Solved an issue where the One’s Cause mission wouldn’t properly show as completed despite receiving the rewards.&lt;br /&gt;
* Solved an issue where the admin raygun wouldn’t target the correct player in the P menu.&lt;br /&gt;
* Solved an issue where squad camps weren’t able to be placed if a melee weapon was equipped while playing on a controller.&lt;br /&gt;
* Solved an issue where the reload hint would unintentionally show on controller when swapping between melee and firearm modes.&lt;br /&gt;
* Solved an issue where sometimes the kill-feed would be hidden for the player until the UI is re-adjusted.&lt;br /&gt;
* Solved an issue with the Melee Attack Sensitivity slider not clamping properly.&lt;br /&gt;
* Solved an issue where the diamonds for newly discoverable items wouldn’t hide in the barracks after being accessed.&lt;br /&gt;
* Solved an issue where hotkeys attached to objects weren’t properly showing when using a controller.&lt;br /&gt;
* Solved an issue where the player would sometimes detach or attach their own bayonet when scrolling through the scoreboard using a controller.&lt;br /&gt;
* Solved an issue where some short swords were incorrectly showing that they dealt more damage than intended in the barracks UI.&lt;br /&gt;
* Solved an issue with a circular image in the spawn menu appearing jagged.&lt;br /&gt;
* Solved an issue where sensitivity would change when transitioning between standing and crouching.&lt;br /&gt;
* Solved an issue where the sword would no longer be visible when using a salute gesture.&lt;br /&gt;
* Solved an issue where in-word conquest points were incorrectly fading out when un-aiming a firearm.&lt;br /&gt;
* Experimental fix towards an issue where players would get stuck interacting with a rocket launcher that respawned.&lt;br /&gt;
* Experimental fix towards an issue where the rocket trajectory would be slightly offset.&lt;br /&gt;
* Experimental fix towards multiple other cases of inconsistent states with rocket launchers.&lt;br /&gt;
* Solved an issue where players would stand up when sleeping in a bed.&lt;br /&gt;
* Solved an issue where specific barbed wire props weren’t dealing damage on Frontlines.&lt;br /&gt;
* Solved an issue where some customisation functionality would break when rotating to an un-modded map from a modded map.&lt;br /&gt;
* Solved an issue where loading a rocket or cannon and pressing ‘V’ will get the player stuck in an infinite loading state.&lt;br /&gt;
* Solved an issue with player animations intermittently breaking when interacting with objects including those present on ships.&lt;br /&gt;
* Solved an issue with other players not keeping upright when swaying with the ships. Sealegs no longer!&lt;br /&gt;
* Solved an issue with FSR 3.0 not functioning in the main menu.&lt;br /&gt;
* Solved an issue with the controls icon not getting properly highlighted in the controls panel.&lt;br /&gt;
* Solved a typo in the game rules panel.&lt;br /&gt;
* Solved an issue where aim sensitivity was not correctly applied in between the chambering of shots on the Frontlines game type.&lt;br /&gt;
* Solved an issue where map voting emblems on Frontlines were slightly offset.&lt;br /&gt;
* Solved an issue where tables on the Frontlines gametype could be placed inside objects.&lt;br /&gt;
* Solved an issue with players jittering while moving artillery pieces.&lt;br /&gt;
* Solved an issue with artillery spawning slightly floating on Aspern.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Linburg.&lt;br /&gt;
* Improved interaction with the swivel gun in the courtyard on Linburg.&lt;br /&gt;
* Solved an issue with moveable artillery being unable to cross the bridge on Heartmound.&lt;br /&gt;
* Solved an issue with ladders not highlighting on Buckland Banks.&lt;br /&gt;
* Solved an issue where you could get stuck below the bridge on Balamor Bay.&lt;br /&gt;
* Solved an issue where one faction didn’t have rocket launchers available on Sharpton.&lt;br /&gt;
* Solved an issue with trees floating on Fort Christina.&lt;br /&gt;
* Solved an issue with rocket stacks culling at low distances.&lt;br /&gt;
* Solved an issue with planks and stones covering sewers culling too early on Empire.&lt;br /&gt;
* Solved multiple map warnings on Nations At War.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue where you could cap A from the cave underneath the church on Isle of Wake.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Avignon.&lt;br /&gt;
* Solved an issue with trees floating on Avignon.&lt;br /&gt;
* Solved an issue with point D on Red Tides having only 3 Trench Raider spawns.&lt;br /&gt;
* Solved an issue with incorrect ladder rotation on Fort Al Farid.&lt;br /&gt;
* Solved an issue where players were unable to load one of the Howitzers on Ernest Ridge.&lt;br /&gt;
* Solved multiple map warnings on Frontlines.&lt;br /&gt;
* Solved issues with floating props on Convoy.&lt;br /&gt;
* Solved multiple issues with shadow casters on Port Nile.&lt;br /&gt;
* Solved an issue with broken LODs near the bunker on Depot.&lt;br /&gt;
* Solved an issue with tents flipping on Watchtower Arena.&lt;br /&gt;
* Solved an issue where players could teleport to the upper floors inside the main capture point on Fort Al Farid.&lt;br /&gt;
* Solved an issue with the bales props on Fort Schwarz appearing incorrectly.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with see-through rocks on Isle of Wake.&lt;br /&gt;
* Solved an issue with terrain sticking through buildings on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with incorrect bed exit position on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where wall decoration would remain floating when a wall is destroyed on Hills of Tyrol.&lt;br /&gt;
* Experimental fix towards an issue where players would sometimes spawn inside a wall on Empire.&lt;br /&gt;
* Solved an issue with missing props on one of the bridges on Balamor Bay.&lt;br /&gt;
* Solved an issue with a small gate on Arendan River being invisible.&lt;br /&gt;
* Solved an issue with floating trees floating on Sharpton.&lt;br /&gt;
* Solved an issue with a block box showing inside the tunnel on Empire.&lt;br /&gt;
* Solved an issue with invisible colliders inside one of the houses on Over The Top.&lt;br /&gt;
* Solved an issue with the rope of the hanging cannon on Fort Salettes going invisible.&lt;br /&gt;
* Solved an issue where one of the shooting platforms on Fort Al Farid would go invisible.&lt;br /&gt;
* Solved an issue with invisible firing steps on Heroes Landing.&lt;br /&gt;
* Solved an issue with a face missing on the desert wall meshes.&lt;br /&gt;
* Solved an issue where players would sometimes spawn facing the wrong direction on Fort Darial.&lt;br /&gt;
* Experimental fix towards an issue where glass would appear floating on Sacred Valley.&lt;br /&gt;
&lt;br /&gt;
=== Misc (3) ===&lt;br /&gt;
&lt;br /&gt;
* Updated the header thanking individuals for acquiring all Holdfast DLCs to the latest branding.&lt;br /&gt;
* Updated images in the in-game store.&lt;br /&gt;
* The splash screen now features the proper re-branded logo with the golden compass.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3190</id>
		<title>MegaPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3190"/>
		<updated>2025-05-28T12:27:29Z</updated>

		<summary type="html">&lt;p&gt;Stan: Minor spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.31]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Extended capture zones for all Invasion maps which feature a beach landing on Frontlines. These extended points are represented by additional flags.&lt;br /&gt;
* Enemy player cards will now show on screen when you gather a kill.&lt;br /&gt;
:» Should you not be up for the party, you can disable this function through the game’s settings.&lt;br /&gt;
* Introduced an indicator when attaching and detaching bayonets.&lt;br /&gt;
* Introduced unique icons to distinguish between the reloading of firearms and detaching or attaching bayonets.&lt;br /&gt;
* Introduced an indicator when entering strafing mode on horseback.&lt;br /&gt;
* Capturing the last point on the Army Siege game mode will now immediately end the match.&lt;br /&gt;
* The player’s soldier rank is now shown on the death screen.&lt;br /&gt;
* Improved the jump animation while unarmed.&lt;br /&gt;
* Improved the jump animation while holding a pistol.&lt;br /&gt;
* Improved the animation while walking unarmed.&lt;br /&gt;
* Players are now limited to posting once every 5 minutes in the Recruitment chat.&lt;br /&gt;
:» Input the following commands outside map rotations: enforce_recruitment_chat true/false (Default: False) and recruitment_timeout_duration 300 (Default: 0 seconds).&lt;br /&gt;
* The rotation speed for the block and default melee stance are now identical.&lt;br /&gt;
:» Should you wish to change to legacy mode, enable the ‘Advanced’ option from the ‘Game’ settings and look for ‘Melee Sensitivity Type’. &lt;br /&gt;
* Improved map voting reducing instances of the same maps coming into play.&lt;br /&gt;
* Improved map weather randomisation to feature fewer occurrences of night and rain presets.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (30)===&lt;br /&gt;
&lt;br /&gt;
* Moved Archipelago from Low to Medium and High server population.&lt;br /&gt;
* Moved Foxhole from Medium to High server population.&lt;br /&gt;
* Performed several map balancing changes on Estate.&lt;br /&gt;
* Performed reinforcement rebalance changes on Estate.&lt;br /&gt;
* Reduced the round time to 30 minutes on Estate.&lt;br /&gt;
* Performed several map balancing changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Kingsman Bay.&lt;br /&gt;
* Moved frigate-only rotations on Naval Warfront to Medium from Low server population.&lt;br /&gt;
* Changed rotation 18 on Naval Warfront from 2-Gun Schooners to 13-Gun Brig-Sloops.&lt;br /&gt;
* Removed some fences near fields on Hills of Tyrol allowing for better player movement.&lt;br /&gt;
* Performed several map balancing changes on Lindisfarne.&lt;br /&gt;
* Introduced more entry points to St Peter’s buildings allowing for better player movement.&lt;br /&gt;
* Introduced ladders outside of the B point on Camp Salamanca when the Army Siege game mode is in play.&lt;br /&gt;
* Performed several map balancing changes on Fort Imraan.&lt;br /&gt;
* Artillery guns on Estate are no longer able to target the invader ship spawn.&lt;br /&gt;
* Artillery guns on Heroes Landing are no longer able to target the invader ship spawn.&lt;br /&gt;
* Introduced more limitations to tent spawning on Camp Salamanca.&lt;br /&gt;
* Lowered defences on the last point on Fort Darial allowing players to fire behind cover.&lt;br /&gt;
* Replaced one Howitzer with a Field Gun on Fort Schwarz.&lt;br /&gt;
* Adjusted default values for controllers.&lt;br /&gt;
* You now press instead of hold to open the scoreboard when playing on a controller.&lt;br /&gt;
* Improved firearm aiming sensitivity when playing on a controller.&lt;br /&gt;
* Reduced the hits Trench Raiders can tank from 3 to 2.&lt;br /&gt;
* Increased swimming speed by 20%.&lt;br /&gt;
* Officers will now listen to Officer’s chat by default.&lt;br /&gt;
* Reduced the hits it takes to build Sapper walls and shooting platforms from 25 to 15 hits.&lt;br /&gt;
* Spectating another player now shows their soldier rank.&lt;br /&gt;
* Moved the controls screen to the escape menu for easier accessibility.&lt;br /&gt;
* Introduced 2 additional FOL (Fire out of Line) settings for community events, allowing hosts to disallow specific classes from crouching and reloading, or crouching and firing&lt;br /&gt;
:» To disable crouch reloading, Input the following command per map rotation: 'fol_default crouch_reloading_allowed true/false' (Default: True)&lt;br /&gt;
:» To disable crouch firing, Input the following command per map rotation: 'fol_default crouch_firing_allowed true/false' (Default: True)&lt;br /&gt;
:» Make sure that FOL is enabled in the rotation using: 'fol_enabled true'&lt;br /&gt;
:» These commands can also be applied per class by using 'fol_class &amp;lt;PlayerClass&amp;gt;' instead of 'fol_default'&lt;br /&gt;
:» More details: https://wiki.holdfastgame.com/Admin_Features#Fire_Out_of_Line&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
* Issued multiple RAM-oriented optimisations.&lt;br /&gt;
* Reduced game file size even further down to 17 GB from 19 GB.&lt;br /&gt;
* Upgraded the game engine.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (94)===&lt;br /&gt;
* Solved an issue where mounted players would T-pose if they die at the same time as the horse they’re riding.&lt;br /&gt;
* Solved an issue where dismounted cavalrymen would no longer be able to deal damage with their swords.&lt;br /&gt;
* Solved an issue where the cooldown timer for the surrender emote wasn’t working as intended.&lt;br /&gt;
* Solved an issue where horse corpses would jitter.&lt;br /&gt;
* Solved an issue where horse kill logs were no longer showing.&lt;br /&gt;
* Solved an issue where cavalry movement would jitter when rotating.&lt;br /&gt;
* Solved multiple animation inconsistencies when pressing S and Space on horseback while standing idle.&lt;br /&gt;
* Solved an issue where players on horseback would slide when jumping downhill and pressing the F key. &lt;br /&gt;
* Solved an issue where players on horseback would appear to be standing at a distance.&lt;br /&gt;
* Solved an issue where sometimes cavalryman will appear to not have their sabre equipped.&lt;br /&gt;
* Improved cases where melee strikes would appear to speed up or not play an animation at all. The issue isn’t completely solved.&lt;br /&gt;
* Experimental fix towards an issue where the player wouldn’t show the correct block direction.&lt;br /&gt;
* Solved an issue where the reload animation would appear to skip or speed up when a player comes from off the screen.&lt;br /&gt;
* Solved an issue where officer marker preview indicators wouldn’t show.&lt;br /&gt;
* Solved an issue with the browser UI overlaying on top of one another when disconnecting from a server.&lt;br /&gt;
* Experimental fix which should reduce occurrences of sapper-prop states intermittently desyncing.&lt;br /&gt;
* Solved an issue where players sometimes spawned with temporary immunity on squad tables in the Frontlines game type.&lt;br /&gt;
* Solved an issue with the popup advising players that Steam isn’t running, and not showing properly.&lt;br /&gt;
* Solved an issue where players would sometimes get stuck when taking control of a mortar from another player.&lt;br /&gt;
* Solved an issue where capture points would sometimes show as captured on round start even though they aren’t.&lt;br /&gt;
* Solved an issue with incorrect formatting for orders when the German language is in use.&lt;br /&gt;
* Solved an instance which sometimes caused players to be stuck infinitely ramming a cannon.&lt;br /&gt;
* Solved an issue where the One’s Cause mission wouldn’t properly show as completed despite receiving the rewards.&lt;br /&gt;
* Solved an issue where the admin raygun wouldn’t target the correct player in the P menu.&lt;br /&gt;
* Solved an issue where squad camps weren’t able to be placed if a melee weapon was equipped while playing on a controller.&lt;br /&gt;
* Solved an issue where the reload hint would unintentionally show on controller when swapping between melee and firearm modes.&lt;br /&gt;
* Solved an issue where sometimes the kill-feed would be hidden for the player until the UI is re-adjusted.&lt;br /&gt;
* Solved an issue with the Melee Attack Sensitivity slider not clamping properly.&lt;br /&gt;
* Solved an issue where the diamonds for newly discoverable items wouldn’t hide in the barracks after being accessed.&lt;br /&gt;
* Solved an issue where hotkeys attached to objects weren’t properly showing when using a controller.&lt;br /&gt;
* Solved an issue where the player would sometimes detach or attach their own bayonet when scrolling through the scoreboard using a controller.&lt;br /&gt;
* Solved an issue where some short swords were incorrectly showing that they dealt more damage than intended in the barracks UI.&lt;br /&gt;
* Solved an issue with a circular image in the spawn menu appearing jagged.&lt;br /&gt;
* Solved an issue where sensitivity would change when transitioning between standing and crouching.&lt;br /&gt;
* Solved an issue where the sword would no longer be visible when using a salute gesture.&lt;br /&gt;
* Solved an issue where in-word conquest points were incorrectly fading out when un-aiming a firearm.&lt;br /&gt;
* Experimental fix towards an issue where players would get stuck interacting with a rocket launcher that respawned.&lt;br /&gt;
* Experimental fix towards an issue where the rocket trajectory would be slightly offset.&lt;br /&gt;
* Experimental fix towards multiple other cases of inconsistent states with rocket launchers.&lt;br /&gt;
* Solved an issue where players would stand up when sleeping in a bed.&lt;br /&gt;
* Solved an issue where specific barbed wire props weren’t dealing damage on Frontlines.&lt;br /&gt;
* Solved an issue where some customisation functionality would break when rotating to an un-modded map from a modded map.&lt;br /&gt;
* Solved an issue where loading a rocket or cannon and pressing ‘V’ will get the player stuck in an infinite loading state.&lt;br /&gt;
* Solved an issue with player animations intermittently breaking when interacting with objects including those present on ships.&lt;br /&gt;
* Solved an issue with other players not keeping upright when swaying with the ships. Sealegs no longer!&lt;br /&gt;
* Solved an issue with FSR 3.0 not functioning in the main menu.&lt;br /&gt;
* Solved an issue with the controls icon not getting properly highlighted in the controls panel.&lt;br /&gt;
* Solved a typo in the game rules panel.&lt;br /&gt;
* Solved an issue where aim sensitivity was not correctly applied in between the chambering of shots on the Frontlines game type.&lt;br /&gt;
* Solved an issue where map voting emblems on Frontlines were slightly offset.&lt;br /&gt;
* Solved an issue where tables on the Frontlines gametype could be placed inside objects.&lt;br /&gt;
* Solved an issue with players jittering while moving artillery pieces.&lt;br /&gt;
* Solved an issue with artillery spawning slightly floating on aspern.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Linburg.&lt;br /&gt;
* Improved interaction with the swivel gun in the courtyard on Linburg.&lt;br /&gt;
* Solved an issue with moveable artillery being unable to cross the bridge on Heartmound.&lt;br /&gt;
* Solved an issue with ladders not highlighting on Buckland Banks.&lt;br /&gt;
* Solved an issue where you could get stuck below the bridge on Balamor Bay.&lt;br /&gt;
* Solved an issue where one faction didn’t have rocket launchers available on Sharpton.&lt;br /&gt;
* Solved an issue with trees floating on Fort Christina.&lt;br /&gt;
* Solved an issue with rocket stacks culling at low distances.&lt;br /&gt;
* Solved an issue with planks and stones covering sewers culling too early on Empire.&lt;br /&gt;
* Solved multiple map warnings on Nations At War.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue where you could cap A from the cave underneath the church on Isle of Wake.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Avignon.&lt;br /&gt;
* Solved an issue with trees floating on Avignon.&lt;br /&gt;
* Solved an issue with point D on Red Tides having only 3 Trench Raider spawns.&lt;br /&gt;
* Solved an issue with incorrect ladder rotation on Fort Al Farid.&lt;br /&gt;
* Solved an issue where players were unable to load one of the Howitzers on Ernest Ridge.&lt;br /&gt;
* Solved multiple map warnings on Frontlines.&lt;br /&gt;
* Solved issues with floating props on Convoy.&lt;br /&gt;
* Solved multiple issues with shadow casters on Port Nile.&lt;br /&gt;
* Solved an issue with broken LODs near the bunker on Depot.&lt;br /&gt;
* Solved an issue with tents flipping on Watchtower Arena.&lt;br /&gt;
* Solved an issue where players could teleport to the upper floors inside the main capture point on Fort Al Farid.&lt;br /&gt;
* Solved an issue with the bales propr on Fort Schwarz appearing incorrectly.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with see-through rocks on Isle of Wake.&lt;br /&gt;
* Solved an issue with terrain sticking through buildings on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with incorrect bed exit position on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where wall decoration would remain floating when a wall is destroyed on Hillso of Tyrol.&lt;br /&gt;
* Experimental fix towards an issue where players would sometimes spawn inside a wall on Empire.&lt;br /&gt;
* Solved an issue with missing props on one of the bridges on Balamor Bay.&lt;br /&gt;
* Solved an issue with a small gate on Arendan River being invisible.&lt;br /&gt;
* Solved an issue with floating trees floating on Sharpton.&lt;br /&gt;
* Solved an issue with a block box showing inside the tunnel on Empire.&lt;br /&gt;
* Solved an issue with invisible colliders inside one of the houses on Over The Top.&lt;br /&gt;
* Solved an issue with the rope of the hanging cannon on Fort Salettes going invisible.&lt;br /&gt;
* Solved an issue where one of the shooting platforms on Fort Al Farid would go invisible.&lt;br /&gt;
* Solved an issue with invisible firing steps on Heroes Landing.&lt;br /&gt;
* Solved an issue with a face missing on the desert wall meshes.&lt;br /&gt;
* Solved an issue where players would sometimes spawn facing the wrong direction on Fort Darial.&lt;br /&gt;
* Experimental fix towards an issue where glass would appear floating on Sacred Valley.&lt;br /&gt;
&lt;br /&gt;
=== Misc (3) ===&lt;br /&gt;
&lt;br /&gt;
* Updated the header thanking individuals for acquiring all Holdfast DLCs to the latest branding.&lt;br /&gt;
* Updated images in the in-game store.&lt;br /&gt;
* The splash screen now features the proper re-branded logo with the golden compass.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3187</id>
		<title>MegaPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3187"/>
		<updated>2025-05-28T12:23:24Z</updated>

		<summary type="html">&lt;p&gt;Stan: Change was not gamemode specific&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.31]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Extended capture zones for all Invasion maps which feature a beach landing on Frontlines. These extended points are represented by additional flags.&lt;br /&gt;
* Enemy player cards will now show on screen when you gather a kill.&lt;br /&gt;
:» Should you not be up for the party, you can disable this function through the game’s settings.&lt;br /&gt;
* Introduced an indicator when attaching and detaching bayonets.&lt;br /&gt;
* Introduced unique icons to distinguish between the reloading of firearms and detaching or attaching bayonets.&lt;br /&gt;
* Introduced an indicator when entering strafing mode on horseback.&lt;br /&gt;
* Capturing the last point on the Army Siege game mode will now immediately end the match.&lt;br /&gt;
* The player’s soldier rank is now shown on the death screen.&lt;br /&gt;
* Improved the jump animation while unarmed.&lt;br /&gt;
* Improved the jump animation while holding a pistol.&lt;br /&gt;
* Improved the animation while walking unarmed.&lt;br /&gt;
* Players are now limited to posting once every 5 minutes in the Recruitment chat.&lt;br /&gt;
:» Input the following commands outside map rotations: enforce_recruitment_chat true/false (Default: False) and recruitment_timeout_duration 300 (Default: 0 seconds).&lt;br /&gt;
* The rotation speed for the block and default melee stance are now identical.&lt;br /&gt;
:» Should you wish to change to legacy mode, enable the ‘Advanced’ option from the ‘Game’ settings and look for ‘Melee Sensitivity Type’. &lt;br /&gt;
* Improved map voting reducing instances of the same maps coming into play.&lt;br /&gt;
* Improved map weather randomisation to feature fewer occurrences of night and rain presets.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (30)===&lt;br /&gt;
&lt;br /&gt;
* Moved Archipelago from Low to Medium and High server population.&lt;br /&gt;
* Moved Foxhole from Medium to High server population.&lt;br /&gt;
* Performed several map balancing changes on Estate.&lt;br /&gt;
* Performed reinforcement rebalance changes on Estate.&lt;br /&gt;
* Reduced the round time to 30 minutes on Estate.&lt;br /&gt;
* Performed several map balancing changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Kingsman Bay.&lt;br /&gt;
* Moved frigate-only rotations on Naval Warfront to Medium from Low server population.&lt;br /&gt;
* Changed rotation 18 on Naval Warfront from 2-Gun Schooners to 13-Gun Brig-Sloops.&lt;br /&gt;
* Removed some fences near fields on Hills of Tyrol allowing for better player movement.&lt;br /&gt;
* Performed several map balancing changes on Lindisfarne.&lt;br /&gt;
* Introduced more entry points to St Peter’s buildings allowing for better player movement.&lt;br /&gt;
* Introduced ladders outside of the B point on Camp Salamanca when the Army Siege game mode is in play.&lt;br /&gt;
* Performed several map balancing changes on Fort Imraan.&lt;br /&gt;
* Artillery guns on Estate are no longer able to target the invader ship spawn.&lt;br /&gt;
* Artillery guns on Heroes Landing are no longer able to target the invader ship spawn.&lt;br /&gt;
* Introduced more limitations to tent spawning on Camp Salamanca.&lt;br /&gt;
* Lowered defences on the last point on Fort Darial allowing players to fire behind cover.&lt;br /&gt;
* Replaced one Howitzer with a Field Gun on Fort Schwarz.&lt;br /&gt;
* Adjusted default values for controllers.&lt;br /&gt;
* You now press instead of hold to open the scoreboard when playing on a controller.&lt;br /&gt;
* Improved firearm aiming sensitivity when playing on a controller.&lt;br /&gt;
* Reduced the damage Trench Raiders can tank from 65% to 40%.&lt;br /&gt;
* Increased swimming speed by 20%.&lt;br /&gt;
* Officers will now listen to Officer’s chat by default.&lt;br /&gt;
* Reduced the hits it takes to build Sapper walls and shooting platforms from 25 to 15 hits.&lt;br /&gt;
* Spectating another player now shows their soldier rank.&lt;br /&gt;
* Moved the controls screen to the escape menu for easier accessibility.&lt;br /&gt;
* Introduced 2 additional FOL (Fire out of Line) settings for community events, allowing hosts to disallow specific classes from crouching and reloading, or crouching and firing&lt;br /&gt;
:» To disable crouch reloading, Input the following command per map rotation: 'fol_default crouch_reloading_allowed true/false' (Default: True)&lt;br /&gt;
:» To disable crouch firing, Input the following command per map rotation: 'fol_default crouch_firing_allowed true/false' (Default: True)&lt;br /&gt;
:» Make sure that FOL is enabled in the rotation using: 'fol_enabled true'&lt;br /&gt;
:» These commands can also be applied per class by using 'fol_class &amp;lt;PlayerClass&amp;gt;' instead of 'fol_default'&lt;br /&gt;
:» More details: https://wiki.holdfastgame.com/Admin_Features#Fire_Out_of_Line&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
* Issued multiple RAM-oriented optimisations.&lt;br /&gt;
* Reduced game file size even further down to 17 GB from 19 GB.&lt;br /&gt;
* Upgraded the game engine.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (94)===&lt;br /&gt;
* Solved an issue where mounted players would T-pose if they die at the same time as the horse they’re riding.&lt;br /&gt;
* Solved an issue where dismounted cavalrymen would no longer be able to deal damage with their swords.&lt;br /&gt;
* Solved an issue where the cooldown timer for the surrender emote wasn’t working as intended.&lt;br /&gt;
* Solved an issue where horse corpses would jitter.&lt;br /&gt;
* Solved an issue where horse kill logs were no longer showing.&lt;br /&gt;
* Solved an issue where cavalry movement would jitter when rotating.&lt;br /&gt;
* Solved multiple animation inconsistencies when pressing S and Space on horseback while standing idle.&lt;br /&gt;
* Solved an issue where players on horseback would slide when jumping downhill and pressing the F key. &lt;br /&gt;
* Solved an issue where players on horseback would appear to be standing at a distance.&lt;br /&gt;
* Solved an issue where sometimes cavalryman will appear to not have their sabre equipped.&lt;br /&gt;
* Improved cases where melee strikes would appear to speed up or not play an animation at all. The issue isn’t completely solved.&lt;br /&gt;
* Experimental fix towards an issue where the player wouldn’t show the correct block direction.&lt;br /&gt;
* Solved an issue where the reload animation would appear to skip or speed up when a player comes from off the screen.&lt;br /&gt;
* Solved an issue where officer marker preview indicators wouldn’t show.&lt;br /&gt;
* Solved an issue with the browser UI overlaying on top of one another when disconnecting from a server.&lt;br /&gt;
* Experimental fix which should reduce occurrences of sapper-prop states intermittently desynching.&lt;br /&gt;
* Solved an issue where players sometimes spawned with temporary immunity on squad tables in the Frontlines game type.&lt;br /&gt;
* Solved an issue with the popup advising players that Steam isn’t running, and not showing properly.&lt;br /&gt;
* Solved an issue where players would sometimes get stuck when taking control of a mortar from another player.&lt;br /&gt;
* Solved an issue where capture points would sometimes show as captured on round start even though they aren’t.&lt;br /&gt;
* Solved an issue with incorrect formatting for orders when the German language is in use.&lt;br /&gt;
* Solved an instance which sometimes caused players to be stuck infinitely ramming a cannon.&lt;br /&gt;
* Solved an issue where the One’s Cause mission wouldn’t properly show as completed despite receiving the rewards.&lt;br /&gt;
* Solved an issue where the admin raygun wouldn’t target the correct player in the P menu.&lt;br /&gt;
* Solved an issue where squad camps weren’t able to be placed if a melee weapon was equipped while playing on a controller.&lt;br /&gt;
* Solved an issue where the reload hint would unintentionally show on controller when swapping between melee and firearm modes.&lt;br /&gt;
* Solved an issue where sometimes the kill-feed would be hidden for the player until the UI is re-adjusted.&lt;br /&gt;
* Solved an issue with the Melee Attack Sensitivity slider not clamping properly.&lt;br /&gt;
* Solved an issue where the diamonds for newly discoverable items wouldn’t hide in the barracks after being accessed.&lt;br /&gt;
* Solved an issue where hotkeys attached to objects weren’t properly showing when using a controller.&lt;br /&gt;
* Solved an issue where the player would sometimes detach or attach their own bayonet when scrolling through the scoreboard using a controller.&lt;br /&gt;
* Solved an issue where some short swords were incorrectly showing that they dealt more damage than intended in the barracks UI.&lt;br /&gt;
* Solved an issue with a circular image in the spawn menu appearing jagged.&lt;br /&gt;
* Solved an issue where sensitivity would change when transitioning between standing and crouching.&lt;br /&gt;
* Solved an issue where the sword would no longer be visible when using a salute gesture.&lt;br /&gt;
* Solved an issue where in-word conquest points were incorrectly fading out when un-aiming a firearm.&lt;br /&gt;
* Experimental fix towards an issue where players would get stuck interacting with a rocket launcher that respawned.&lt;br /&gt;
* Experimental fix towards an issue where the rocket trajectory would be slightly offset.&lt;br /&gt;
* Experimental fix towards multiple other cases of inconsistent states with rocket launchers.&lt;br /&gt;
* Solved an issue where players would stand up when sleeping in a bed.&lt;br /&gt;
* Solved an issue where specific barbed wire props weren’t dealing damage on Frontlines.&lt;br /&gt;
* Solved an issue where some customisation functionality would break when rotating to an un-modded map from a modded map.&lt;br /&gt;
* Solved an issue where loading a rocket or cannon and pressing ‘V’ will get the player stuck in an infinite loading state.&lt;br /&gt;
* Solved an issue with player animations intermittently breaking when interacting with objects including those present on ships.&lt;br /&gt;
* Solved an issue with other players not keeping upright when swaying with the ships. Sealegs no longer!&lt;br /&gt;
* Solved an issue with FSR 3.0 not functioning in the main menu.&lt;br /&gt;
* Solved an issue with the controls icon not getting properly highlighted in the controls panel.&lt;br /&gt;
* Solved a typo in the game rules panel.&lt;br /&gt;
* Solved an issue where aim sensitivity was not correctly applied in between the chambering of shots on the Frontlines game type.&lt;br /&gt;
* Solved an issue where map voting emblems on Frontlines were slightly offset.&lt;br /&gt;
* Solved an issue where tables on the Frontlines gametype could be placed inside objects.&lt;br /&gt;
* Solved an issue with players jittering while moving artillery pieces.&lt;br /&gt;
* Solved an issue with artillery spawning slightly floating on aspern.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Linburg.&lt;br /&gt;
* Improved interaction with the swivel gun in the courtyard on Linburg.&lt;br /&gt;
* Solved an issue with moveable artillery being unable to cross the bridge on Heartmound.&lt;br /&gt;
* Solved an issue with ladders not highlighting on Buckland Banks.&lt;br /&gt;
* Solved an issue where you could get stuck below the bridge on Balamor Bay.&lt;br /&gt;
* Solved an issue where one faction didn’t have rocket launchers available on Sharpton.&lt;br /&gt;
* Solved an issue with trees floating on Fort Christina.&lt;br /&gt;
* Solved an issue with rocket stacks culling at low distances.&lt;br /&gt;
* Solved an issue with planks and stones covering sewers culling too early on Empire.&lt;br /&gt;
* Solved multiple map warnings on Nations At War.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue where you could cap A from the cave underneath the church on Isle of Wake.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Avignon.&lt;br /&gt;
* Solved an issue with trees floating on Avignon.&lt;br /&gt;
* Solved an issue with point D on Red Tides having only 3 Trench Raider spawns.&lt;br /&gt;
* Solved an issue with incorrect ladder rotation on Fort Al Farid.&lt;br /&gt;
* Solved an issue where players were unable to load one of the Howitzers on Ernest Ridge.&lt;br /&gt;
* Solved multiple map warnings on Frontlines.&lt;br /&gt;
* Solved issues with floating props on Convoy.&lt;br /&gt;
* Solved multiple issues with shadow casters on Port Nile.&lt;br /&gt;
* Solved an issue with broken LODs near the bunker on Depot.&lt;br /&gt;
* Solved an issue with tents flipping on Watchtower Arena.&lt;br /&gt;
* Solved an issue where players could teleport to the upper floors inside the main capture point on Fort Al Farid.&lt;br /&gt;
* Solved an issue with the bales propr on Fort Schwarz appearing incorrectly.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with see-through rocks on Isle of Wake.&lt;br /&gt;
* Solved an issue with terrain sticking through buildings on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with incorrect bed exit position on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where wall decoration would remain floating when a wall is destroyed on Hillso of Tyrol.&lt;br /&gt;
* Experimental fix towards an issue where players would sometimes spawn inside a wall on Empire.&lt;br /&gt;
* Solved an issue with missing props on one of the bridges on Balamor Bay.&lt;br /&gt;
* Solved an issue with a small gate on Arendan River being invisible.&lt;br /&gt;
* Solved an issue with floating trees floating on Sharpton.&lt;br /&gt;
* Solved an issue with a block box showing inside the tunnel on Empire.&lt;br /&gt;
* Solved an issue with invisible colliders inside one of the houses on Over The Top.&lt;br /&gt;
* Solved an issue with the rope of the hanging cannon on Fort Salettes going invisible.&lt;br /&gt;
* Solved an issue where one of the shooting platforms on Fort Al Farid would go invisible.&lt;br /&gt;
* Solved an issue with invisible firing steps on Heroes Landing.&lt;br /&gt;
* Solved an issue with a face missing on the desert wall meshes.&lt;br /&gt;
* Solved an issue where players would sometimes spawn facing the wrong direction on Fort Darial.&lt;br /&gt;
* Experimental fix towards an issue where glass would appear floating on Sacred Valley.&lt;br /&gt;
&lt;br /&gt;
=== Misc (3) ===&lt;br /&gt;
&lt;br /&gt;
* Updated the header thanking individuals for acquiring all Holdfast DLCs to the latest branding.&lt;br /&gt;
* Updated images in the in-game store.&lt;br /&gt;
* The splash screen now features the proper re-branded logo with the golden compass.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3186</id>
		<title>MegaPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=3186"/>
		<updated>2025-05-28T12:22:20Z</updated>

		<summary type="html">&lt;p&gt;Stan: Remove unnecessary apostrophe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.31]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Extended capture zones for all Invasion maps which feature a beach landing on Frontlines. These extended points are represented by additional flags.&lt;br /&gt;
* Enemy player cards will now show on screen when you gather a kill.&lt;br /&gt;
:» Should you not be up for the party, you can disable this function through the game’s settings.&lt;br /&gt;
* Introduced an indicator when attaching and detaching bayonets.&lt;br /&gt;
* Introduced unique icons to distinguish between the reloading of firearms and detaching or attaching bayonets.&lt;br /&gt;
* Introduced an indicator when entering strafing mode on horseback.&lt;br /&gt;
* Capturing the last point on the Army Siege game mode will now immediately end the match.&lt;br /&gt;
* The player’s soldier rank is now shown on the death screen.&lt;br /&gt;
* Improved the jump animation while unarmed.&lt;br /&gt;
* Improved the jump animation while holding a pistol.&lt;br /&gt;
* Improved the animation while walking unarmed.&lt;br /&gt;
* Players are now limited to posting once every 5 minutes in the Recruitment chat.&lt;br /&gt;
:» Input the following commands outside map rotations: enforce_recruitment_chat true/false (Default: False) and recruitment_timeout_duration 300 (Default: 0 seconds).&lt;br /&gt;
* The rotation speed for the block and default melee stance are now identical.&lt;br /&gt;
:» Should you wish to change to legacy mode, enable the ‘Advanced’ option from the ‘Game’ settings and look for ‘Melee Sensitivity Type’. &lt;br /&gt;
* Improved map voting reducing instances of the same maps coming into play.&lt;br /&gt;
* Improved map weather randomisation to feature fewer occurrences of night and rain presets.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (30)===&lt;br /&gt;
&lt;br /&gt;
* Moved Archipelago from Low to Medium and High server population.&lt;br /&gt;
* Moved Foxhole from Medium to High server population.&lt;br /&gt;
* Performed several map balancing changes on Estate.&lt;br /&gt;
* Performed reinforcement rebalance changes on Estate.&lt;br /&gt;
* Reduced the round time to 30 minutes on Estate.&lt;br /&gt;
* Performed several map balancing changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Over The Top.&lt;br /&gt;
* Performed reinforcement rebalance changes on Kingsman Bay.&lt;br /&gt;
* Moved frigate-only rotations on Naval Warfront to Medium from Low server population.&lt;br /&gt;
* Changed rotation 18 on Naval Warfront from 2-Gun Schooners to 13-Gun Brig-Sloops.&lt;br /&gt;
* Removed some fences near fields on Hills of Tyrol allowing for better player movement.&lt;br /&gt;
* Performed several map balancing changes on Lindisfarne.&lt;br /&gt;
* Introduced more entry points to St Peter’s buildings allowing for better player movement.&lt;br /&gt;
* Introduced ladders outside of the B point on Camp Salamanca when the Army Siege game mode is in play.&lt;br /&gt;
* Performed several map balancing changes on Fort Imraan.&lt;br /&gt;
* Artillery guns on Estate are no longer able to target the invader ship spawn.&lt;br /&gt;
* Artillery guns on Heroes Landing are no longer able to target the invader ship spawn.&lt;br /&gt;
* Introduced more limitations to tent spawning on Camp Salamanca.&lt;br /&gt;
* Lowered defences on the last point on Fort Darial allowing players to fire behind cover.&lt;br /&gt;
* Replaced one Howitzer with a Field Gun on Fort Schwarz when the Army Siege game mode is in play.&lt;br /&gt;
* Adjusted default values for controllers.&lt;br /&gt;
* You now press instead of hold to open the scoreboard when playing on a controller.&lt;br /&gt;
* Improved firearm aiming sensitivity when playing on a controller.&lt;br /&gt;
* Reduced the damage Trench Raiders can tank from 65% to 40%.&lt;br /&gt;
* Increased swimming speed by 20%.&lt;br /&gt;
* Officers will now listen to Officer’s chat by default.&lt;br /&gt;
* Reduced the hits it takes to build Sapper walls and shooting platforms from 25 to 15 hits.&lt;br /&gt;
* Spectating another player now shows their soldier rank.&lt;br /&gt;
* Moved the controls screen to the escape menu for easier accessibility.&lt;br /&gt;
* Introduced 2 additional FOL (Fire out of Line) settings for community events, allowing hosts to disallow specific classes from crouching and reloading, or crouching and firing&lt;br /&gt;
:» To disable crouch reloading, Input the following command per map rotation: 'fol_default crouch_reloading_allowed true/false' (Default: True)&lt;br /&gt;
:» To disable crouch firing, Input the following command per map rotation: 'fol_default crouch_firing_allowed true/false' (Default: True)&lt;br /&gt;
:» Make sure that FOL is enabled in the rotation using: 'fol_enabled true'&lt;br /&gt;
:» These commands can also be applied per class by using 'fol_class &amp;lt;PlayerClass&amp;gt;' instead of 'fol_default'&lt;br /&gt;
:» More details: https://wiki.holdfastgame.com/Admin_Features#Fire_Out_of_Line&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
* Issued multiple RAM-oriented optimisations.&lt;br /&gt;
* Reduced game file size even further down to 17 GB from 19 GB.&lt;br /&gt;
* Upgraded the game engine.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (94)===&lt;br /&gt;
* Solved an issue where mounted players would T-pose if they die at the same time as the horse they’re riding.&lt;br /&gt;
* Solved an issue where dismounted cavalrymen would no longer be able to deal damage with their swords.&lt;br /&gt;
* Solved an issue where the cooldown timer for the surrender emote wasn’t working as intended.&lt;br /&gt;
* Solved an issue where horse corpses would jitter.&lt;br /&gt;
* Solved an issue where horse kill logs were no longer showing.&lt;br /&gt;
* Solved an issue where cavalry movement would jitter when rotating.&lt;br /&gt;
* Solved multiple animation inconsistencies when pressing S and Space on horseback while standing idle.&lt;br /&gt;
* Solved an issue where players on horseback would slide when jumping downhill and pressing the F key. &lt;br /&gt;
* Solved an issue where players on horseback would appear to be standing at a distance.&lt;br /&gt;
* Solved an issue where sometimes cavalryman will appear to not have their sabre equipped.&lt;br /&gt;
* Improved cases where melee strikes would appear to speed up or not play an animation at all. The issue isn’t completely solved.&lt;br /&gt;
* Experimental fix towards an issue where the player wouldn’t show the correct block direction.&lt;br /&gt;
* Solved an issue where the reload animation would appear to skip or speed up when a player comes from off the screen.&lt;br /&gt;
* Solved an issue where officer marker preview indicators wouldn’t show.&lt;br /&gt;
* Solved an issue with the browser UI overlaying on top of one another when disconnecting from a server.&lt;br /&gt;
* Experimental fix which should reduce occurrences of sapper-prop states intermittently desynching.&lt;br /&gt;
* Solved an issue where players sometimes spawned with temporary immunity on squad tables in the Frontlines game type.&lt;br /&gt;
* Solved an issue with the popup advising players that Steam isn’t running, and not showing properly.&lt;br /&gt;
* Solved an issue where players would sometimes get stuck when taking control of a mortar from another player.&lt;br /&gt;
* Solved an issue where capture points would sometimes show as captured on round start even though they aren’t.&lt;br /&gt;
* Solved an issue with incorrect formatting for orders when the German language is in use.&lt;br /&gt;
* Solved an instance which sometimes caused players to be stuck infinitely ramming a cannon.&lt;br /&gt;
* Solved an issue where the One’s Cause mission wouldn’t properly show as completed despite receiving the rewards.&lt;br /&gt;
* Solved an issue where the admin raygun wouldn’t target the correct player in the P menu.&lt;br /&gt;
* Solved an issue where squad camps weren’t able to be placed if a melee weapon was equipped while playing on a controller.&lt;br /&gt;
* Solved an issue where the reload hint would unintentionally show on controller when swapping between melee and firearm modes.&lt;br /&gt;
* Solved an issue where sometimes the kill-feed would be hidden for the player until the UI is re-adjusted.&lt;br /&gt;
* Solved an issue with the Melee Attack Sensitivity slider not clamping properly.&lt;br /&gt;
* Solved an issue where the diamonds for newly discoverable items wouldn’t hide in the barracks after being accessed.&lt;br /&gt;
* Solved an issue where hotkeys attached to objects weren’t properly showing when using a controller.&lt;br /&gt;
* Solved an issue where the player would sometimes detach or attach their own bayonet when scrolling through the scoreboard using a controller.&lt;br /&gt;
* Solved an issue where some short swords were incorrectly showing that they dealt more damage than intended in the barracks UI.&lt;br /&gt;
* Solved an issue with a circular image in the spawn menu appearing jagged.&lt;br /&gt;
* Solved an issue where sensitivity would change when transitioning between standing and crouching.&lt;br /&gt;
* Solved an issue where the sword would no longer be visible when using a salute gesture.&lt;br /&gt;
* Solved an issue where in-word conquest points were incorrectly fading out when un-aiming a firearm.&lt;br /&gt;
* Experimental fix towards an issue where players would get stuck interacting with a rocket launcher that respawned.&lt;br /&gt;
* Experimental fix towards an issue where the rocket trajectory would be slightly offset.&lt;br /&gt;
* Experimental fix towards multiple other cases of inconsistent states with rocket launchers.&lt;br /&gt;
* Solved an issue where players would stand up when sleeping in a bed.&lt;br /&gt;
* Solved an issue where specific barbed wire props weren’t dealing damage on Frontlines.&lt;br /&gt;
* Solved an issue where some customisation functionality would break when rotating to an un-modded map from a modded map.&lt;br /&gt;
* Solved an issue where loading a rocket or cannon and pressing ‘V’ will get the player stuck in an infinite loading state.&lt;br /&gt;
* Solved an issue with player animations intermittently breaking when interacting with objects including those present on ships.&lt;br /&gt;
* Solved an issue with other players not keeping upright when swaying with the ships. Sealegs no longer!&lt;br /&gt;
* Solved an issue with FSR 3.0 not functioning in the main menu.&lt;br /&gt;
* Solved an issue with the controls icon not getting properly highlighted in the controls panel.&lt;br /&gt;
* Solved a typo in the game rules panel.&lt;br /&gt;
* Solved an issue where aim sensitivity was not correctly applied in between the chambering of shots on the Frontlines game type.&lt;br /&gt;
* Solved an issue where map voting emblems on Frontlines were slightly offset.&lt;br /&gt;
* Solved an issue where tables on the Frontlines gametype could be placed inside objects.&lt;br /&gt;
* Solved an issue with players jittering while moving artillery pieces.&lt;br /&gt;
* Solved an issue with artillery spawning slightly floating on aspern.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Linburg.&lt;br /&gt;
* Improved interaction with the swivel gun in the courtyard on Linburg.&lt;br /&gt;
* Solved an issue with moveable artillery being unable to cross the bridge on Heartmound.&lt;br /&gt;
* Solved an issue with ladders not highlighting on Buckland Banks.&lt;br /&gt;
* Solved an issue where you could get stuck below the bridge on Balamor Bay.&lt;br /&gt;
* Solved an issue where one faction didn’t have rocket launchers available on Sharpton.&lt;br /&gt;
* Solved an issue with trees floating on Fort Christina.&lt;br /&gt;
* Solved an issue with rocket stacks culling at low distances.&lt;br /&gt;
* Solved an issue with planks and stones covering sewers culling too early on Empire.&lt;br /&gt;
* Solved multiple map warnings on Nations At War.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue where you could cap A from the cave underneath the church on Isle of Wake.&lt;br /&gt;
* Solved an issue where you spawn slightly floating above the ground on Avignon.&lt;br /&gt;
* Solved an issue with trees floating on Avignon.&lt;br /&gt;
* Solved an issue with point D on Red Tides having only 3 Trench Raider spawns.&lt;br /&gt;
* Solved an issue with incorrect ladder rotation on Fort Al Farid.&lt;br /&gt;
* Solved an issue where players were unable to load one of the Howitzers on Ernest Ridge.&lt;br /&gt;
* Solved multiple map warnings on Frontlines.&lt;br /&gt;
* Solved issues with floating props on Convoy.&lt;br /&gt;
* Solved multiple issues with shadow casters on Port Nile.&lt;br /&gt;
* Solved an issue with broken LODs near the bunker on Depot.&lt;br /&gt;
* Solved an issue with tents flipping on Watchtower Arena.&lt;br /&gt;
* Solved an issue where players could teleport to the upper floors inside the main capture point on Fort Al Farid.&lt;br /&gt;
* Solved an issue with the bales propr on Fort Schwarz appearing incorrectly.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with see-through rocks on Isle of Wake.&lt;br /&gt;
* Solved an issue with terrain sticking through buildings on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with incorrect bed exit position on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where wall decoration would remain floating when a wall is destroyed on Hillso of Tyrol.&lt;br /&gt;
* Experimental fix towards an issue where players would sometimes spawn inside a wall on Empire.&lt;br /&gt;
* Solved an issue with missing props on one of the bridges on Balamor Bay.&lt;br /&gt;
* Solved an issue with a small gate on Arendan River being invisible.&lt;br /&gt;
* Solved an issue with floating trees floating on Sharpton.&lt;br /&gt;
* Solved an issue with a block box showing inside the tunnel on Empire.&lt;br /&gt;
* Solved an issue with invisible colliders inside one of the houses on Over The Top.&lt;br /&gt;
* Solved an issue with the rope of the hanging cannon on Fort Salettes going invisible.&lt;br /&gt;
* Solved an issue where one of the shooting platforms on Fort Al Farid would go invisible.&lt;br /&gt;
* Solved an issue with invisible firing steps on Heroes Landing.&lt;br /&gt;
* Solved an issue with a face missing on the desert wall meshes.&lt;br /&gt;
* Solved an issue where players would sometimes spawn facing the wrong direction on Fort Darial.&lt;br /&gt;
* Experimental fix towards an issue where glass would appear floating on Sacred Valley.&lt;br /&gt;
&lt;br /&gt;
=== Misc (3) ===&lt;br /&gt;
&lt;br /&gt;
* Updated the header thanking individuals for acquiring all Holdfast DLCs to the latest branding.&lt;br /&gt;
* Updated images in the in-game store.&lt;br /&gt;
* The splash screen now features the proper re-branded logo with the golden compass.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=3170</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=3170"/>
		<updated>2025-04-10T14:20:50Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Features &amp;amp; Improvements (7) */  Change number of listed items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.30]==&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
&lt;br /&gt;
* Multiple additions targeting RAM optimisations.&lt;br /&gt;
* FSR 1.0 is now enabled by default instead of FSR 3.0 on Potato and Very Low settings, as the latter is quite heavy on lower-end machines. &lt;br /&gt;
* Updated the list of GPUs that determine which preset the game launches with on first launch.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (24)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where using the in-game report a player function disconnects you from the server. &lt;br /&gt;
* Solved an issue with ivy clipping on Fort Winston.&lt;br /&gt;
* Solved an issue with fire particle effects on Convoy.&lt;br /&gt;
* Solved an issue with a spawn point on Black Forest &lt;br /&gt;
* Solved an issue where people could get stuck behind a fence in Aunby Valley.&lt;br /&gt;
* Solved an issue where loading the Caribbean map would crash the game.&lt;br /&gt;
* Solved an issue with props floating on Sacred Valley.&lt;br /&gt;
* Solved an issue with enemy name tags being visible sometimes at long distances.&lt;br /&gt;
* Experimental fix towards an issue where conquest capture points wouldn’t display.&lt;br /&gt;
* Solved an issue with kills by canister not showing properly in the death screen.&lt;br /&gt;
* Solved an issue where you couldn’t crouch while using the surrender animation.&lt;br /&gt;
* Solved an issue which intermittently caused performance to degrade.&lt;br /&gt;
* Solved an issue which caused player movement to appear jittery.&lt;br /&gt;
* Solved an issue which would sometimes cause the server to freeze.&lt;br /&gt;
* Solved an issue on Aspern where interacting with an object would cause the player’s animations to break.&lt;br /&gt;
* Solved an issue with multiple misplaced objects on Charleville.&lt;br /&gt;
* Solved an issue where the kill distance is no longer shown on the death screen.&lt;br /&gt;
* Solved an issue where the enemy soldier’s rank colour wouldn’t show properly in the death screen.&lt;br /&gt;
* Solved an issue where the post-processing dropdown setting would disappear after disabling post-processing.&lt;br /&gt;
* Solved an issue with missing icons in the kill-log when using weapon overrides.&lt;br /&gt;
* Solved an issue where cavalrymen would be unable to strike or interact with objects after their horse was killed by an enemy player.&lt;br /&gt;
* Solved an issue where orders and missions would break when using the German, Russian and other localised languages.&lt;br /&gt;
* Solved an issue with score elements overlapping when playing on Steam Deck.&lt;br /&gt;
* Solved multiple client-side errors. Work on this front is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2.29.2==&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
&lt;br /&gt;
* A smoother gameplay experience thanks to optimisations in CPU, GPU, and RAM utilisation.&lt;br /&gt;
* Reduced the game’s file size.&lt;br /&gt;
* Fewer instances of memory leaks. Work is ongoing on this front.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
&lt;br /&gt;
* You can now report other players through the ‘P’ menu.&lt;br /&gt;
* Updated localisation thanks to the assistance of our beloved community. Translations are still ongoing.&lt;br /&gt;
::» Chinese - Lengka, Aimee&lt;br /&gt;
::» Czech - Dry, Kermit Froggson, Mollie, MaggMark and Schnitzel&lt;br /&gt;
::» Danish - Jona and FishFish&lt;br /&gt;
::» Dutch - Trainboy and Statros&lt;br /&gt;
::» French - Teonino, Scapin and Thegame&lt;br /&gt;
::» German - DasGesundeBrot, Piccabo and Von Baden&lt;br /&gt;
::» Greek - Turtles&lt;br /&gt;
::» Italian - Carlous Rex, Frog Arsonist and Dusty22&lt;br /&gt;
::» Japanese - Gooba&lt;br /&gt;
::» Korean - SNG and Dawson1029&lt;br /&gt;
::» Polish - Miloszig, TheJacob, M4F1N, Krupiz and Espada&lt;br /&gt;
::» Portuguese - Figurante, OCurta, Kooldan and Dekictl&lt;br /&gt;
::» Romanian - Alexaroth&lt;br /&gt;
::» Russian - Wilhelm, Anna Scherer, Turkmenbashy and yav4ik&lt;br /&gt;
::» Spanish - SirTosky, Ruddy, Fale, Airok, Plasticwolf, Madskillero and Andres&lt;br /&gt;
::» Swedish - Uni&lt;br /&gt;
::» Turkish - Crontz and MrShark&lt;br /&gt;
* A community feat unlock for individuals who join a regiment.&lt;br /&gt;
* A community feat unlock for individuals who join the wider community on the official Discord.&lt;br /&gt;
* Introduced additional feats and rewards for outstanding contributions to the Holdfast community. Join us on discord.gg/holdfastgame to get involved.&lt;br /&gt;
* Reorganised the game settings for easier access and introduced controller deadzone visibility.&lt;br /&gt;
* Introduced support for additional characters to improve localisation.&lt;br /&gt;
&lt;br /&gt;
===Graphical (2)===&lt;br /&gt;
&lt;br /&gt;
* New loading screens for maps that previously featured outdated graphics.&lt;br /&gt;
* Upgraded FSR 3.0.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
* Solved several exceptions on the client-side.&lt;br /&gt;
* Solved issues with the admin kill log panel.&lt;br /&gt;
* Solved an issue where the join squad notification was overlaying the kill feed.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes the firearm to stop responding to mouse movement.&lt;br /&gt;
* Experimental fix towards an issue where sometimes a player would temporarily spawn with a backpack they haven’t equipped.&lt;br /&gt;
* Experimental fix towards an issue which sometimes caused overhead banners to flash.&lt;br /&gt;
* Solved an exploit which allowed players to change size, colour and other rich-text functions in custom player names. We’ve quite enjoyed what the community has done with this unintended feature, so we’ve decided to retain functionality for colour edits in regiment names.&lt;br /&gt;
&lt;br /&gt;
==2.29==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (1)===&lt;br /&gt;
* Performed a multitude of changes to master audio and improve voice chat legibility.&lt;br /&gt;
::» Audio settings have been reset to this effect.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (4)===&lt;br /&gt;
* Adjusted the collisions on Engineer-built sandbags.&lt;br /&gt;
* Reduced the damage Trench Raiders can tank when shot at by firearms.&lt;br /&gt;
::» Introduced a load screen tip to inform players that armoured Trench Raiders can quickly face their demise by landing a headshot.&lt;br /&gt;
* Players can now change weapons while the Officer Orders ‘Q’ menu is open by using the scroll wheel.&lt;br /&gt;
* Reload indicator tips no longer show if the player runs out of ammunition.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (9)===&lt;br /&gt;
* Solved multiple recurring exceptions on the client.&lt;br /&gt;
* Experimental fix towards an infrequent visual error which causes the player’s score to infinitely rise.&lt;br /&gt;
* Solved an issue which infrequently caused the server to hang.&lt;br /&gt;
* Corrected a typo in the Hero’s Dread feat description.&lt;br /&gt;
* Corrected a typo in the Ordinary and Able Seaman feats.&lt;br /&gt;
* Solved an issue with the Pershing daily mission.&lt;br /&gt;
* Solved an issue where Engineer-built sandbags didn’t show the dithering effect if players were standing in them.&lt;br /&gt;
* Corrected a typo in the Shore Watch daily mission.&lt;br /&gt;
* Solved an issue with incorrect LODs near the cave on Kingsman Bay.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/partnerevents/preview/503937932384534881 2.28]==&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (9)===&lt;br /&gt;
&lt;br /&gt;
* Adjusted weather preset frequency on Frontlines maps.&lt;br /&gt;
* Multiple gameplay balance changes to Red Tides.&lt;br /&gt;
* Multiple gameplay balance changes on Stalemate.&lt;br /&gt;
* Multiple gameplay changes on Estate.&lt;br /&gt;
* Multiple gameplay changes on Archipelago.&lt;br /&gt;
* Multiple gameplay changes to Countryside.&lt;br /&gt;
* Reduced HE grenade count from 2 to 1.&lt;br /&gt;
* Trench Raiders can no longer select smoke grenades.&lt;br /&gt;
* Loudhailer audio has been tweaked to become less overpowering.&lt;br /&gt;
&lt;br /&gt;
===Optimisation (2)===&lt;br /&gt;
* Optimised smoke particle effects.&lt;br /&gt;
* Optimised steamboat chimney smoke.&lt;br /&gt;
&lt;br /&gt;
===Graphical (3)===&lt;br /&gt;
* Improved grenade smoke particles.&lt;br /&gt;
* Improved all explosion particles.&lt;br /&gt;
* Improved steamboat chimney smoke and solved an issue so that it doesn’t render behind fog.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (10)===&lt;br /&gt;
* Solved an issue with props remaining floating on Red Tides.&lt;br /&gt;
* Solved issues with player spawn positions when a part of a squad.&lt;br /&gt;
* Solved an issue with people spawning under the terrain on Fort Imraan.&lt;br /&gt;
* Solved an issue with people spawning inside props on Red Tides.&lt;br /&gt;
* Solved an issue with the legacy panel missing an icon for carriable objects.&lt;br /&gt;
* Solved an issue with the howitzer ammobox having a broken highlight.&lt;br /&gt;
* Solved an issue where players would switch weapons unintentionally when using the legacy high-command orders panel.&lt;br /&gt;
* Solved an issue with weapon overrides for trench guns not working in NaW.&lt;br /&gt;
* Solved an issue where the Wobblebang head was selectable when playing with a Trench Raider.&lt;br /&gt;
* Solved multiple client-side code exceptions.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/503937773532610926 2.27]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
* A new class! Storm the trenches as the armoured Trench Raider class. Equipped with a shotgun, a trusty axe and a handful of smoke or HE grenades, this fellow will clear a trench in no time should you let him get close.&lt;br /&gt;
* Take to the shores or trenches with the release of 10 new maps with the Frontlines 2.0 update.&lt;br /&gt;
::» Red Tides (Invasion)&lt;br /&gt;
::» Stalemate (Offensive)&lt;br /&gt;
::» Requiem (Offensive)&lt;br /&gt;
::» Depot (Offensive)&lt;br /&gt;
::» Kingsman Bay (Invasion)&lt;br /&gt;
::» Over The Top (Invasion)&lt;br /&gt;
::» Junction (Offensive)&lt;br /&gt;
::» Estate (Invasion)&lt;br /&gt;
::» Archipelago (Offensive)&lt;br /&gt;
::» Charleville (Offensive)&lt;br /&gt;
* Overhauled existing Frontlines maps based on community feedback.&lt;br /&gt;
* Bark orders or hail from afar with the brand-new loudhailer! This useful tool will be made available for officers and captains across both the WW1 and Napoleonic fronts. With an increased VOIP range and a sprinkle of reverb, this is most definitely going to be an officer's dream.&lt;br /&gt;
* Winter Uniforms are now available to unlock for the Rifleman class. Save yourself a touch of frostbite during this festive season!&lt;br /&gt;
* Completely overhauled all WW1 rifles. Pick your new Gewehr soldier and head to the front!&lt;br /&gt;
* A plethora of new weapons unlocks for rifles and shotguns. Navigate to the Barracks to customise your character.&lt;br /&gt;
* Assist beachhead landings with the new 2-Gun Artillery Steamboat. &lt;br /&gt;
* Hop on the new Coast Gun to bring any unfortunate fellows in your sight to smithereens.&lt;br /&gt;
* Defend the shoreline with the new anti-infantry 3-inch Artillery piece.&lt;br /&gt;
* Multiple orders and feats to unlock specific to Frontlines. This also includes a new class chain for the Trench Raider!&lt;br /&gt;
* Several new banners, portraits and medals to customise your player card with. Snake Earl Jones?&lt;br /&gt;
* The culinary-accurate frying pan is now available on Frontlines.&lt;br /&gt;
* A rather raunchy surprise.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (12)===&lt;br /&gt;
* Improved first-person view on Frontlines.&lt;br /&gt;
* Players are now able to switch through all weapons, utility and roleplay items available in the weapon wheel using the number keys.&lt;br /&gt;
* Improved legibility of the spawn point capture message on Offensive.&lt;br /&gt;
* Reduced Steamboat horn cooldown from 30 to 15 seconds.&lt;br /&gt;
* You no longer get stunned when shot at in Frontlines.&lt;br /&gt;
* Explosives now have more kick in the Frontlines game mode.&lt;br /&gt;
* The trench whistle cooldown timer now displays in the weapon wheel.&lt;br /&gt;
* Riflemen, Artillerymen and Engineers now come equipped with a secondary melee weapon.&lt;br /&gt;
* Medics can now select between equipping un-bayonetted rifles or pistols.&lt;br /&gt;
* An additional smoke grenade has been provided to the Officer class.&lt;br /&gt;
* Clarified the ‘Nelson’s Own’ order description.&lt;br /&gt;
* Adjusted the requirements of the ‘Holding Fast’ order.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK V9.0 (3)===&lt;br /&gt;
* Austria is now available as a modelable faction in the Holdfast SDK.&lt;br /&gt;
* Modders can now choose to allow players to equip backpacks on a modded uniform.&lt;br /&gt;
* Introduced many new props. Download the Holdfast SDK and get creative!&lt;br /&gt;
&lt;br /&gt;
===Graphical (1)===&lt;br /&gt;
* Updated Frontlines map loading screens.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (2)===&lt;br /&gt;
* Input the following command per map retention to host the new Frontlines maps on your community server.&lt;br /&gt;
::» map_name redtides&lt;br /&gt;
::» map_name stalemate&lt;br /&gt;
::» map_name requiem&lt;br /&gt;
::» map_name depot&lt;br /&gt;
::» map_name kingsmanbay&lt;br /&gt;
::» map_name overthetop&lt;br /&gt;
::» map_name junction&lt;br /&gt;
::» map_name estate&lt;br /&gt;
::» map_name archipelago&lt;br /&gt;
::» map_name charleville&lt;br /&gt;
* Input the following command per map rotation to adjust the time it takes to respawn a 2-Gun Steamboat.&lt;br /&gt;
::» rc set steamboat2GunCooldownBetweenSpawns 60&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (19)===&lt;br /&gt;
* Solved an issue with the ‘Tactician’ daily mission.&lt;br /&gt;
* Solved an issue with the ‘Soldiering’ daily mission.&lt;br /&gt;
* Corrected grammar for the ‘Grand Leadership’ daily mission.&lt;br /&gt;
* Solved multiple exceptions.&lt;br /&gt;
* Solved an issue with the Reinforce Officer ability on Frontlines.&lt;br /&gt;
* Solved an issue when spawning WW1 artillery ammo boxes through the server configuration file.&lt;br /&gt;
* Solved an issue with the ‘Give Em’ Steel’ order.&lt;br /&gt;
* Solved an issue with the ‘Thief’ feat.&lt;br /&gt;
* Solved an issue where steamboat sounds would remain looping.&lt;br /&gt;
* Solved an issue with the dreadnaught turret using an incorrect sprite.&lt;br /&gt;
* Solved an issue with the squad camp tooltip not properly displaying for the WW1 Officer class.&lt;br /&gt;
* Solved an issue with the 'Follow Me' and 'Reinforce' shout labels not appearing on Frontlines voice selection.&lt;br /&gt;
* Solved an issue where sometimes the incorrect class preview character would display in the spawn menu.&lt;br /&gt;
* Solved an issue with ‘The Last Stand’ order.&lt;br /&gt;
* Solved an issue with gesture customisation.&lt;br /&gt;
* Solved an issue where projectiles would appear to be floating.&lt;br /&gt;
* Solved an issue where neutralized capture points wouldn’t show inworld UI for defenders on Invasion.&lt;br /&gt;
* Solved an issue where boats would despawn unintentionally.&lt;br /&gt;
* Solved an issue with interaction highlights on Christmas trees.&lt;br /&gt;
* Solved an issue with interaction highlights on Howitzer Ammoboxes.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4446837338576782057 2.26]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (9)===&lt;br /&gt;
* Introduced the ‘Building Legacy’ feat-chain rewarding players with shillings for acquiring class levels. Rewards apply retroactively after completing a single round on an official server.&lt;br /&gt;
* Gameplay adjustments to Fort Schwarz when played on the Army Siege game mode.&lt;br /&gt;
* You can now view your class level’s XP by hovering on the LVL icon.&lt;br /&gt;
* Reduced the requirements of the ‘Might &amp;amp; Discipline’ feat chain.&lt;br /&gt;
* Reduced the requirements of the ‘Grand Leadership’ daily mission.&lt;br /&gt;
* Hovering over the 0/18 icon in the order’s panel now shows a tooltip of the reward that can be acquired by completing orders in that tier.&lt;br /&gt;
* Orders and feats that unlock achievements now show in the armoury.&lt;br /&gt;
* Rephrased the spawn menu message for when players are no longer able to spawn in the single-life game modes to ‘Wait Until Next Round’.&lt;br /&gt;
* Adjusted the language of several orders for better clarification.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (32)===&lt;br /&gt;
* Solved an issue with soldier rank displaying incorrectly.&lt;br /&gt;
* Solved an issue with the ‘Just A Moment’ order not triggering properly.&lt;br /&gt;
* Solved an issue where the character wouldn’t display in the player’s barracks.&lt;br /&gt;
* Solved an issue with order completion displaying inconsistently in the armoury.&lt;br /&gt;
* Solved an issue with the reload indicator showing if you fire out of line and Holdfast Auto Admin is enabled on the game server.&lt;br /&gt;
* Solved an issue which caused players to get stuck on the Naval Battlefield or Coastal Siege spawn menu.&lt;br /&gt;
* Solved an issue where order progress would mistakenly show on community servers.&lt;br /&gt;
* Solved an issue where sometimes a class would get unintentionally locked.&lt;br /&gt;
* Experimental fix towards an issue which causes players to get stuck on the Army Siege spawn menu.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command bricking the game server.&lt;br /&gt;
* Solved an issue where sometimes the player’s soldier rank would appear to have reset to 0. All progress is retained.&lt;br /&gt;
* Solved an issue which caused players to be unable to capture point A on Fort Al-Farid from specific locations.&lt;br /&gt;
* Solved multiple inconsistencies with the class level progress bar that shows during the end of round screen.&lt;br /&gt;
* Solved an issue with full servers being recommended to players to join in the lobby.&lt;br /&gt;
* Solved an intermittent issue where orders and feats in the armoury would stop showing.&lt;br /&gt;
* Solved an issue with the ‘Tactician’ daily mission not completing.&lt;br /&gt;
* Solved an issue where experience would temporarily appear to be above the maximum experience required to reach soldier rank 50.&lt;br /&gt;
* Solved an issue where broadcasted host and admin messages would not override one another.&lt;br /&gt;
* Solved an issue with information showing correctly on your own player card when you complete an order after getting killed.&lt;br /&gt;
* Solved an issue where backpacks would appear on modded uniforms.&lt;br /&gt;
* Solve an issue with daily missions not resetting correctly the following day.&lt;br /&gt;
* Solved an issue with props appearing invisible on Fort Al-Farid.&lt;br /&gt;
* Solved an issue where active orders already completed wouldn’t remove on login.&lt;br /&gt;
* Solved an issue where items unlocked by completing chains would show an incorrect description.&lt;br /&gt;
* Solved an issue where UIs would overlap in the armoury.&lt;br /&gt;
* Solved an issue with interaction icons overlapping on interactable flags.&lt;br /&gt;
* Solved an issue where field guns on Buckland Banks would go under the terrain.&lt;br /&gt;
* Corrected spelling for the ‘Grenadier At Arms’ order.&lt;br /&gt;
* Solved an issue where the camera would offset if you join a round while the roleplay panel is open.&lt;br /&gt;
* Solved an issue with the heal and slap admin features not working if given a non-integer input number.&lt;br /&gt;
* Solved an issue with specific orders not tracking properly when swapping factions.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4446836704626606737 2.25.2]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (2)===&lt;br /&gt;
* Introduced a game setting allowing players to show everyone's or only their own order unlocks in the game chat. Only your own order unlocks will show by default.&lt;br /&gt;
::» Settings &amp;gt; Game &amp;gt; Search for 'Order Completed'.&lt;br /&gt;
* Introduced a game setting to disable or enable messages of people joining or leaving a squad in the game chat.&lt;br /&gt;
::» Settings &amp;gt; Game &amp;gt; Search for 'Squad Notification'.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the default portrait was set to 'Commoner' instead of 'Service'.&lt;br /&gt;
* Solved an issue with colour displaying incorrectly when a player progresses to the next soldier rank bracket.&lt;br /&gt;
* Solved an issue where white horses didn't require the Loyalist Edition DLC to equip.&lt;br /&gt;
* Solved an issue with backpacks showing afloat when interacting with artillery pieces.&lt;br /&gt;
* Solved an issue where selecting a completed secret feat didn't show its reward.&lt;br /&gt;
* Solved an issue when leaving a modded server.&lt;br /&gt;
* Solved an issue with class levels showing incorrectly in the end of round screen.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/7165884436587741619 2.25]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Over 100 field orders to complete on the battlefields of Holdfast rewarding you with shillings. Shillings are only acquirable through in-game achievements.&lt;br /&gt;
* Use your hard-earned shillings to unlock a plethora of new cosmetics to customise your characters with.&lt;br /&gt;
::» Unlocks can now be equipped on all classes that feature the ability to do so irrespective of the Class Level.&lt;br /&gt;
* Show your might and mettle through feats of strength rewarding you with an even grandeur number of cosmetics to unlock for your player profile.&lt;br /&gt;
* Daily missions replacing the daily experience system ever-forsaken by the Gods.&lt;br /&gt;
* A complete redesign of the Barracks UI.&lt;br /&gt;
* Bashing an unknown fellow with a frying pan? We got you sorted.&lt;br /&gt;
* What about a golden one? Yeah, there’s that as well.&lt;br /&gt;
* But you surely won’t make us carry backpacks after all these years, right?… Well, perhaps if we earned the King's shillings?&lt;br /&gt;
* References to beloved era films and a solid serving of puns.&lt;br /&gt;
* Steam achievements now properly unlock.&lt;br /&gt;
* Issued multiple improves to Army Siege maps on the Nations At War front based on player feedback.&lt;br /&gt;
::» Fort Salettes&lt;br /&gt;
::» Fort Christina&lt;br /&gt;
::» Fort Pierre&lt;br /&gt;
::» Fort Al Farid&lt;br /&gt;
::» Camp Salamanca&lt;br /&gt;
* The player’s faction and class now display in the ‘P’ menu.&lt;br /&gt;
* Redesigned spawn, barracks and multiple other interfaces to improve usability.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (16)===&lt;br /&gt;
&lt;br /&gt;
* Players are now provided with additional score when destroying or damaging squad camps.&lt;br /&gt;
* Revisited spawn-camp restrictions on Empire to diminish the impact of spawn-camping.&lt;br /&gt;
* Hussars are now available to play on Crossroads.&lt;br /&gt;
* Introduced additional places to spawn boats on Lindisfarne.&lt;br /&gt;
* Reduced the number of bushes on Lindisfarne.&lt;br /&gt;
* Issued several player-feedback for the melee arena on Drill Grounds.&lt;br /&gt;
* Moved several props always obstructing the shooting range on Drill Grounds based on player-feedback.&lt;br /&gt;
* Adjusted firing platform positions on Aspern preventing players from slightly falling down when aiming.&lt;br /&gt;
* Homoginised melee weapon-ranges across all weapons of the same group to improve hit accuracy.&lt;br /&gt;
::» IE. All swords will now have the same range.&lt;br /&gt;
* Issued several improvements to the minimap to improve its view.&lt;br /&gt;
* Improved weapon preview functionality when navigating in the Barracks.&lt;br /&gt;
* Equipped cosmetics now display when select a class for the first time in the Barracks.&lt;br /&gt;
* Players now receive a message in the spawn menu when there are squad-camps available to spawn on.&lt;br /&gt;
* Increased tickets available from 2500 to 3500 on the following maps when the Conquest game mode is in play.&lt;br /&gt;
::» Tropics&lt;br /&gt;
::» Vestiges&lt;br /&gt;
::» Isle of Wake&lt;br /&gt;
::» Domont Gardens&lt;br /&gt;
::» Lindisfarne&lt;br /&gt;
::» Buckland Banks&lt;br /&gt;
* Increased Conquest tickets for King George from 1500 to 2500.&lt;br /&gt;
* Increased King George reinforcements on Army Battlefield to 545 from 505.&lt;br /&gt;
* Highlands on the Army Siege game mode has been removed from the official server map rotation.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (2)===&lt;br /&gt;
&lt;br /&gt;
* Rowboats on the Nations At War front now automatically despawn if they haven’t been used for a minute.&lt;br /&gt;
* Solved issues with memory leaks between rounds.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (1)===&lt;br /&gt;
&lt;br /&gt;
* A reload indicator now shows in-game when the firearm is out of ammo.&lt;br /&gt;
::» You can disable this from the game’s options.&lt;br /&gt;
&lt;br /&gt;
===Graphical (4)===&lt;br /&gt;
&lt;br /&gt;
* Replaced the old walls on Autumn Watch.&lt;br /&gt;
* Improved the looks of the DLC swords available with the purchase of the Loyalist Edition.&lt;br /&gt;
* Improved the looks of the Claymore sword.&lt;br /&gt;
* Replaced an old tree prop on Ravenstone.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (8)===&lt;br /&gt;
&lt;br /&gt;
* Server administrators are now able to change the map’s name in the ‘P’ administration menu by using the following command. Command used to previously only work on mod-maps.&lt;br /&gt;
::» map_name_override ([https://wiki.holdfastgame.com/Admin_Features#Map_Rotations_Panel Wiki])&lt;br /&gt;
* Server administrators are now able to override starting firearm ammunition per weapon class rather than having to define every single weapon.&lt;br /&gt;
::» weapon_class_ammo_override ([https://wiki.holdfastgame.com/Server_Configuration#Firearm_Ammo_Override Wiki])&lt;br /&gt;
* Server administrators are now able to override whether muskets are bayonetted or not per player class.&lt;br /&gt;
::» starting_weapons_bayonet_enabled ([https://wiki.holdfastgame.com/Server_Configuration#Starting_Weapon_Override Wiki])&lt;br /&gt;
* Solved an issue with the include_sergeants_in_officer_chat true command not working as intended.&lt;br /&gt;
::» Use this to allow Sergeants to communicate in the global Officer voice chat.&lt;br /&gt;
* Updated the list of servers available to join through the ‘Join Custom Server’ panel.&lt;br /&gt;
* Slap input field defaults to being empty preventing administrators from deleting previous text and entering one anew.&lt;br /&gt;
* DLC weapons now show when over-riding a class’s starting weapon.&lt;br /&gt;
* The ‘Kill Log’ tab in the ‘P’ menu now freezes in place when scrolling or a search filter is active.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (52)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with occlusion culling on Fort Winston.&lt;br /&gt;
* Solved an issue where an interaction icon on one of the ladders on Fort Schwarz would appear off-set.&lt;br /&gt;
* Solved an issue with spawn positions on Crossroads.&lt;br /&gt;
* Solved multiple warnings on Crossroads.&lt;br /&gt;
* Solved an issue with interactable items being placed outside the map border on Sharpton.&lt;br /&gt;
* Solved an issue with one of the trees clipping inside a house on Sharpton.&lt;br /&gt;
* Solved an issue with shadows on one of the destroyed buildings on Linburg.&lt;br /&gt;
* Attempted fix towards an issue allowing individuals to go outside the map border on Glacier.&lt;br /&gt;
* Solved an issue with flags appearing incorrectly on Buckland Banks.&lt;br /&gt;
* Solved an issue with spawn positions on Glacier.&lt;br /&gt;
* Solved an issue with individuals being able to boost atop the rooftop on Crossroads.&lt;br /&gt;
* Solved an issue with background props floating on Westmill Brook.&lt;br /&gt;
* Solved an issue with the barn on Causeways being far too underground.&lt;br /&gt;
* Solved an issue with the target dummies going invisible on Drill Grounds near the artillery range.&lt;br /&gt;
* Solved an issue with players being able to go outside the map border on Canyon.&lt;br /&gt;
* Solved an issue with floating shrooms on Causeways.&lt;br /&gt;
* Attempted fix towards an issue allowing individuals to boost on the rocks leading to Fort Darial’s D point.&lt;br /&gt;
* Solved an issue where players could get stuck between objects on Costa Relitto.&lt;br /&gt;
* Solved an issue with floating rocks on Al Kimar Pyramids.&lt;br /&gt;
* Solved an issue where players could sometimes get stuck near the broken ship on Tropics.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with people boosting out of the Fort Salettes play area.&lt;br /&gt;
* Solved an issue with players being able to go inside one of the rock formations on Aunby Valley.&lt;br /&gt;
* Solved an issue with score being applied incorrectly on some maps when the Conquest game mode is in play.&lt;br /&gt;
* Solved an issue where friendly players can destroy their own defences on Fort Christina.&lt;br /&gt;
* Solved an issue where friendly players can destroy their own defences on Camp Salamanca.&lt;br /&gt;
* Solved an issue with floating props on Marquette.&lt;br /&gt;
* Solved an issue with artillery pieces having mismatched placements on Ernest Ridge.&lt;br /&gt;
* Solved an issue with players being able to go under the terrain using in-word props.&lt;br /&gt;
* Solved an issue with props floating on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue with bushes getting culled too early.&lt;br /&gt;
* Solved multiple minor issues on Empire.&lt;br /&gt;
* Solved an issue with reflections being applied incorrectly on Isle of Wake.&lt;br /&gt;
* Solved an issue with rocket and howitzer shell audio continuing to play after it explodes.&lt;br /&gt;
* Solved an issue with squad-camps not outputting tent destroyed messages.&lt;br /&gt;
* Solved an issue with players being able to overtake class limitations on squad-camps.&lt;br /&gt;
* Solved an issue with a scrollbar unintentionally showing in the controls UI.&lt;br /&gt;
* Solved an issue with players being able to spawn join squad notifications when dead.&lt;br /&gt;
* Solved an issue with servers hosting the Melee Arena game mode not restarting on the correct time.&lt;br /&gt;
* Solved an issue where if you pressed E when you died next to an officer, you’d join their squad.&lt;br /&gt;
* Solved an issue where Surgeons can sometimes accidentally use their self-heal ability while typing in chat.&lt;br /&gt;
* Solved an issue when healing an Officer as a medic would make you join their squad.&lt;br /&gt;
* Solved an issue with the ‘K’ Global VoIP mute toggle not persisting between game launches.&lt;br /&gt;
* Solved an issue with materials not being retained after a Sapper deconstructs an object.&lt;br /&gt;
* Solved an issue with Sappers not having access to the ‘Taunt’ and ‘War Cry’ gestures.&lt;br /&gt;
* Solved an issue with Halloween gestures not being removed from the radial menu after the event ends.&lt;br /&gt;
* Solved an issue with the admin panel causing a black screen on disconnect.&lt;br /&gt;
* Solved an issue with characters sometimes going invisible in the spawn menu after a map rotation.&lt;br /&gt;
* Solved an issue when downloading modifications.&lt;br /&gt;
* Solved an issue where the regiment registry would infinitely load on first load.&lt;br /&gt;
* Solved an issue with the trap door being uninteractable on Drill Grounds.&lt;br /&gt;
* Solved an issue with swivel guns being invisible on Buckland Banks.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4592071446743902639 2.23 &amp;amp; 2.24]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (3)===&lt;br /&gt;
&lt;br /&gt;
* Improved performance on high player count servers. Work is still ongoing.&lt;br /&gt;
* Improved performance on maps utilizing ships.&lt;br /&gt;
* Solved another instance of performance degradation.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (1)===&lt;br /&gt;
&lt;br /&gt;
* Players from one faction will now no longer see the spawn section distances of the other faction. This is relevant to the naval game modes.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (6)===&lt;br /&gt;
&lt;br /&gt;
* Solved a reoccurring exception when using the surgeon healing ability.&lt;br /&gt;
* Solved a reoccurring exception when using AMD FSR.&lt;br /&gt;
* Solved a reoccurring exception when the squad join notification popup is showing.&lt;br /&gt;
* Experimental fix to address long distance player banner flickering.&lt;br /&gt;
* Experimental fix for reoccurring exception when entering an officer's or sergeant's line.&lt;br /&gt;
* Solved an issue with players bugging out when interacting with beds.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4584188879514575719 2.22]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (17)===&lt;br /&gt;
&lt;br /&gt;
* A long-awaited queue system finally made possible thanks to the near finalisation of our engine and backend upgrades totalling over 9 months' worth of development time. Continue browsing the main menu or head over to the barracks to customise your character as you wait in the queue to join a server.&lt;br /&gt;
* Players attempting to join a server with a full queue will be recommended to join another allowing them to get to the gameplay quicker.&lt;br /&gt;
* A massive expansion to game levels on the Nations At War front featuring 8 new maps with unique environments.&lt;br /&gt;
:» Crossroads&lt;br /&gt;
:» Buckland Banks&lt;br /&gt;
:» Domont Gardens&lt;br /&gt;
:» Isle of Wake&lt;br /&gt;
:» Convoy&lt;br /&gt;
:» Lindisfarne&lt;br /&gt;
:» Vestiges&lt;br /&gt;
:» Tropics&lt;br /&gt;
* Completely overhauled existing game levels to address gameplay issues. Some of these maps date back to Holdfast’s Early Access release in 2017. We’ve made sure to pay proper tribute to these classics by staying true to their character while bringing them into the new age.&lt;br /&gt;
:» Aspern&lt;br /&gt;
:» Causeways&lt;br /&gt;
:» Ernest Ridge&lt;br /&gt;
:» Linburg&lt;br /&gt;
:» Sharpton&lt;br /&gt;
:» Spanish Farm&lt;br /&gt;
* Squad camps are now featured in the Army Siege game mode. Combined with tweaks and balances to these game levels, sieges on the Nations At War front will now provide a fresh new experience. We will be monitoring how gameplay revolves.&lt;br /&gt;
:» Fort Pierre&lt;br /&gt;
:» Fort Schwarz&lt;br /&gt;
:» Fort Christina&lt;br /&gt;
:» Fort Al Farid&lt;br /&gt;
:» Fort Darial&lt;br /&gt;
:» Camp Salamanca&lt;br /&gt;
* Increased defender reinforcements to counter-balance the addition of squad camps for the attackers on the Army Siege game mode.&lt;br /&gt;
* Tweaks, balances and graphical additions to over 75 game levels.&lt;br /&gt;
* Introducing the new autumn biome. A most fitting change for the month.&lt;br /&gt;
* Redesigned oak biomes further adding to the recent beautification of Holdfast.&lt;br /&gt;
* Players can now join a squad by interacting directly with an Officer or their squad camp.&lt;br /&gt;
* Players who aren’t in a squad will now receive a notification to join one when a new squad has been created.&lt;br /&gt;
* A new ‘Reinforce’ order is now available to Officers. Ping a location to direct fellow squad-mates.&lt;br /&gt;
* Reactive faction balance functionality that prevents one faction from having an overwhelming number of players on low-pop servers.&lt;br /&gt;
* On game launch players are now able to adjust their brightness settings.&lt;br /&gt;
* Interactable objects will now be highlighted.&lt;br /&gt;
* Objects constructed by a Sapper that cannot be built due to obstructions will now appear slightly transparent.&lt;br /&gt;
* Officers now gather experience for kills gathered by squad mates in their vicinity.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (33)===&lt;br /&gt;
&lt;br /&gt;
* Bush warfare returns to Holdfast. Praise shrubbery.&lt;br /&gt;
* You are now able to spectate the player you are looking at while in freeroam.&lt;br /&gt;
* Introduced a server configuration command allowing administrators to enable officer voice chat for sergeants. A feature requested by members of the community for organised events.&lt;br /&gt;
* Kill distances now show on the administrator kill feed.&lt;br /&gt;
* The ‘Make Camp’ order is now a separate ability rather than being inside the order radial. Making the placement of squad camps more accessible will see an increase in the use of this most important game function.&lt;br /&gt;
&lt;br /&gt;
* The ‘Make Camp’ ability now animates unless it's on cooldown. Once more, this will encourage players to make use of this important game function.&lt;br /&gt;
* The distance from your current spawn or death location to a squad camp now shows in the spawn menu.&lt;br /&gt;
* The officer squad camp ability no longer shows if it’s disabled from the server’s configuration file.&lt;br /&gt;
* Officers who place down a squad camp for the first time now receive additional score.&lt;br /&gt;
* Reduced the maximum faction discrepancy on official servers from 8 to 5 for 150 players servers irrespective of the player count.&lt;br /&gt;
* Reduced the score required to win Army Conquest on King George and Hills of Tyrol from 2500 to 1500.&lt;br /&gt;
* Changed the network broadcast mode to competitive on the official Melee Arena servers.&lt;br /&gt;
* Sappers can now disassemble buildable ammoboxes and rocket stacks via the radial/legacy interaction menu.&lt;br /&gt;
* Introduced a new ‘Siege Specialist’ ability for Carpenters and Sappers to inform players that the class features priority over the carrying of ladders.&lt;br /&gt;
* Slightly increased the turning rate when holding a weapon in melee combat.&lt;br /&gt;
* Carpenters can no longer damage friendly map-placed defences such as the wooden palisades present on Fort Pierre.&lt;br /&gt;
* Increased round shot damage for artillery pieces against structures from 75 to 90.&lt;br /&gt;
* Reduced rocket damage against structures from 75 to 25.&lt;br /&gt;
* Cannons on Fort Darial are now repairable.&lt;br /&gt;
* Players are now able to directly view the regiment’s position in a leaderboard when browsing through the registry.&lt;br /&gt;
* An officer’s voice chat indicator now changes to blue if they are speaking locally as well as other officers.&lt;br /&gt;
* Implemented additional regiment banners.&lt;br /&gt;
* Sapper props that aren’t destructible no longer show an HP bar.&lt;br /&gt;
* Introduce an indicator next to the howitzer fuse timer showing players how to switch to precision mode.&lt;br /&gt;
* If a spawn point is being contested, players will now be informed that they’re unable to spawn.&lt;br /&gt;
* Moved one of the ammunition boxes on Fort Imrann so players can more easily interact with it.&lt;br /&gt;
* Introduced a hotkey indicator informing players how to switch between the different chat channels after opening the chat.&lt;br /&gt;
* Cooldown timers after using a gesture are now displayed in the radial.&lt;br /&gt;
* Performed several improvements to make piano interaction more intuitive.&lt;br /&gt;
* Improved the rocket launcher player interaction.&lt;br /&gt;
* Entries for players that join your squad now show in chat.&lt;br /&gt;
* Officer names on squad camps now continue to show even if the player joins a squad.&lt;br /&gt;
* Players are now able to destroy barrels that aren’t fully built.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (2)===&lt;br /&gt;
&lt;br /&gt;
* More optimisations on memory not releasing properly between game levels.&lt;br /&gt;
* Improved performance when switching between spectating players.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (3)===&lt;br /&gt;
&lt;br /&gt;
* The P menu now becomes hidden if the scoreboard is launched. &lt;br /&gt;
* You can now switch between voices and gestures when using a controller and having the radial open by pressing LB.&lt;br /&gt;
* Players are now able to scroll down the scoreboard using the d-pad when a controller is connected.&lt;br /&gt;
&lt;br /&gt;
===Graphical (2)===&lt;br /&gt;
&lt;br /&gt;
* Randomised further the faces displayed when browsing different players in the regiment registry.&lt;br /&gt;
* Mushrooms now throw shadows.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (4)===&lt;br /&gt;
&lt;br /&gt;
* Input the following server configuration command to enable and configure the queue system. Include this as a global configuration command. If set to 0, the queue system will be disabled.&lt;br /&gt;
:» max_player_queue 0 - 50&lt;br /&gt;
* Input the following server configuration command per map rotation to enable reactive faction balancing.&lt;br /&gt;
:» faction_balancing true&lt;br /&gt;
:» faction_balancing_discrepancy_amount_verylow 2&lt;br /&gt;
:» faction_balancing_discrepancy_amount_low 2&lt;br /&gt;
:» faction_balancing_discrepancy_amount_medium 3&lt;br /&gt;
:» faction_balancing_discrepancy_amount_high 5&lt;br /&gt;
* Input the following server configuration commands in a map rotation to host the new maps.&lt;br /&gt;
:» map_name crossroads&lt;br /&gt;
:» map_name bucklandbanks&lt;br /&gt;
:» map_name domontgardens&lt;br /&gt;
:» map_name isleofwake&lt;br /&gt;
:» map_name convoy&lt;br /&gt;
:» map_name lindisfarne&lt;br /&gt;
:» map_name vestiges&lt;br /&gt;
:» map_name tropics&lt;br /&gt;
* Input the following server configuration command per map rotation to allow sergeants to use Officer VoIP.&lt;br /&gt;
:» include_sergeants_in_officer_chat true&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (99)===&lt;br /&gt;
&lt;br /&gt;
* Several bug fixes for UI issues on squad camps.&lt;br /&gt;
* Solved an issue with in-world UI appearing blurring when upscaling is enabled.&lt;br /&gt;
* Solved an issue where characters would sometimes ghost behind objects.&lt;br /&gt;
* Solved an issue where specific characters could prevent an individual from connecting to a server.&lt;br /&gt;
* Solved an issue which disallowed players from shooting when standing atop hedges on Empire.&lt;br /&gt;
* Solved issues with some swivel guns on maps not having their camera centred.&lt;br /&gt;
* Solved an issue where the spawn sign showing the map’s name on Heroes Landing was being obstructed.&lt;br /&gt;
* Solved an issue with tents in the spawn menu missing a backface on Frontlines.&lt;br /&gt;
* Solved an issue with an old tree before the URP upgrade remaining on Autumn Watch.&lt;br /&gt;
* Solved an issue with water floating in the well on Spanish Farm.&lt;br /&gt;
* Solved an issue with the end-of-screen UI on Melee Arena when played on the Frontlines game mode.&lt;br /&gt;
* Solved an issue with players glitching inside the well on Sacrifice.&lt;br /&gt;
* Solved an issue where if you have the ‘Hold Ground’ ability on queue and press left click you'll throw your smoke grenade.&lt;br /&gt;
* Solved an issue where downloaded assets from the Loyalist Edition were no longer being stored in their folder.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes Sappers to no longer be able to interact with buildable objects.&lt;br /&gt;
* Solved an issue where the thunder kept on rumbling if the weather was changed from storm to the day preset.&lt;br /&gt;
* Solved an issue which caused players to spawn inside barricades sometimes on Frontlines.&lt;br /&gt;
* Solved an issue where players couldn’t jump while standing on the hedgerows on Empire.&lt;br /&gt;
* Experimental fix towards an issue which sometimes caused bayonets on muskets to appear detached despite being attached.&lt;br /&gt;
* Solved an issue with broken textures on polar trees.&lt;br /&gt;
* Solved an issue with objects being culled out unintentionally on Port Nile.&lt;br /&gt;
* Solved an exploit which allowed individuals to clip through barns.&lt;br /&gt;
* Solved an issue where the watermill on Arendan River was flowing in the opposite direction.&lt;br /&gt;
* Solved an issue where officer markers weren’t showing on ice props.&lt;br /&gt;
* Solved issues with the free-roam camera on several game levels.&lt;br /&gt;
* Solved an issue where the spawn menu would disappear if an enemy player killed you.&lt;br /&gt;
* Solved an issue with texturing on the vulture props.&lt;br /&gt;
* Solved an issue with props floating on Countryside.&lt;br /&gt;
* Solved an issue with the water inside the well on Fort Salettes not being correctly visible.&lt;br /&gt;
* Solved an issue with carbon players not playing sounds.&lt;br /&gt;
* Solved an issue where musket smoke from carbon players wouldn’t show.&lt;br /&gt;
* Solved an issue where firearms tracers from carbon players weren’t visible to Officers.&lt;br /&gt;
* Solved an issue with cavalrymen being able to look down excessively with their character while on horseback.&lt;br /&gt;
* Solved an issue with rogue particle effects being visible on Arendan River.&lt;br /&gt;
* Solved an issue where conquest points on Arendan River weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Crosshills weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Fort Winston weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Heartmound weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Spanish Farm weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Desert Ruins weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Glacier weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue with an incorrect texture being applied on one of the knife props on Desert Ruins.&lt;br /&gt;
* Solved an issue with ice on Glacier not looking as intended.&lt;br /&gt;
* Solved an issue with rotation on controller being tied to FPS.&lt;br /&gt;
* Solved an issue with poor visibility while aiming a piston on horseback.&lt;br /&gt;
* Solved an issue which prevented individuals from spectating dead players.&lt;br /&gt;
* Solved an issue where administrators would spectate the incorrect player if they spectated another while spawned.&lt;br /&gt;
* Solved an issue with fireworks no longer lighting up the environment.&lt;br /&gt;
* Solved an issue with players getting stuck on map load if they joined their friend through Steam.&lt;br /&gt;
* Solved an issue with background rocks on Sacred Valley.&lt;br /&gt;
* Solved an issue with players sometimes getting stuck when spawning on squad camps on Bonnie Crags.&lt;br /&gt;
* Solved an issue with the Army Conquest game mode not working as intended on Antiquity. &lt;br /&gt;
* Solved an issue with the Army Conquest game mode not working as intended on Eden Creek.&lt;br /&gt;
* Solved an issue with the player’s perspective looking skewed when firing from horseback.&lt;br /&gt;
* Solved an issue where players sometimes get stuck holding a weapon when explosives are involved.&lt;br /&gt;
* Solved an issue with map names for modded maps not showing in the scoreboard.&lt;br /&gt;
* Solved an issue with melee combat involving crouching, kicking and stabbing.&lt;br /&gt;
* Solved an issue where the player’s UI would close if they’re browsing the settings menu and an enemy player kills them.&lt;br /&gt;
* Solved an issue with the spawn menu character going invisible if you are killed while a spawn point is being contested or captured.&lt;br /&gt;
* Solved an issue with damageable objects on Fort Imperial.&lt;br /&gt;
* Solved an issue with the first-person camera not looking as intended when it was force-switched due to tight spaces.&lt;br /&gt;
* Solved an issue with the pop-out animation for cards while browsing the leaderboards not working when using a controller.&lt;br /&gt;
* Solved an issue where players were unable to stop playing music while using a controller.&lt;br /&gt;
* Solved an exploit with sapper-buildable tables.&lt;br /&gt;
* Solved an issue with controller navigation on the spawn menu disallowing players from going back to the pause menu.&lt;br /&gt;
* Solved an issue with sitting positions on Champs D’Ambre.&lt;br /&gt;
* Solved an exploit with individuals being able to access specific buildings unintentionally on the Army Assault game mode.&lt;br /&gt;
* Solved an issue where players weren’t able to perform actions if they stood in the corner of the mill on Vanoise Heights.&lt;br /&gt;
* Solved an issue with the field gun clipping inside the terrain on the main menu.&lt;br /&gt;
* Solved an exploit which allowed swivel gun projectiles to go through solid objects.&lt;br /&gt;
* Solved an exploit which allowed musket projectiles to go through solid objects.&lt;br /&gt;
* Solved an issue where players would get stuck downloading a mod.&lt;br /&gt;
* Solved multiple client-side code exceptions.&lt;br /&gt;
* Solved multiple server-side code exceptions.&lt;br /&gt;
* Solved an issue where the camera would show in an incorrect position if you left the spawn menu after deserting to another faction.&lt;br /&gt;
* Solved an issue with players being unable to select tunes when using legacy UI.&lt;br /&gt;
* Solved an issue with firearm tracers travelling backwards if you hit an object that’s extremely close to you.&lt;br /&gt;
* Solved an issue with sapper buildable health bars rendering behind dirt mounds.&lt;br /&gt;
* Solved an issue with kicks not functioning as intended after feinting a melee attack.&lt;br /&gt;
* Experimental fix towards an issue for player banners appearing to be disconnected from the player.&lt;br /&gt;
* Solved an issue when joining a server while a map is rotating.&lt;br /&gt;
* Solved an issue with the grapeshot not firing from its origin.&lt;br /&gt;
* Solved an issue which sometimes prevented players from stopping to play the piano.&lt;br /&gt;
* Solved an issue where sometimes an incorrect server you connected to would show in the F2 menu.&lt;br /&gt;
* Solved an issue with heads on the carpenter appearing invisible on low settings.&lt;br /&gt;
* Solved an issue that prevented players from kicking while playing the Frontlines game mode.&lt;br /&gt;
* Solved issue with multiple props on Spanish Farm.&lt;br /&gt;
* Solved issues with floating trees on Arendan River.&lt;br /&gt;
* Solved an issue where sometimes the incorrect spawn timer would show when spawning on a squad camp.&lt;br /&gt;
* Experimental fix which allowed players to capture Fort Imperial’s b point from an obscure location.&lt;br /&gt;
* Fixed a typo in the Testing Branch disclaimer.&lt;br /&gt;
* Solved an issue when joining a passworded server through Steam friends.&lt;br /&gt;
* Solved an issue with the local micspammers toggle not functioning as intended.&lt;br /&gt;
* Solved an issue where the music panel wouldn’t close when pressing the escape key.&lt;br /&gt;
* Solved an issue with the orbit camera resetting unintentionally.&lt;br /&gt;
* Solved an issue where carriable barrels could be dropped inside pianos.&lt;br /&gt;
* Solved an issue where the option to change from window to full screen was still visible when playing on the Steam Deck.&lt;br /&gt;
* Solved an issue with planks being invisible on Fort Salettes when playing on potato mode.&lt;br /&gt;
&lt;br /&gt;
===Hotfix V1 (1)===&lt;br /&gt;
* Solved an instance of performance degradation.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4584188879496362997 2.21.2]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (2)===&lt;br /&gt;
&lt;br /&gt;
* Holdfast is now fully playable on the Steam Deck!&lt;br /&gt;
* Various tweaks and adjustments to UI.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4223895201267936824 2.21]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
&lt;br /&gt;
* Holdfast now features full controller support thanks to the addition of an on-screen keyboard.&lt;br /&gt;
* You can now control ship sails when using a controller.&lt;br /&gt;
* Introduced a free-roam sensitivity setting for controllers.&lt;br /&gt;
* You can now set the controller’s dead zone to a minimum of 0.05.&lt;br /&gt;
* You can now have different ‘Melee Direction Input Type’ settings between controller and keyboard.&lt;br /&gt;
* Introduced a setting allowing individuals to specifically define the control’s input they want to use disabling auto-detection. Search for ‘Input To Use’ under the game’s settings.&lt;br /&gt;
* You can now adjust the game’s UI scale. Search for ‘In-Game UI Scale’ and ‘Menu UI Scale’.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (6)===&lt;br /&gt;
&lt;br /&gt;
* Adjusted melee camera pitch based on player feedback.&lt;br /&gt;
* Tackled an issue concerning players commenting experiencing a slight delay when firing.&lt;br /&gt;
* Shortened and made quicker bullet pass-by trails from firearms by enemies based on player feedback. &lt;br /&gt;
* Performed changes to tackle an issue with FOL being stricter than the Elf Auto Admin mod iteration if you don’t define any of the new built-in commands in the server configuration file.&lt;br /&gt;
* Adjusted the time it takes for auto-aim to lock off after firing to improve robustness.&lt;br /&gt;
* Admin reason defaults to no text in the dialogue box rather than ‘None’.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (1)===&lt;br /&gt;
&lt;br /&gt;
* Tackled issues concerning instances of memory not getting released in between map loads.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (29)===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue where the player’s screen turns black due to upscaling technologies.&lt;br /&gt;
* Experimental fix towards an issue which caused drawn tracers through console commands to be mismatched.&lt;br /&gt;
* Solved an issue which allowed Sapper defences to be built inside one another.&lt;br /&gt;
* Solved an exploit which allowed the Flag Bearer to sit while having a flag equipped.&lt;br /&gt;
* Solved an issue which prevented individuals from spectating other players through the ‘P’.&lt;br /&gt;
* Solved an issue where the main menu appeared broken if you disconnected at the exact same moment the map was rotating.&lt;br /&gt;
* Solved an issue where the map rotation admin chat entries didn’t show the correct rotation index.&lt;br /&gt;
* Experimental fix towards an issue causing the game not to launch on Steam Deck.&lt;br /&gt;
* Solved an issue where the mouse and keyboard weren’t working when the Steam Deck was connected to the dock.&lt;br /&gt;
* Solved an issue where sometimes inputs were not being recognized on the Steam Deck.&lt;br /&gt;
* Solved an issue where firearm tracers wouldn’t show when spectating other players.&lt;br /&gt;
* Removed multiple unnecessary logs from the game client.&lt;br /&gt;
* Experimental fix towards an instance which caused players to get stuck on map load.&lt;br /&gt;
* Solved an issue which caused the server-disconnect message to no longer show.&lt;br /&gt;
* Solved an issue where you’d be unable to navigate if a faction becomes full while playing with a controller.&lt;br /&gt;
* Solved an issue with rocket launchers not being destructible when deployed.&lt;br /&gt;
* Solved multiple server-side exceptions.&lt;br /&gt;
* Solved multiple exceptions on the client which occurred infrequently.&lt;br /&gt;
* Solved an issue where the chat box would close when you respawn.&lt;br /&gt;
* Solved an issue where the reason for a banned individual wouldn’t show when the player gets disconnected.&lt;br /&gt;
* Solved an issue where carriable ladders remained highlighted after being placed.&lt;br /&gt;
* Solved an issue with the delayed all charge not firing until round_spawn_close_timer_seconds has passed.&lt;br /&gt;
* Experimental fix towards an issue with the Sapper prop states desynching.&lt;br /&gt;
* Solved an issue with the equipment spawn tab not correctly resetting between map loads.&lt;br /&gt;
* Solved an issue with the Dark-Night weather preset using the Clear-Night skybox.&lt;br /&gt;
* Solved an issue where sometimes radials would overlay one another if buttons were pressed in quick succession.&lt;br /&gt;
* Solved an issue where cancelling the password prompt using a controller loses navigation.&lt;br /&gt;
* Solved an issue where pressing the ‘Select’ key when the disconnect reason is showing will make you connect to a server instead.&lt;br /&gt;
* Solved an issue with the firearm trails not looking as intended on lower-quality settings.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (16)===&lt;br /&gt;
&lt;br /&gt;
* Fixed the faction selection emblems not being accurate to the actual faction selection.&lt;br /&gt;
* Player VoIP icons will now change colours based on whether they are speaking in proximity or in Officer chat.&lt;br /&gt;
* Fixed in-game leaderboard not showing correctly.&lt;br /&gt;
* Fixed splash screen password not being censored.&lt;br /&gt;
* Fixed players being unable to re-open the song's radial menu while playing in-world instruments.&lt;br /&gt;
* Fixed pause menu being forcibly closed on respawn.&lt;br /&gt;
* Players can no longer kick unless they're in the correct melee state.&lt;br /&gt;
* Fixed the on-screen keyboard being rendered behind certain UI elements.&lt;br /&gt;
* Improved visibility of some social-related panels. E.g. Joining a friend's session and splash screen password prompt.&lt;br /&gt;
* Improved responsiveness for spawn menu panel, leaderboards and control settings.&lt;br /&gt;
* Updated alignment of server browser's server name header.&lt;br /&gt;
* Leaderboard images now pop out when using a controller to navigate.&lt;br /&gt;
* Added a separate hotkey to access music player controls and updated the song selection behaviour.&lt;br /&gt;
* Fixed several issues related to un-initialized faction data.&lt;br /&gt;
* Fixed UI scale indicator not showing in the main menu.&lt;br /&gt;
* Updated available banners in the regiment registry.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.20]==&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (1)===&lt;br /&gt;
* Introduced a new setting enabling individuals to switch their fists to the first weapon slot.&lt;br /&gt;
:» Go to Settings &amp;gt; Game &amp;gt; Search for 'Fists First' &amp;gt; Turn to 'On'.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (1)===&lt;br /&gt;
* Improved text wrapping of controller actions. Character abilities are now combined into one label.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (12)===&lt;br /&gt;
* Solved an issue that degraded server performance over time. We'll continue monitoring.&lt;br /&gt;
* Solved missing materials appearing in pink on a group of object overrides.&lt;br /&gt;
* Solved artillery claiming notifications being sent to everyone.&lt;br /&gt;
* Solved non-admin players being able to switch to the admins chat channel.&lt;br /&gt;
* Solved typo in 'Equip Flag Or Instrument'.&lt;br /&gt;
* Solved multi-bind action in 'Switch Voice Channel' not showing the binds.&lt;br /&gt;
* Solved capture point showing twice on Heartmound.&lt;br /&gt;
* Solved swivel cannons being invisible on Port Nile.&lt;br /&gt;
* Removed duplicate cannon on Oasis. This caused players to be unable to move the piece.&lt;br /&gt;
* Removed duplicate house on Camp Salamanca.&lt;br /&gt;
* Experimental fix towards an issue which caused the displayed server not to sync up with the internal targeted server, causing players to join the wrong server.&lt;br /&gt;
* Experimental fix for a crash on game load if the keybind.ini file path is not found.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.19]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (60)===&lt;br /&gt;
&lt;br /&gt;
* Introducing Drill Grounds. This behemoth of a map is the largest to date designed to offer the ultimate roleplay experience. - Config: drillgrounds&lt;br /&gt;
* Bonnie Crags. A new linebattle map set in the rocky landscapes of the Scottish coastlines. - Config: bonniecrags&lt;br /&gt;
* A complete redesign of all plains maps based on community feedback. They now feature interest points more fitting to the modern linebattle experience.&lt;br /&gt;
:» Dedborg Expanse (Grassy Plains 1) - Config: dedborgexpanse&lt;br /&gt;
:» Champs D’Ambre (Grassy Plains 2) - Config: champsdambre&lt;br /&gt;
:» Westmill Brook (Grassy Plains 3) - Config: westmillbrook&lt;br /&gt;
:» Pinefield Marsh (Grassy Plains 4) - Config: pinefieldmarsh&lt;br /&gt;
:» Eden Creek (Grassy Plains 5) - Config: edencreek&lt;br /&gt;
:» Costa Relitto (Island Plains 1) - Config: costarelitto&lt;br /&gt;
:» Fausberg Forest (Snowy Plains 1) - Config: fausbergforest&lt;br /&gt;
:» Norsten Gorge (Snowy Plains 2) - Config: norstengorge&lt;br /&gt;
:» Kingly Lakes (Snowy Plains 3) - Config: kinglylakes&lt;br /&gt;
:» Antiquity (Ancient Plains 1) - Config: antiquity&lt;br /&gt;
:» Oasis (Desert Plains 1 S) - Config: oasis&lt;br /&gt;
:» Polar Woods (Snow Plains 1 S) - Config: polarwoods&lt;br /&gt;
* Performed balancing changes on the following maps designed for linebattle play.&lt;br /&gt;
:» Tahir Desert - Config: tahirdesert&lt;br /&gt;
:» Al Uddin Ruins - Config: aluddinruins&lt;br /&gt;
:» Al Kimar Pyramids - Config: alkimarpyramids&lt;br /&gt;
:» Avignon - Config: avignon&lt;br /&gt;
* An overhaul to the first-person camera featuring improved animations for one’s trusty black-powder firearms.&lt;br /&gt;
* All Napoleonic firearms have been freshly re-modelled and re-textured bringing much-needed justice to these great weapons of the era.&lt;br /&gt;
* Firearm tracers providing a visual aid to help you make any required adjustments for your next shot.&lt;br /&gt;
* Feature-full controller support providing alternative modes of play on both PC and Steamdeck.&lt;br /&gt;
:» Navigate to the game’s settings to adjust sensitivity settings and multiple other options. &lt;br /&gt;
* Officer and Captain classes now have the brand new 'Personal Courier' ability allowing them to communicate with one another across the battlefield.&lt;br /&gt;
* Players that receive the ‘Charge’ buff from an Officer will now shout a warcry or patriotic cheer. Vive L'Empereur!&lt;br /&gt;
* Keep track of promotions, newly joined recruits, regiment administrative actions and more with the new regiment history function.&lt;br /&gt;
* You can now hover on a regiment’s or player’s score in the leaderboards to see their full points to the decimal.&lt;br /&gt;
* A customisable new main menu allowing you to represent the faction of your preference.&lt;br /&gt;
* Heavily expanded on the toolset available to event hosts and server administrators. &lt;br /&gt;
:» Use the raygun to target a player in the game world quickly.&lt;br /&gt;
:» Quick-action hotkeys for all the different administrative actions in the ‘Round Players’ menu.&lt;br /&gt;
:» Introduced the ability to temporarily mute an individual through voice chat.&lt;br /&gt;
:» Introduce the ability to temporarily mute an individual through chat.&lt;br /&gt;
:» A section dedicated to ‘Regiment Players’ to assist event hosts with balancing teams.&lt;br /&gt;
:» A section dedicated to ‘Unspawned Players’ enabling administrators to take action against players who have yet to join the round.&lt;br /&gt;
:» A section dedicated to ‘Admin Players’ listing all administrators logged in with privileges.&lt;br /&gt;
:» A new tab dedicated to rulesets.&lt;br /&gt;
:» The ability to issue a broadcast admin message that shows both in the game’s chat and the centre screen through UI.&lt;br /&gt;
:» Redesigned the broadcast admin message UI enabling players to more easily recognise messages from administrators.&lt;br /&gt;
:» The ability to issue an admin message that shows only in the game chat through UI.&lt;br /&gt;
:» The ability to issue polls with multiple configurable options.&lt;br /&gt;
:» The ability to change weather settings during a round.&lt;br /&gt;
:» The ability to end the round with multiple configurable options.&lt;br /&gt;
:» The ability to trigger an all-charge with multiple configurable options including defining if you want to block pistols and cannons from firing.&lt;br /&gt;
:» The ability to cancel an all-charge.&lt;br /&gt;
:» A new UI indicating when all-charge is active.&lt;br /&gt;
:» The ability to change wind direction when a naval game mode is in play with multiple configurable options.&lt;br /&gt;
:» The ability to change the ship’s speed through UI.&lt;br /&gt;
:» The ability to change maps with multiple configurable options.&lt;br /&gt;
:» A new tab showing kill-log history providing administrators with the ability to slay the aggressor or revive the victim.&lt;br /&gt;
:» A new tab showing who first interacted with an artillery piece and the regiment they are a part of if they’re playins as a Canoneer or Rocketeer. &lt;br /&gt;
:» Introduced several search boxes across the admin panel.&lt;br /&gt;
* Enemies now show on the minimap during an all-charge.&lt;br /&gt;
* Actions taken by other administrators now show in chat. We’ve ensured to keep this clean and void of unwarranted messaging enabling administrators to follow the game chat during events.&lt;br /&gt;
* A message now displays in the admin chat when another administrator logs in.&lt;br /&gt;
* Introduced built-in support for the Firing Out Of Line (FOL) system enabling administrators to focus on the important ongoings on the battlefield. A shout-out goes to Elf for the ‘Auto Admin’ modification.&lt;br /&gt;
:» Insert ‘fol_enabled true’ in every map rotation to enable the built-in system.&lt;br /&gt;
:» Hosts can leave existing Elf Auto Admin commands in the server configuration file and enable the built-in system. It is backwards compatible with Elf Auto Admin commands.&lt;br /&gt;
:» Navigate to the Holdfast Wiki for instructions on how to configure this system - [[Admin Features]]&lt;br /&gt;
* You can now view your selection of equipped weapons in the game by pressing the middle mouse button.&lt;br /&gt;
* Redesigned various UI elements and introduced radials to improve accessibility. Search for ‘Menu Selection Config’ in your game’s settings to switch back your UI to ‘Legacy’ mode. You’re also able to select between ‘Press &amp;amp; Select’ or ‘Hold &amp;amp; Release’ for both controller and keyboard.&lt;br /&gt;
:» Weapon Wheel (Middle Mouse)&lt;br /&gt;
:» Voices &amp;amp; Gestures (V)&lt;br /&gt;
:» Officer Orders (Q)&lt;br /&gt;
:» Music Selection (Q)&lt;br /&gt;
:» In-World Object Interaction (E)&lt;br /&gt;
* Customise your selection of voices and gestures when using a radial UI through the barracks or before spawning.&lt;br /&gt;
:» Use the new copy function to copy your configured gestures from other classes.&lt;br /&gt;
* Ability to preview weapons in the barracks you have yet to unlock.&lt;br /&gt;
* A new piece of user interface informing players of all the different game controls.&lt;br /&gt;
* Improved Steam Deck support compatibility.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (12)===&lt;br /&gt;
* Port Nile is back in the official server map rotation. We’ll continue monitoring performance.&lt;br /&gt;
* Switched the default ‘Nations At War’ crosshair to ‘Tooth’.&lt;br /&gt;
* The ladder inside the tower present on Glacier is now climbable.&lt;br /&gt;
* The kill-feed now continues to show on the player’s death screen.&lt;br /&gt;
* Ammo carriages to refill ammunition are now present in every HQ spawn.&lt;br /&gt;
* Hit particles from firearms on terrain are now more visible.&lt;br /&gt;
* Adjusted the snow footsteps volume.&lt;br /&gt;
* Enlisted a preventive measure towards players being able to stop a cannon from moving by placing a Sapper barrel in front of it.&lt;br /&gt;
* Captains now have access to Officer’s chat.&lt;br /&gt;
* Captains now come equipped with an Officer’s Sword rather than a Sword. &lt;br /&gt;
* Buildings on linebattle maps playing on the Army Assault game mode specifically used for event-play are no longer accessible.&lt;br /&gt;
* You are now able to adjust sensitivity for radial menu selections.&lt;br /&gt;
:» Go to ‘Game’ &amp;gt; Search for ‘Radial Selection Sensitivity’&lt;br /&gt;
&lt;br /&gt;
===Optimisations (5)===&lt;br /&gt;
* Players are now able to disable modded uniforms from showing. Enable this option if you’re using a low-end machine and experiencing game crashes while playing on modded community servers.&lt;br /&gt;
:» Go to ‘Video’ &amp;gt; Set ‘Mod Uniforms’ to Off&lt;br /&gt;
* Eliminated a number of memory leaks.&lt;br /&gt;
* Improved the occlusion culling system.&lt;br /&gt;
* Optimised various game elements to improve CPU utilisations.&lt;br /&gt;
* Improved performance on various maps.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (14)===&lt;br /&gt;
* Introduced an indicator to inform players how to speak in voice chat.&lt;br /&gt;
* Redesign the indicator that shows how to mute voice chat.&lt;br /&gt;
* Introduced a hint instructing individuals how to switch to first-person.&lt;br /&gt;
* Empty servers will now immediately restart once the scheduled restart timer in a specific region triggers.&lt;br /&gt;
* Renamed ‘Holdfast: Nations At War - Play Testing’ to ‘Holdfast: Nations At War - Testing Branch’ providing a clearer indication of the purpose of this app.&lt;br /&gt;
* Redesigned all banners for the ‘Holdfast: Nations At War - Testing Branch’ to once more identify the purpose of this application from the get-go.&lt;br /&gt;
* Introduced clearer warning when individuals launch the ‘Holdfast: Nations At War - Testing Branch’ app. This application you can find in your Steam library is used for testing before an update’s release. You’ll be unable to join live servers when using this application.&lt;br /&gt;
* Sappers and Engineers now show hints instructing them how to perform specific actions when placing an object.&lt;br /&gt;
* Provided a clearer indication when an ability is on cooldown.&lt;br /&gt;
* Improved accuracy of sliders when editing the value directly.&lt;br /&gt;
* The indicator which identifies if the player’s voice chat is muted or not now also shows when spectating or in free-roam.&lt;br /&gt;
* PM chat entries for automated admin actions that have their own chat entries no longer show in chat.&lt;br /&gt;
* Administrators are now able to type in chat without spawning.&lt;br /&gt;
* You are now able to continue walking or running when the ‘P’ menu is open.&lt;br /&gt;
&lt;br /&gt;
===Graphical (22)===&lt;br /&gt;
* Redesigned the snow biome.&lt;br /&gt;
* Improved first-person looks while on horseback.&lt;br /&gt;
* Updated all UI images for weapons across Nations At War and Frontlines.&lt;br /&gt;
* Introduced multiple regiment banners.&lt;br /&gt;
* Graphically updated Marquette.&lt;br /&gt;
* A rather peculiar icon now shows on the player’s death screen when they die with fall damage.&lt;br /&gt;
* Adjusted the labels on firearm depots to prevent overlapping.&lt;br /&gt;
* Selecting regiment members will now randomise between different heads in the character preview.&lt;br /&gt;
* Redesigned multiple UI elements visible in radials.&lt;br /&gt;
* In-world interaction icons now fade out when a radial menu is open.&lt;br /&gt;
* Adjusted the labels on every carriable flag to prevent overlapping.&lt;br /&gt;
* Improved the death icon when dying by fire. &lt;br /&gt;
* Redesigned all the buff icons in the game.&lt;br /&gt;
* Redesigned all unlock icons for every cosmetic DLC.&lt;br /&gt;
* Improved minimap hint icon resolution while on horseback.&lt;br /&gt;
* UI blur will now be present when opening the Discord or Music Player widgets to improve readability.&lt;br /&gt;
* Moved the performance warning indicators location.&lt;br /&gt;
* The ScrollLock hotkey now also hides the player’s kill-feed.&lt;br /&gt;
* Horse saddles now properly show in the character preview screens.&lt;br /&gt;
* Improved the resolution of the plague kill-log icon.&lt;br /&gt;
* Improved the ship kill-log icons.&lt;br /&gt;
* Repositioned the mortar cam UI.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (7)===&lt;br /&gt;
* Introduced a new command to disable cannon recoil.&lt;br /&gt;
:» rc set cannonRecoilSpeedMultiplier true/false&lt;br /&gt;
* Introduced a new command enabling administrators to define a name for a modded map. Use this to replace ‘Custom Mod Map’ names.&lt;br /&gt;
:» map_name_override MapName&lt;br /&gt;
* Introduced a new server configuration command which if set to true, an extra VoIP output option will be available for Officers and Captains to listen exclusively to the global officer voice chat.&lt;br /&gt;
:» include_officer_only_chat true/false&lt;br /&gt;
* Introduce more logging by admin actions in the admin_actions file.&lt;br /&gt;
* Obsolete maps now come with fallbacks to prevent server configuration files from breaking.&lt;br /&gt;
* Hard-set the maximum player count limit to 250. Anything above those numbers will cause major performance degradation.&lt;br /&gt;
:» Holdfast officially supports up to 200 players and we're unable to provide support above those numbers.&lt;br /&gt;
* Revised the network broadcast mode settings. They're now split into 'Standard' and 'Competitive'.&lt;br /&gt;
:» network_broadcast_mode standard - Use this to support high player count numbers on your server up to 250 players.&lt;br /&gt;
:» network_broadcast_mode competitive - Use this for competitive events. Restricts player count to 64 players per server.&lt;br /&gt;
&lt;br /&gt;
===SDK Additions (172)===&lt;br /&gt;
* Introduced Holdfast SDK support for the new first-person.&lt;br /&gt;
:» It's no longer necessary to create a first-person model per modded uniform. You can now pick from 5 generic first-person models (3 Nations At War &amp;amp; 2 Frontlines) and a variety of colour variants.&lt;br /&gt;
:» This is an optional change, if your modded uniform includes a custom first-person model, that model will be used instead.&lt;br /&gt;
:» We recommend that modded uniforms make use of the new system improving both memory usage and looks. &lt;br /&gt;
* Introduced a deprecated game assets filter to the Holdfast SDK. By default, this is set to ‘Off’.&lt;br /&gt;
* Renamed ‘WaterSystems’ to ‘Functional_WaterSystems’.&lt;br /&gt;
* Introduced multiple Empire game assets to the Holdfast SDK.&lt;br /&gt;
:» Environment_URP_hedge_short_2m&lt;br /&gt;
:» Environment_URP_hedge_short_4m&lt;br /&gt;
:» Environment_URP_hedge_short_end&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_end&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_end&lt;br /&gt;
:» Environment_URP_hedge_tall_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_end&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_end&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_end&lt;br /&gt;
:» Prop_URP_Carriage_1v1&lt;br /&gt;
:» Prop_URP_Carriage_1v2&lt;br /&gt;
:» Prop_URP_Carriage_1v3&lt;br /&gt;
:» Prop_URP_Carriage_2v1&lt;br /&gt;
:» Prop_URP_Carriage_2v2&lt;br /&gt;
:» Prop_URP_Carriage_2v3&lt;br /&gt;
:» Prop_URP_Carriage_3v1&lt;br /&gt;
:» Prop_URP_Carriage_3v2&lt;br /&gt;
:» Prop_URP_Carriage_3v3&lt;br /&gt;
:» Prop_URP_Carriage_4v1&lt;br /&gt;
:» Prop_URP_Carriage_4v2&lt;br /&gt;
:» Prop_URP_Carriage_4v3&lt;br /&gt;
:» Prop_URP_French_Paris_Door1v1&lt;br /&gt;
:» Prop_URP_French_Paris_Door1v2&lt;br /&gt;
:» Prop_URP_French_Paris_Door2&lt;br /&gt;
:» Prop_URP_French_Paris_Door3&lt;br /&gt;
:» Prop_URP_french_paris_pavement1&lt;br /&gt;
:» Prop_URP_french_paris_pavement2&lt;br /&gt;
:» Prop_URP_french_paris_pavement3&lt;br /&gt;
:» Prop_URP_french_paris_pavement4&lt;br /&gt;
:» Prop_URP_french_paris_pavement5&lt;br /&gt;
:» Prop_URP_french_paris_pavement6&lt;br /&gt;
:» Prop_URP_french_paris_pavement7&lt;br /&gt;
:» Prop_URP_french_paris_pavement8&lt;br /&gt;
:» Prop_URP_french_paris_pavement9&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow1&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow2&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow3&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow4&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow5&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow6&lt;br /&gt;
:» Prop_URP_French_Paris_Window1&lt;br /&gt;
:» Prop_URP_French_Paris_Window2v1&lt;br /&gt;
:» Prop_URP_French_Paris_Window2v2&lt;br /&gt;
:» Prop_URP_French_Paris_Window3&lt;br /&gt;
:» Prop_URP_French_Paris_Window4&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Double&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Long&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Pillar&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Short&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Thin&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Tiny&lt;br /&gt;
:» Prop_URP_French_Wall_Pillar_Large&lt;br /&gt;
:» Prop_URP_French_Wall_Pillar&lt;br /&gt;
:» Prop_URP_French_Wall_Window_Detail&lt;br /&gt;
:» Prop_URP_streetlights_base_1v1&lt;br /&gt;
:» Prop_URP_streetlights_base_2v1&lt;br /&gt;
:» Prop_URP_streetlights_base_3v1&lt;br /&gt;
:» Prop_URP_streetlights_base_4v1&lt;br /&gt;
:» Prop_URP_streetlights_base_5v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v2_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v2&lt;br /&gt;
:» Prop_URP_StreetLights_Full_2v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_2v2&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_4v1_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_4v1&lt;br /&gt;
:» Prop_URP_streetlights_light_1v1&lt;br /&gt;
:» Prop_URP_streetlights_light_2v1&lt;br /&gt;
:» Prop_URP_streetlights_light_3v1&lt;br /&gt;
:» Prop_URP_streetlights_light_4v1&lt;br /&gt;
:» Prop_URP_streetlights_light_5v1&lt;br /&gt;
:» Prop_URP_streetlights_light_6v1&lt;br /&gt;
:» Prop_URP_streetlights_light_7v1&lt;br /&gt;
:» Prop_URP_streetlights_light_8v1&lt;br /&gt;
:» Prop_URP_streetlights_light_9v1&lt;br /&gt;
:» Prop_URP_streetlights_support_1v1&lt;br /&gt;
:» Prop_URP_streetlights_support_2v1&lt;br /&gt;
:» Prop_URP_streetlights_support_3v1&lt;br /&gt;
:» Prop_URP_streetlights_support_41&lt;br /&gt;
:» Prop_URP_streetlights_support_5v1&lt;br /&gt;
:» Prop_URP_streetlights_support_6v1&lt;br /&gt;
:» Prop_URP_streetlights_support_7v1&lt;br /&gt;
:» Prop_URP_streetlights_support_8v1&lt;br /&gt;
:» Prop_URP_streetlights_support_9v1&lt;br /&gt;
:» Prop_URP_streetlights_support_10v1&lt;br /&gt;
:» Prop_URP_streetlights_support_11v1&lt;br /&gt;
:» Prop_URP_streetlights_top_1v1&lt;br /&gt;
:» Prop_URP_streetlights_top_2v1&lt;br /&gt;
:» Prop_URP_streetlights_top_3v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v2&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v3&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v2&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v3&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_3v1&lt;br /&gt;
:» Prop_URP_WoodenCart_1v1&lt;br /&gt;
:» Prop_URP_WoodenCart_1v2&lt;br /&gt;
:» Prop_URP_WoodenCart_1v3&lt;br /&gt;
:» Prop_URP_WoodenCart_2v1&lt;br /&gt;
:» Prop_URP_WoodenCart_2v2&lt;br /&gt;
:» Prop_URP_WoodenCart_2v3&lt;br /&gt;
:» Prop_URP_WoodenCart_3v1&lt;br /&gt;
:» Prop_URP_WoodenCart_3v2&lt;br /&gt;
:» Prop_URP_WoodenCart_3v3&lt;br /&gt;
:» Prop_URP_WoodenCart_4v1&lt;br /&gt;
:» Prop_URP_WoodenCart_4v2&lt;br /&gt;
:» Prop_URP_WoodenCart_4v3&lt;br /&gt;
:» Structure_URP_Bridge_01&lt;br /&gt;
:» Structure_URP_Construction_Crane&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop1&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop2&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop3&lt;br /&gt;
:» Structure_URP_French_Paris_Bridge1&lt;br /&gt;
:» Structure_URP_French_Paris_Construction1&lt;br /&gt;
:» Structure_URP_French_Paris_Construction2&lt;br /&gt;
:» Structure_URP_French_Paris_House1&lt;br /&gt;
:» Structure_URP_French_Paris_House2&lt;br /&gt;
:» Structure_URP_French_Paris_House3v1&lt;br /&gt;
:» Structure_URP_French_Paris_House3v2&lt;br /&gt;
:» Structure_URP_French_Paris_House5&lt;br /&gt;
:» Structure_URP_French_Paris_House6&lt;br /&gt;
:» Structure_URP_French_Paris_House7&lt;br /&gt;
:» Structure_URP_French_Paris_House8&lt;br /&gt;
:» Structure_URP_French_Paris_House9&lt;br /&gt;
:» Structure_URP_French_Paris_House10&lt;br /&gt;
:» Structure_URP_French_Paris_House11&lt;br /&gt;
:» Structure_URP_French_Paris_House12&lt;br /&gt;
:» Structure_URP_French_Paris_House13v1&lt;br /&gt;
:» Structure_URP_French_Paris_House13v2&lt;br /&gt;
:» Structure_URP_French_Paris_Mansion1&lt;br /&gt;
:» Structure_URP_French_Paris_Marketplace1&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank1&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank2&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank3&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank4&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank5&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank6&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank7&lt;br /&gt;
:» Structure_URP_French_Paris_Wall1&lt;br /&gt;
:» Structure_URP_French_Paris_Wall2&lt;br /&gt;
:» Structure_URP_French_Paris_Wall3&lt;br /&gt;
:» Introduced several Foliage props.&lt;br /&gt;
:» Introduced several Green Moss Rock props.&lt;br /&gt;
:» Introduced several Limestone Rock props.&lt;br /&gt;
* Updated various miscellaneous props.&lt;br /&gt;
* Introduced several new additions and improvements to the ‘Uniform System Window’.&lt;br /&gt;
:» Added generic first-person model support (See new settings: &amp;quot;Default First Person Model&amp;quot;, &amp;quot;Default First Person Cuff Color&amp;quot;, &amp;quot;Default First Person Sleeve Color&amp;quot;).&lt;br /&gt;
:» Removed &amp;quot;PersonalFaction&amp;quot; enum as the UI that required this has been removed.&lt;br /&gt;
:» Renamed &amp;quot;Uniform Data&amp;quot; to &amp;quot;Uniform Random Variants&amp;quot;.&lt;br /&gt;
:» Removed &amp;quot;Uniform Sprite&amp;quot; from &amp;quot;Uniform Random Variants&amp;quot; as they weren't being used.&lt;br /&gt;
:» Renamed &amp;quot;Class Sprite&amp;quot; to &amp;quot;Uniform Sprite&amp;quot;.&lt;br /&gt;
:» Renamed &amp;quot;Class Greyed Out Sprite&amp;quot; to &amp;quot;Head Sprite&amp;quot;.&lt;br /&gt;
:» &amp;quot;Voice Language&amp;quot; is now disabled if &amp;quot;Faction&amp;quot; is not a Frontlines faction.&lt;br /&gt;
:» &amp;quot;Head Sprite&amp;quot; is now disabled if &amp;quot;Use Global Head System&amp;quot; is enabled.&lt;br /&gt;
:» &amp;quot;Special Carryable Object&amp;quot; is now disabled if &amp;quot;Player Class&amp;quot; is incompatible.&lt;br /&gt;
:» Clarified tooltips to match the new in-game UI.&lt;br /&gt;
* Updated the ‘Flag System Window’.&lt;br /&gt;
:» Added warning to enable &amp;quot;Read/Write&amp;quot; and disable &amp;quot;Mesh Compression&amp;quot; on the flag model's import settings.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (133)===&lt;br /&gt;
* Solved an occurrence which caused melee combat hit detection to degrade after a map load.&lt;br /&gt;
* Solved an issue with Officer lines drawing over modded uniforms.&lt;br /&gt;
* Solved an issue with models using URP-Shaders for both modded uniforms and custom props not throwing shadows.&lt;br /&gt;
* Solved an issue with shadows not rendering on SDK trees.&lt;br /&gt;
* Solved an issue with artefacts showing on SDK trees.&lt;br /&gt;
* Solved an issue with the game assets browser filter not working as intended.&lt;br /&gt;
* Solved an issue with colliders on destroyed palisade props.&lt;br /&gt;
* Solved multiple issues with the ‘Esc’ button behaviour not working as intended.&lt;br /&gt;
* Solved an exploit revolving around the Carpenter’s ‘Berserk’ ability.&lt;br /&gt;
* Solved an exploit which allowed individuals to swim with ladders overland. Our sincere apologies for taking away the funny but this was at times being used maliciously.&lt;br /&gt;
* Solved multiple instances of exploits which allowed individuals to go under the terrain, inside props or outside map borders.&lt;br /&gt;
* You’re welcome to forward us exploits you spot during gameplay in the #bug-reports channel. You’ll be assisting us in ensuring Holdfast remains a fair playing ground for everyone involved.&lt;br /&gt;
* Solved an issue where sometimes character heads would overlay one another in the spawn menu.&lt;br /&gt;
* Solved an exploit which allowed individuals to perform an invisible melee strike.&lt;br /&gt;
* Solved an exploit which allowed musicians to play a tune while using the sitting animation making one’s hitbox smaller.&lt;br /&gt;
* Solved an issue where the regiment’s recruitment status was displaying incorrectly.&lt;br /&gt;
* Solved an issue with a rouge pixel being visible in the Frontlines kill feed.&lt;br /&gt;
* Solved an issue where sometimes the musket model would vibrate when in first person.&lt;br /&gt;
* Solved an issue where a transparent emblem would show on the victory screen if both factions achieved the same number of tickets.&lt;br /&gt;
* Solved an issue with raindrop particle effects not working on some maps.&lt;br /&gt;
* Solved an issue which prevented regiment owners and moderators from accepting certain individuals into their regiment.&lt;br /&gt;
* Solved multiple issues with UI elements missing translation.&lt;br /&gt;
* Solved multiple server-side exceptions.&lt;br /&gt;
* Solved an issue where sometimes the doors on the Melee Arena game mode would open too early.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes the free-roam camera to spawn outside the map’s boundaries.&lt;br /&gt;
* Solved an issue which sometimes prevented individuals from disbanding a regiment.&lt;br /&gt;
* Solved an issue with floating rocks on Heroes Landing when the wall near D point is destroyed.&lt;br /&gt;
* Experimental fix towards an issue where the screen would turn to black whilst playing on the Potato preset.&lt;br /&gt;
* Solved an issue where the camera would remain zoomed in after using a spyglass.&lt;br /&gt;
* Solved multiple client-side exceptions.&lt;br /&gt;
* Solved an issue with buildable emplacement states appearing incorrectly.&lt;br /&gt;
* Solved an issue with floating props on Marquette.&lt;br /&gt;
* Solved an issue which sometimes prevented the ‘Enter’ button from functioning as intended when connecting to a passworded game server through the server browser.&lt;br /&gt;
* Solved an issue where sometimes the Officer line indicator will preview facing to the character rather than away.&lt;br /&gt;
* Solved an issue with bird landing spots on Canyon.&lt;br /&gt;
* Solved an issue with the free-roam camera moving when searching in the P menu.&lt;br /&gt;
* Solved an exploit with explosive knockbacks.&lt;br /&gt;
* Solved an exploit which sometimes enabled Frontlines firearms to be aimed slightly faster than intended.&lt;br /&gt;
* Solved an issue where the free-roam UI would continue to show on the end-of-match screen. &lt;br /&gt;
* Solved a bug where when the horse would die and a cavalryman was on horseback, they would continue to ride an invisible horse.&lt;br /&gt;
* Solved a bug where sometimes individuals could use specific items from a cosmetic DLC they don’t own.&lt;br /&gt;
* Solved a bug where you could still rotate to Marre. This is now an obsolete game level.&lt;br /&gt;
* Experimental fix towards a rare occurrence which caused weapons to go invisible in the player’s hands.&lt;br /&gt;
* Solved an error on game launch related to IK.&lt;br /&gt;
* Solved an issue where flags equipped with the Flag Bearer class would go invisible when switching between factions.&lt;br /&gt;
* Solved an exploit which allowed individuals to block smaller entryways using ammo boxes and rocket stacks.&lt;br /&gt;
* Experimental fix towards an issue where the player would immediately die after respawning.&lt;br /&gt;
* Solved a bug which allowed the Sergeant to keep all Officer buffs regardless if they were in the Officer’s line or not.&lt;br /&gt;
* Solved an error relative to player buffs.&lt;br /&gt;
* Solved an issue where the cheer animation would appear incorrectly when previewed in the barracks.&lt;br /&gt;
* Experimental fix towards an issue where the Carpenter would occasionally maintain a permanent speed boost after using the Berserk ability.&lt;br /&gt;
* Solved a bug where sometimes you will be unable to aim a Frontlines machine gun after firing it.&lt;br /&gt;
* Solved an issue with the ‘Arena  Announcer’ toggle UI setting disabling unintended UI elements.&lt;br /&gt;
* Solved an exploit which allowed individuals to clip inside the walls of Castle Arena.&lt;br /&gt;
* Experimental fix towards gesture states appearing incorrectly for other players.&lt;br /&gt;
* Solved multiple instances where on specific maps, you would spawn slightly above the ground.&lt;br /&gt;
* Solved an issue where sometimes inputting the wrong password would put you in the main menu rather than back in the server browser.&lt;br /&gt;
* Solved multiple issues when admins revived an infantryman.&lt;br /&gt;
* Solved an issue where revived cavalrymen spawned without a saddle.&lt;br /&gt;
* Solved an issue where the map loading screen wouldn’t show if you launched the spawn menu.&lt;br /&gt;
* Solved a bug where players were unable to toggle voice chat after entering free-roam or spectate modes without spawning.&lt;br /&gt;
* Solved an issue with the Skirmisher trait lacking Polish translation.&lt;br /&gt;
* Solved an issue where sometimes cosmetic DLC Officer uniforms would not play a unique animation when previewed.&lt;br /&gt;
* Experimental fix for an issue that causes players to get stuck on the previous map when rotating through maps quickly.&lt;br /&gt;
* Solved an exploit which allowed players to circumvent the surrender gesture cooldown timer disallowing players from using weapons. Travestir!&lt;br /&gt;
* Solved a bug where canister shot trails would not show if the individual doesn’t have a firearm equipped.&lt;br /&gt;
* Experimental fix towards an issue which causes players to spawn underneath a horse after interacting with an artillery piece.&lt;br /&gt;
* Solved an issue where players would get stuck in a UI if a spectating player disconnected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.18]==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
&lt;br /&gt;
* Solved several issues with the regiment registry.&lt;br /&gt;
* Solved several code exceptions.&lt;br /&gt;
* Solved an issue with recurring logs produced by terrain shaders.&lt;br /&gt;
* Solved an issue with the ocean shader not looking as intended.&lt;br /&gt;
* Solved an issue with the join custom server panel not functioning as intended.&lt;br /&gt;
* Solved an issue with depth of field not working on some modded maps.&lt;br /&gt;
* Solved an issue with the player's FOV appearing incorrectly after firing a cannon.&lt;br /&gt;
&lt;br /&gt;
===Backend (1)===&lt;br /&gt;
&lt;br /&gt;
* Introducing more security measures due to targeted DDOS attacks.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (2)===&lt;br /&gt;
&lt;br /&gt;
* Solved a rare instance of players getting stuck on map load when loading into the round.&lt;br /&gt;
* Solved two rare instances of the server getting stuck.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.17]==&lt;br /&gt;
&lt;br /&gt;
===Backend (1)===&lt;br /&gt;
&lt;br /&gt;
* Introducing additional security measures due to targeted DDOS attacks. Work on this front is ongoing.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/3966050174818071180 2.16]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
* Upgraded FSR 2.0 to FSR 3.0 improving its quality.&lt;br /&gt;
* Upgraded DLSS to 3.5.10 improving its quality.&lt;br /&gt;
* Introduce an option allowing players to have the Microphone Echo setting always on.&lt;br /&gt;
* Players are now able to disable upscaling through the game’s video settings.&lt;br /&gt;
* Players are now provided with the option to disable grass and tree wind movement through the game’s video settings. Go to Grass Movement and switch this to Off if you experience visible blurriness on flora.&lt;br /&gt;
* Updated the game’s lobby to reduce rare cases of individuals being unable to receive a populated server list.&lt;br /&gt;
* When selecting any of the game’s input text fields such as when changing a regiment’s description or custom player name the cursor will now appear respective to where you click.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (2)===&lt;br /&gt;
* The ladders atop Fort Schwarz are now climbable.&lt;br /&gt;
* Stationary swivel guns on Spanish Farm are now able to load round shots.&lt;br /&gt;
&lt;br /&gt;
===Graphical (6)===&lt;br /&gt;
* Adjusted the chimney smoke on Glacier.&lt;br /&gt;
* Improved the resolution quality of the Empire map loading screen.&lt;br /&gt;
* Adjusted player banner and nameplate visibility.&lt;br /&gt;
* Adjusted the bush sizes on Aunby Valley.&lt;br /&gt;
* Updated the in-game store banner to match the existing Napoleon update banner.&lt;br /&gt;
* Adjusted the sandstorm particle’s looks.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (24)===&lt;br /&gt;
* Solved an issue with players getting stuck on map load while using ExpressVPN's Lightway protocol.&lt;br /&gt;
* Solved an issue with players sometimes getting stuck on map load.&lt;br /&gt;
* Solved an issue with cavalry floating on specific maps.&lt;br /&gt;
* Improved issues with blurriness players were experiencing.&lt;br /&gt;
* Improved issues with distant fuzziness players were experiencing.&lt;br /&gt;
* Solved an issue with fallen trees on Camp Salamanca not looking as intended.&lt;br /&gt;
* Solved an issue with raindrop particle effects not working.&lt;br /&gt;
* Solved an issue with a small rouge pixel being visible in the kill feed.&lt;br /&gt;
* Solved an issue with people spawning on roofs on Empire.&lt;br /&gt;
* Solved an issue with code exceptions appearing when using FSR.&lt;br /&gt;
* Solved an issue where you could look underneath the water plane when swimming in first person on land-based maps.&lt;br /&gt;
* Solved an issue which caused the audio volume to reset when switching from mono to stereo.&lt;br /&gt;
* Solved an issue where VoIP sometimes stopped functioning if the player switched from mono to stereo.&lt;br /&gt;
* Solved an issue with grass being present inside the church on Lamarsh Fen.&lt;br /&gt;
* Solved an issue with terrain clipping through one of the houses on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with transparency on one of the props in Fort Al Farid.&lt;br /&gt;
* Solved an issue with water on Hudree Marsh being low resolution.&lt;br /&gt;
* Solved an issue with one of the trunks on Fort Darial appearing as pink.&lt;br /&gt;
* Solved an issue with the weapon shuffling sound always playing while on horseback.&lt;br /&gt;
* Solved an issue with floating grass on Fort Salettes.&lt;br /&gt;
* Experimental fix towards an issue which produced a halo underneath players when switching graphics presets.&lt;br /&gt;
* Experimental fix towards a rare case that prevented players from spawning when clicking the spawn button.&lt;br /&gt;
* Experimental fix towards an issue with nameplates going invisible when individuals are moving an artillery piece.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (5)===&lt;br /&gt;
* Added support for modded maps to adjust the depth of field. See HoldfastMapModOverload.depthOfFieldDistance.&lt;br /&gt;
* Fixed FSR3 screen flicker whilst aiming artillery pieces.&lt;br /&gt;
* Solved a texture quality issue with Russian uniforms.&lt;br /&gt;
* Experimental fix for antlers appearing on horses. It's well-known that horses only magically transform into deer during Christmas.&lt;br /&gt;
* Fixed player banners being too big whilst using the captain's wheel.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/3909752009314202982 2.15]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (11)===&lt;br /&gt;
* Napoleon’s Rise DLC! Explore Napoleon’s rise to power through this cosmetic content dedicated to the Emperor himself Napoleon.&lt;br /&gt;
:»  Unlock Napoleon's very own uniform for the Infantry Officer class.&lt;br /&gt;
:»  Unlock Napoleon's very own horse, Marengo.&lt;br /&gt;
:»  Unlock the French Empire's French Republican Infantry uniform for the Line Infantry class.&lt;br /&gt;
:»  Unlock the French Empire's Guides a Pied de Bonaparte uniform for the Light Infantry class.&lt;br /&gt;
:»  Unlock the French Empire's Guard Chasseur-a-Cheval uniform for the Hussar class.&lt;br /&gt;
:»  Unlock the First Consul Napoleon head.&lt;br /&gt;
:»  Unlock the Emperor Napoleon head.&lt;br /&gt;
:»  Unlock the Authority Stance gesture animation.&lt;br /&gt;
:»  Unlock the Gentleman's Stroll gesture animation.&lt;br /&gt;
:»  Unlock the Lead Charge gesture animation.&lt;br /&gt;
:»  Unlock the Napoleon's Loyalist medal to display on your playercard.&lt;br /&gt;
:»  Unlock the Pharaohs &amp;amp; Kings banner for your playercard.&lt;br /&gt;
:»  Unlock the Le Tondu portrait for your playercard.&lt;br /&gt;
:»  Unlock The Emperor title for your playercard.&lt;br /&gt;
* The Holdfast OST! With great pomp and circumstance the Holdfast original soundtrack ‘The Plight of War’ presents to you a plethora of epic renditions of some all-time classics to uplift spirits and set the tone as you charge forward to glory.&lt;br /&gt;
:» Featuring iconic songs spanning from the Napoleonic Wars to The Great War this soundtrack brings forth over 20 tracks (including instrumentals).&lt;br /&gt;
:» A music player is available both in the main menu and in-game so that you’ll never be without the choirs of war.&lt;br /&gt;
* A new map featuring never-before-seen environments. Fight in the streets of Empire with this update’s release.&lt;br /&gt;
* A new rendering pipeline. Introducing DLSS, FSR 2.0 alongside improved graphical fidelity.&lt;br /&gt;
* Major game engine upgrade. Exposes our development team to new tools to further optimise the game.&lt;br /&gt;
* Medal indicating the individual's soldier rank now shows in player names.&lt;br /&gt;
* The ‘Holdfast Nations At War - Beta’ dedicated application accessible through your Steam library. You no longer have to switch between branches to partake in public testing events.&lt;br /&gt;
* Improved Holdfast’s audio-scape. Player movement sounds representative of the equipment an individual is carrying, new aiming sounds and many more.&lt;br /&gt;
:» Additional audio master volumes are now present.&lt;br /&gt;
* A steam whistle is now present on WW1 Gunboats.&lt;br /&gt;
* The exclusive_modded_uniforms can now be set to be attacker, defender or faction-specific.&lt;br /&gt;
* Introduced several regiment banners as per the community’s requests.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (2)===&lt;br /&gt;
* Removed colliders from small branches present on Canyon.&lt;br /&gt;
* Reduced the number of trees on Fort Imperial to improve cannon visibility.&lt;br /&gt;
&lt;br /&gt;
===Optimisation (12)===&lt;br /&gt;
* Improved GPU performance. GPU performance concerns framerate when changing between graphics pre-sets and no players are in a server. CPU utilisation will be looked at in a near-future release.&lt;br /&gt;
* Improved RAM utilisation reducing crashing instances for low-end machines.&lt;br /&gt;
* A significant reduction in file size. We’ve brought the game down from 43.6 Gigs to 17 Gigs.&lt;br /&gt;
* The introduction of a new technology to reduce map file size. It was previously a limiting factor to our development team introducing new content due to the ballooning game file size.&lt;br /&gt;
* Multiple optimisations targeting game load times.&lt;br /&gt;
* Optimised the Loyalist Edition DLC file size.&lt;br /&gt;
* Solved several instances of errors cropping up on maps across the game’s Napoleonic and WW1 fronts.&lt;br /&gt;
* Introduced new Potato and Ultra presets.&lt;br /&gt;
:» Potato - Targeting the very low-end of machines. Disables every graphical feature imaginable in the game. Here we place an absolute priority on performance neglecting the game’s graphical fidelity. Don’t expect it to look better than the first iteration of Doom.&lt;br /&gt;
:» Ultra - Those blessed with decent machines can enjoy Holdfast in all its glory with this new graphics preset.&lt;br /&gt;
* VRAM budget now gets more intelligently assigned according to the user’s PC specifications.&lt;br /&gt;
* Players who run the game on a machine with less than 8 Gigs of RAM will automatically have HDD mode enabled featuring the lightweight main menu scene.&lt;br /&gt;
* Performed several optimisations to Holdfast’s debug F2 console.&lt;br /&gt;
* Optimisations targeting horse saddles.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (10)===&lt;br /&gt;
* Revisited Holdfast’s Chinese, Danish, Dutch, French, German, Italian, Korean, Polish, Portuguese-Brazil, Romanian, Russian, Spanish, Spanish-Latin American, Swedish and Turkish translations.&lt;br /&gt;
:» Our thanks goes to Lengeka, Statros, Trainboy, Skyold, Teonino, Harry Hart, Julian v. Hipper, Stelter, GeneralMesse, Miloszig, Tgrysiwek, TheJacob, Espada, Krupiz, M4FIN, Matix, Alexaroth, Pierre, SirTosky, Florez, Madskillero, Plasticwolf, Airok, FaleRH, Fancio, Lupin, Ruddy, Uni, OCurtaMemes, SNG, Dawson, Jklirr and Crontz.&lt;br /&gt;
* Events rules shown to the right side of the screen now get hidden when pressing the ScrollLock key.&lt;br /&gt;
* The target player health present in the P menu now automatically updates while the menu is open.&lt;br /&gt;
* The free-flight camera now respects the inverted camera movement settings.&lt;br /&gt;
* The respawn timer now continues going if the player toggles free roam in the death screen.&lt;br /&gt;
* The option to turn on HDD Mode is now available under the advanced video settings. Requires restart to apply.&lt;br /&gt;
* Results for the search function present in the P menu now automatically update with every key input.&lt;br /&gt;
* Video, Audio and Game options now feature descriptions.&lt;br /&gt;
* Reduced the default main menu music volume.&lt;br /&gt;
* Split Audio, Game, Video and Keybinds settings into separate files providing us with more granular control for settings we’re able to reset to default should the need arise on update releases.&lt;br /&gt;
&lt;br /&gt;
===Graphical (15)===&lt;br /&gt;
* Performed a massive graphical overhaul of every map in the game.&lt;br /&gt;
* Improved the killed by dreadnaught cannon recoil icon.&lt;br /&gt;
* Improved the killed by barbed wire icon.&lt;br /&gt;
* Improved the Frontlines officer ‘Q’ ability bar icon.&lt;br /&gt;
* Improved the Frontlines office minimap hint icon.&lt;br /&gt;
* Adjusted several in-world icon positions to improve visibility.&lt;br /&gt;
* Improved the rocket stack interaction icon.&lt;br /&gt;
* Improved the medal’s visibility on the scoreboard.&lt;br /&gt;
* Improved the visibility of your kills in the kill log.&lt;br /&gt;
* Cleaned up the game sale countdown timers.&lt;br /&gt;
* Matched the size of all regiment banners across the game’s UI to maintain good resolution.&lt;br /&gt;
* Enlarged the Frontline’s binoculars UI.&lt;br /&gt;
* Nature presets specific to city environments are now available.&lt;br /&gt;
* Updated Holdfast’s map loading screens to feature the game’s new graphical fidelity.&lt;br /&gt;
* Changed Holdfast’s launch screen. It is now indicative of the new Napoleon Rise update.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (98)===&lt;br /&gt;
* Solved an issue with missing material references on Fort Imperial.&lt;br /&gt;
* Solved an issue which allowed individuals to walk underneath Fort Imperial.&lt;br /&gt;
* Solved an issue with missing material references on South Sea Castle.&lt;br /&gt;
* Solved an issue with the Austrian faction having no piano tunes available to play. Isn’t that sad?&lt;br /&gt;
* Solved multiple issues with Holdfast launching on Steam Deck.&lt;br /&gt;
* Solved an instance which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue with the blunderbuss being able to register only a maximum of 2 shots as damage per player.&lt;br /&gt;
* Experimental fix for an issue that causes players to get stuck on spawn.&lt;br /&gt;
* Solved an issue with the free roam camera not starting from the player’s death position when accessed from the faction selection screen.&lt;br /&gt;
* Solved an issue with regiment administrators being unable to see enlistment requests.&lt;br /&gt;
* Solved an issue where sometimes the button to accept a recruit wouldn’t be visible.&lt;br /&gt;
* Solved an instance which disallowed players to join a regiment that had already disbanded another.&lt;br /&gt;
* Solved an issue where prestige progress wasn’t showing on the regiment’s banners.&lt;br /&gt;
* Solved an issue with the surgeon class valour one and valour two medals being the other way around.&lt;br /&gt;
* Solved an issue where objectives won’t continue to show on the UI if you die then go to free-roam.&lt;br /&gt;
* Solved an issue with localisation in the in-game cosmetic store.&lt;br /&gt;
* Solved an issue with the customisation menu breaking in the barracks.&lt;br /&gt;
* Solved an issue where players sometimes got stuck when using an artillery piece.&lt;br /&gt;
* Solved an issue when loading round shots into mortars.&lt;br /&gt;
* Solved an issue with rouge red pixels being present in the scoreboard.&lt;br /&gt;
* Solved an issue where the Anvil Game Studios player banner was visible to everyone.&lt;br /&gt;
* Solved an issue with the daily score not being applied correctly.&lt;br /&gt;
* Solved an issue with preview images in the in-game cosmetic store appearing in low resolution.&lt;br /&gt;
* Solved an issue where administrators or moderators were unable to update an inactive player’s regiment rank.&lt;br /&gt;
* Solved an issue where the Carpenter’s tertiary weapon selection didn’t save.&lt;br /&gt;
* Solved an instance which caused a recurring error to appear when viewing a regiment’s member list.&lt;br /&gt;
* Solved an issue which prevented the search function in the P menu from working if a player’s dropdown was open.&lt;br /&gt;
* Solved an instance which prevented moderators from managing their regiment.&lt;br /&gt;
* Solved an instance which allowed players to apply for a regiment that wasn’t accepting recruits.&lt;br /&gt;
* Solved an exception which occurred when PMing carbon players.&lt;br /&gt;
* Solved an instance which caused the player’s camera not to detach properly when moving an artillery piece.&lt;br /&gt;
* Solved an exception which prevented players from joining a server due to unsupported character names.&lt;br /&gt;
* Solved an instance which sometimes prevented administrators from updating a player’s rank after changing its rank structure.&lt;br /&gt;
* Solved an issue where crosshairs sometimes didn’t feature a preview image in the settings menu.&lt;br /&gt;
* Solved an instance which prevented specific players from being accepted into a regiment after enlisting.&lt;br /&gt;
* Solved an instance which prevented the regiment registry list from loading.&lt;br /&gt;
* Solved an issue with rendering order on in-world interaction icons.&lt;br /&gt;
* Solved several client-side warnings on map load.&lt;br /&gt;
* Solved an issue where the Manage Members button was selected by default causing it to immediately appear with a golden border.&lt;br /&gt;
* Solved an instance which caused the game to get stuck when creating a new rank in the regiment registry.&lt;br /&gt;
* Solved an issue where the cursor sometimes didn’t show when selecting the description text field in the regiment registry.&lt;br /&gt;
* Solved an issue where sometimes preview characters didn’t show when navigating through a regiment’s member list.&lt;br /&gt;
* Solved an issue which took the player back to the regiment’s home screen if an enlistee was denied or accepted.&lt;br /&gt;
* Solved an issue which caused the player to get stuck in free-flight if they accessed the mode right after they died by trampling.&lt;br /&gt;
* Solved an issue which sometimes caused players to spawn atop trees on Glacier.&lt;br /&gt;
* Solved an issue which caused the Spectate E and Spawn Menu M indicators to not disable when hiding UI by pressing the Scroll Lock key.&lt;br /&gt;
* Solved multiple exceptions caused when navigating through the regiment registry.&lt;br /&gt;
* Solved an issue which caused incorrect regiment ranks to be applied to selected enlistees.&lt;br /&gt;
* Solved multiple map-specific issues.&lt;br /&gt;
&lt;br /&gt;
===SDK Additions (200)===&lt;br /&gt;
* The Austrian faction is now available in sharedmethods.dll.&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Structure_Bridge1v4&lt;br /&gt;
:» Structure_Bridge1v5&lt;br /&gt;
:» Structure_Bridge2v4&lt;br /&gt;
:» Structure_Bridge2v5&lt;br /&gt;
:» Propgroup_PalisadeStand&lt;br /&gt;
:» Propgroup_CrateLeaningWall&lt;br /&gt;
:» Propgroup_ShootingPlatform1&lt;br /&gt;
:» Propgroup_ShootingPlatform2&lt;br /&gt;
:» Prop_Weapon_Musket_New_Land_Pattern_Brown_Bess_Bayonet&lt;br /&gt;
:» Prop_Weapon_Musket_Charleville_Musket_IXXIII_Bayonet&lt;br /&gt;
:» Functional_PierLadder&lt;br /&gt;
:» Prop_EgyptStatue&lt;br /&gt;
:» Prop_Well1v4&lt;br /&gt;
:» Prop_Well1v5&lt;br /&gt;
:» Prop_Well1v6&lt;br /&gt;
:» Prop_Well1v7&lt;br /&gt;
:» Prop_ww1_TrenchShootingPlatform&lt;br /&gt;
:» Prop_MortarPlatform&lt;br /&gt;
:» Prop_Shipyard_MetalPiece2&lt;br /&gt;
:» Prop_Shipyard_WoodPiece3&lt;br /&gt;
:» Prop_WoodenPole_5&lt;br /&gt;
:» Prop_WoodenPole_6&lt;br /&gt;
:» Prop_ww1_Cemetery_Cemetery_Fence_02_Middle&lt;br /&gt;
:» Prop_ww1_Cemetery_Cemetery_Post&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_A&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_B&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_C&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_A&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_B&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_C&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_04_A&lt;br /&gt;
:» Functional_Naval_SpawnMenuCharacterScreen&lt;br /&gt;
:» Functional_ww1_SpawnMenuCharacterScreen&lt;br /&gt;
:» Creatures_ww1_Fish_Perch&lt;br /&gt;
:» Creatures_ww1_Fish_Trout&lt;br /&gt;
:» Structure_Schooner_ShipWreck_1v2&lt;br /&gt;
:» Structure_Pidgeoncoop1v3&lt;br /&gt;
:» Structure_Barn2v4&lt;br /&gt;
:» Structure_Spain_House1v4&lt;br /&gt;
:» Structure_Spain_House2v4&lt;br /&gt;
:» Structure_Spain_Barn1v4&lt;br /&gt;
:» Structure_Spain_Barn1v5&lt;br /&gt;
:» Structure_Fort_FortImperial1v2&lt;br /&gt;
:» Structure_FortSegment1v3_Modular&lt;br /&gt;
:» Structure_FortSegment2v3_Modular&lt;br /&gt;
:» Structure_FortSegment3v3_Modular&lt;br /&gt;
:» Structure_FortSegment4v3_Modular&lt;br /&gt;
:» Structure_FortSegment5v3_Modular&lt;br /&gt;
:» Structure_FortSegment6v3_Modular&lt;br /&gt;
:» Structure_FortSegment7v3_Modular&lt;br /&gt;
:» Structure_FortTurret1v3_Modular&lt;br /&gt;
:» Structure_FortTurret2v3_Modular&lt;br /&gt;
:» Structure_FortTurret3v3_Modular&lt;br /&gt;
:» Structure_FortTurret4v3_Modular&lt;br /&gt;
:» Structure_FortTurret5v3_Modular&lt;br /&gt;
:» Structure_FortTurret6v3_Modular&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v5&lt;br /&gt;
:» Structure_Ruins_BathHouse1v3&lt;br /&gt;
:» Structure_Ruins_BathHouse1v4&lt;br /&gt;
:» Structure_Ruins_BathHouse1v5&lt;br /&gt;
:» Structure_Ruins_Citywall1v3&lt;br /&gt;
:» Structure_Ruins_Citywall1v4&lt;br /&gt;
:» Structure_Ruins_Citywall1v5&lt;br /&gt;
:» Structure_Ruins_Citywall2v3&lt;br /&gt;
:» Structure_Ruins_Citywall2v4&lt;br /&gt;
:» Structure_Ruins_Citywall2v5&lt;br /&gt;
:» Structure_Ruins_Citywall3v3&lt;br /&gt;
:» Structure_Ruins_Citywall3v4&lt;br /&gt;
:» Structure_Ruins_Citywall3v5&lt;br /&gt;
:» Structure_Ruins_LargeWall10v3&lt;br /&gt;
:» Structure_Ruins_LargeWall10v4&lt;br /&gt;
:» Structure_Ruins_LargeWall10v5&lt;br /&gt;
:» Structure_Ruins_Temple1v3&lt;br /&gt;
:» Structure_Ruins_Temple1v4&lt;br /&gt;
:» Structure_Ruins_Temple1v5&lt;br /&gt;
:» Structure_Ruins_Templeround1v3&lt;br /&gt;
:» Structure_Ruins_Templeround1v4&lt;br /&gt;
:» Structure_Ruins_Templeround1v5&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v3&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v4&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v5&lt;br /&gt;
:» Structure_Ruins_Theater1v3&lt;br /&gt;
:» Structure_Ruins_Theater1v4&lt;br /&gt;
:» Structure_Ruins_Theater1v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v5&lt;br /&gt;
:» Structure_Ruins_Tower1v3&lt;br /&gt;
:» Structure_Ruins_Tower1v4&lt;br /&gt;
:» Structure_Ruins_Tower1v5&lt;br /&gt;
:» Structure_Ruins_Wall1v3&lt;br /&gt;
:» Structure_Ruins_Wall1v4&lt;br /&gt;
:» Structure_Ruins_Wall1v5&lt;br /&gt;
:» Structure_Ruins_Wall2v3&lt;br /&gt;
:» Structure_Ruins_Wall2v4&lt;br /&gt;
:» Structure_Ruins_Wall2v5&lt;br /&gt;
:» Structure_Ruins_Wall3v3&lt;br /&gt;
:» Structure_Ruins_Wall3v4&lt;br /&gt;
:» Structure_Ruins_Wall3v5&lt;br /&gt;
:» Structure_Ruins_Wall4v3&lt;br /&gt;
:» Structure_Ruins_Wall4v4&lt;br /&gt;
:» Structure_Ruins_Wall4v5&lt;br /&gt;
:» Structure_Ruins_Wall5v3&lt;br /&gt;
:» Structure_Ruins_Wall5v4&lt;br /&gt;
:» Structure_Ruins_Wall5v5&lt;br /&gt;
:» Structure_Ruins_Wall6v3&lt;br /&gt;
:» Structure_Ruins_Wall6v4&lt;br /&gt;
:» Structure_Ruins_Wall6v5&lt;br /&gt;
:» Structure_Ruins_Wall7v3&lt;br /&gt;
:» Structure_Ruins_Wall7v4&lt;br /&gt;
:» Structure_Ruins_Wall7v5&lt;br /&gt;
:» Structure_Ruins_Wall8v3&lt;br /&gt;
:» Structure_Ruins_Wall8v4&lt;br /&gt;
:» Structure_Ruins_Wall8v5&lt;br /&gt;
:» Structure_Ruins_Wall9v3&lt;br /&gt;
:» Structure_Ruins_Wall9v4&lt;br /&gt;
:» Structure_Ruins_Wall9v5&lt;br /&gt;
:» Structure_Windmill1v4_Base&lt;br /&gt;
:» Structure_Windmill1v4&lt;br /&gt;
:» Structure_Barn1v4&lt;br /&gt;
:» Structure_HouseDutch1v4&lt;br /&gt;
:» Structure_HouseDutch1v5&lt;br /&gt;
:» Structure_HouseDutch2v4_Kitchen&lt;br /&gt;
:» Structure_HouseDutch2v5_Kitchen&lt;br /&gt;
:» Structure_HouseDutch3v4&lt;br /&gt;
:» Structure_HouseDutch3v5&lt;br /&gt;
:» Structure_HouseDutch4v4&lt;br /&gt;
:» Structure_HouseDutch4v5&lt;br /&gt;
:» Structure_HouseDutch5v4&lt;br /&gt;
:» Structure_HouseDutch5v5&lt;br /&gt;
:» Structure_HouseDutch6v4_Watermill&lt;br /&gt;
:» Structure_HouseDutch6v5_Watermill&lt;br /&gt;
:» Structure_WalledCity1v1_Pillar&lt;br /&gt;
:» Structure_WalledCity1v1_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v2_Pillar&lt;br /&gt;
:» Structure_WalledCity1v2_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v3_Pillar&lt;br /&gt;
:» Structure_WalledCity1v3_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v4_Pillar&lt;br /&gt;
:» Structure_WalledCity1v4_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v4_StraightWallSegment&lt;br /&gt;
:» Structure_WalledCity1v4_Gate&lt;br /&gt;
* Changes to existing SDK props.&lt;br /&gt;
:» Renamed “Prop_Shelve” to “Prop_Shelf2v1”.&lt;br /&gt;
:» Renamed “Prop_Shelve2” to “Prop_Shelf2v2”.&lt;br /&gt;
:» Renamed “Structure_Fort_MartelloTower1v2_Defence_Destructable_Mod 1” to “Structure_Fort_MartelloTower1v3_Defence_Destructable”.&lt;br /&gt;
:» Renamed “Structure_Schooner_ShipWreck” to “Structure_Schooner_ShipWreck_1v1”.&lt;br /&gt;
:» Fixes to colliders on some musket props.&lt;br /&gt;
:» Fixed LODs on prop groups.&lt;br /&gt;
:» Fixed LOD bounds on Gabion props and prop groups.&lt;br /&gt;
:» Fixed Structure_Palisade1.12 having destroyed stage enabled by default.&lt;br /&gt;
:» Made collisions on Prop_Shrine1vX more accurate.&lt;br /&gt;
:» Made collisions on Structure_Pier more accurate.&lt;br /&gt;
:» Removed placeholder .txt prefab that was accidentally included.&lt;br /&gt;
:» Fixed ladders in Martello Tower props.&lt;br /&gt;
:» Capitalised all “AqueductRuin” props to improve readability.&lt;br /&gt;
:» Capitalised all “BathHouse” props to improve readability.&lt;br /&gt;
:» Fixed face normals on ruin props. Lighting will now be more accurate.&lt;br /&gt;
:» Fixed LODs on Frontlines Light Howitzer.&lt;br /&gt;
:» Fixed emplacement collider in “Structure_ww1_french_cernay_house2” &amp;amp; “Structure_ww1_french_cernay_house2_Destroyed_Populated1”.&lt;br /&gt;
:» Optimised “Prop_ww1_mine_field_sign”.&lt;br /&gt;
:» Fixed shadow cast positions for “Structure_Shipyard” prefabs.&lt;br /&gt;
:» Fixed snowy greystone rocks using incorrect material.&lt;br /&gt;
:» Fixed colliders on “Prop_KettleBig_CastIron”.&lt;br /&gt;
:» Fixed LODs on ww1_track props.&lt;br /&gt;
:» Added a variant of non-blanket shader ferns. Existing fern prefabs added “_blanket” to their name.&lt;br /&gt;
:» Fixed names on “Structure_Barnv#” to “Structure_Barn1v#”.&lt;br /&gt;
:» Renamed “Structure_WalledCity1v#_StraightWall” to “Structure_WalledCity1v#_StraightWallSegment”. New prefabs in place of old “StraightWall” props which don’t contain the preplaced pillar. These walls look similar to “Farmwall”, however, these new props are not destroyable like the “Farmwall” ones are.&lt;br /&gt;
:» Added mossy and non-mossy variants of “Sandstone” and “Greystone”.&lt;br /&gt;
:» Snow added to snowy rocks.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (16)===&lt;br /&gt;
* Experimental fix towards the audio clipping issue.&lt;br /&gt;
* Solved an issue with the in-game store page not working as intended.&lt;br /&gt;
* Solved multiple instances which would cause pink objects to become visible. Kindly report back to us if you experience this issue.&lt;br /&gt;
* Experimental fix towards an issue which caused players to get stuck on map load.&lt;br /&gt;
* Solved an issue which prevented end-of-round faction jingles from playing.&lt;br /&gt;
* Solved an issue which caused the player's set framerate to reset if they changed to a different graphics preset.&lt;br /&gt;
* Solved a bug which caused non-movable cannons to appear in blue instead of green.&lt;br /&gt;
* Solved an issue with invisible props on Linburg.&lt;br /&gt;
* Solved an issue with sand mist rendering through explosions.&lt;br /&gt;
* Improved resolution of the game's map loading screens.&lt;br /&gt;
* Darkened the fallen tree particle leaves.&lt;br /&gt;
* Adjusted rocket explosion particle effects.&lt;br /&gt;
* Adjusted the distance fog on Linburg.&lt;br /&gt;
* Adjusted the material colour on Sapper buildable earthworks.&lt;br /&gt;
* Adjusted the fog on Heartmound.&lt;br /&gt;
* Adjusted the fog on Al Uddin Ruins amongst other terrain adjustments.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 2.14]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Soldier medals make a comeback! Rank your favourite soldiers through a total of 75 levels and acquire medals to showcase gloriously on your player card.&lt;br /&gt;
* Spectate and free roam modes feature new functionality allowing players to go to free roam through the death screen or when spectating another player. The free roam camera will detach from the player allowing event administrators to better follow ongoings on the battlefield.&lt;br /&gt;
* Reintroduced the feature allowing event hosts to show a set of rules pertaining to the class being played on-screen.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Administrators are now once again able to view a player’s Steam ID in the playerlogin.txt file.&lt;br /&gt;
* Administrators are now once more able to view a player’s Steam ID when issuing the rc playerlist command.&lt;br /&gt;
* The ''rc playerlist &amp;lt;playerID&amp;gt;'' output now gets automatically copied to the clipboard.&lt;br /&gt;
* Carpenters now spawn with the Blunderbuss by default.&lt;br /&gt;
* Reopening a class category in the Barracks now keeps your last class selected.&lt;br /&gt;
* The ‘P’ menu will stop automatically sorting players if the panel viewing admin commands or volume sliders is expanded.&lt;br /&gt;
* Introduced a new advanced setting category in the game’s video settings. This is now complemented with a warning advising players that adjusting these specific settings may cause game instability.&lt;br /&gt;
* The game chat now fades out when another player types a message in chat improving readability.&lt;br /&gt;
* Players in free roam are now able to continue using the camera when the match comes to an end.&lt;br /&gt;
* The administrator heal function accessible from the P menu now shows the player’s current health and maximum health. &lt;br /&gt;
* The default value of the administrator heal function accessible from the P menu will now automatically represent the value needed to fully heal the player.&lt;br /&gt;
:» Note that you’re still able to heal players above 100.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed optimisations in some cases causing increased map loading times.&lt;br /&gt;
* Optimised the existing main menu scene to improve game launch times.&lt;br /&gt;
* Introduced an experimental lite version of the new main menu featuring faster load times for lower-end machines. &lt;br /&gt;
:» Use the ''-hddMode'' game launch parameter to access. The setting will be made available in-game once it passes stability testing.&lt;br /&gt;
:» Steam Deck automatically defaults to this menu.&lt;br /&gt;
* Increased the default texture streaming budget to 3 Gigs.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Redesigned interaction icons that show on artillery pieces, carriable flags and other interactables.&lt;br /&gt;
* Redesigned the horse kill icon indicator.&lt;br /&gt;
* Redesigned the line officer indicator icons.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which caused the server to hang during gameplay.&lt;br /&gt;
* Solved an issue which caused players to get stuck when spawning.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
* Solved a bug which was causing explosive barrels to feature excessive knockback range.&lt;br /&gt;
* Solved an issue with moveable field guns on modded maps not recoiling.&lt;br /&gt;
* Solved an issue that prevented admins present in the whitelist from joining a full server. This still features a limit of 5.&lt;br /&gt;
* Solved an issue with the wind minimap indicator not always updating correctly.&lt;br /&gt;
* Solved an issue where VoIP wasn’t audible in free roam and spectate unless the player spawns.&lt;br /&gt;
* Solved multiple issues with the local player score bar on the end-of-match panel.&lt;br /&gt;
* Solved an issue with the daily bonus XP modifier.&lt;br /&gt;
* Solved an issue when high-latency players attempted to interact with a cannon.&lt;br /&gt;
* Solved an issue where the chosen primary weapon selection for the Carpenter class wouldn’t save.&lt;br /&gt;
* Solved an issue with weapon class overrides not working as intended when the Sergeant class is involved.&lt;br /&gt;
* Solved an issue with spawn section class overrides when joining a server while a new map was loading.&lt;br /&gt;
* Solved an error that was being outputted when the Mods Download button was pressed before the mod list became populated.&lt;br /&gt;
* Solved an issue when hovering over the leaderboard buttons.&lt;br /&gt;
* Solved an issue with the icon header in the Regiment Rank Editor displaying incorrectly.&lt;br /&gt;
* Solved an edge case with the spawn menu UI showing while playing on high latency.&lt;br /&gt;
* Solved a bug that showed a message to accept the next regiment enlistee after denying an enlistment.&lt;br /&gt;
* Experimental fix for an exception that occurred on modded servers when trying to spectate before spawning in.&lt;br /&gt;
* Solved a bug which prevented the header for the server intro message from showing.&lt;br /&gt;
* Solved an issue with the spawn menu camp being invisible if you stop spectating an individual before spawning for the first time.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of issues with interaction indicators. Sometimes the incorrect icon will show or will be overlaid on the interaction text.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/3680059005332281063 2.13]==&lt;br /&gt;
&lt;br /&gt;
===Important Notice===&lt;br /&gt;
* Individuals having issues launching the game on Steam Deck are advised to use Proton 8.0-3.&lt;br /&gt;
* Be sure to let us know in #bug-reports on [https://discord.com/invite/holdfastgame discord.gg/holdfastgame] if you experience further issues.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Introduced 2 new crosshairs to Nations At War - ‘Nail’ as per the community’s request and ‘Fixate’.&lt;br /&gt;
* You are now able to customize your health bar’s style. Select either ‘Solid’, ‘Gradient’ or ‘Dynamic’ based on your preference.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Moved the audio devices category above the master volumes for easier access.&lt;br /&gt;
* Moved the texture streaming option to an advanced category.&lt;br /&gt;
* Adjusted the red colour present on the top bar and kill feed UI.&lt;br /&gt;
* Increased the duration of squad camp destroyed notifications to improve visibility.&lt;br /&gt;
* Revisited the squad camp destroyed message making it easier to read.&lt;br /&gt;
* The search function in settings now responds to language changes.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed multiple optimisation passes to bring performance in line with previous releases.&lt;br /&gt;
* Optimised maps featuring the snow biome.&lt;br /&gt;
* Dedicated Server: Increased the send and receive buffer default sizes from 131072 to 1572864.&lt;br /&gt;
:» This can be overridden using command line arguments: -sendbuffersize_override and -receivebuffersize_override&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue with one of the Prussian UI elements lacking the eagle. Apologies for the travesty.&lt;br /&gt;
* Solved multiple issues with the server browser.&lt;br /&gt;
* Solved an instance that prevented players from spawning on Melee Arena.&lt;br /&gt;
* Performed several optimisations to the new Round Players ‘P’ panel.&lt;br /&gt;
* Solved an issue with players being unable to build Sapper emplacements on Fort Salettes.&lt;br /&gt;
* Solved an issue with some artillery pieces not recoiling correctly.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command not working as intended.&lt;br /&gt;
* Solved an issue with weapon_overrides not working as intended.&lt;br /&gt;
* Solved an issue that prevented players from exiting the game.&lt;br /&gt;
* Solved an issue that caused uniforms in the barracks to show in grey.&lt;br /&gt;
* Solved an issue with incorrect spelling on one of the sergeant orders in the settings menu.&lt;br /&gt;
* Solved an issue that caused players to be unable to change the Round Players panel key bind.&lt;br /&gt;
* Solved an issue where players would hide the leaderboard UI if they accidentally pressed the escape key in the main menu.&lt;br /&gt;
* Solved an issue that caused players featuring an empty name to crash when joining a server.&lt;br /&gt;
* Solved an issue that caused the head selection not to show in the spawn menu.&lt;br /&gt;
* Solved an issue where players would spawn with their dead cam activated if they pressed the M key right before respawning.&lt;br /&gt;
* Solved an issue where players were able to open the voice and gestures panel while the spawn menu was open.&lt;br /&gt;
* Solved an issue where the server rules panel accessible from the Round Players panel was showing incorrectly.&lt;br /&gt;
* Solved an issue with the end of round class slider going ham when gathering experience using a max rank class.&lt;br /&gt;
* Experimental fix for an issue that causes end of match related audio to leak to the next round.&lt;br /&gt;
* Solved multiple issues with the new texture streaming budget video setting.&lt;br /&gt;
* Solved an issue where a specific UI element on Melee Arena continued to show underneath the top bar after the match started.&lt;br /&gt;
* Solved an issue on Melee Arena where the countdown timer would continue to show after the map rotated.&lt;br /&gt;
* Experimental fix on an issue that sometimes caused players to be unable to spawn.&lt;br /&gt;
* Solved an issue where banners would show in blue for individuals in your regiment.&lt;br /&gt;
* Solved an issue where the Howitzer fuse UI wouldn’t show if a canoneer takes over the piece after it has been fired.&lt;br /&gt;
* Solved an issue with the regiment registry where individuals weren’t able to enlist in regiments.&lt;br /&gt;
* Solved an issue with the regiment registry where administrators weren’t able to deny enlistment requests.&lt;br /&gt;
* Solved an issue with the regiment registry where moderators weren’t able to accept new recruits.&lt;br /&gt;
* Solved an issue with the regiment registry which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue where outdated season ranks would sometimes show in the regiment overview. &lt;br /&gt;
* Solved several other occurrences of outdated data being displayed in the regiment registry.&lt;br /&gt;
* Solved an issue with regiment ranks in the regiment registry.&lt;br /&gt;
* Solved an issue where the Update Regiment button would not become selectable after editing the regiment’s tag and rank format.&lt;br /&gt;
* Solved multiple code warnings that occurred during gameplay.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of the chat not unfading when other players type in a chat.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Level Editor ===&lt;br /&gt;
&lt;br /&gt;
* Introduced over 1500 new assets to design new maps with. There are more than 3600 assets to design maps with.&lt;br /&gt;
* Drastically improved the loading of assets in the level editor.&lt;br /&gt;
* Improved the performance of the editor while it is loading assets.&lt;br /&gt;
* Exposed multiple functions enabling artisans to link custom destructible objects, have custom climbable props and prevent weather from showing inside buildings among other functions.&lt;br /&gt;
* Introduced a new system allowing artisans to use Holdfast’s original terrain textures greatly reducing the map’s download size.&lt;br /&gt;
* You can now collapse the filters to make up for more space.&lt;br /&gt;
* UI now remembers what state your settings were between fresh launches.&lt;br /&gt;
* Performed several additions to improve the level editor interface user experience and looks.&lt;br /&gt;
* Set a minimum width to this UI so artisans don’t hide it erroneously.●&lt;br /&gt;
* Placed items on the ground will now align with other objects and not just the terrain. This allows for the easy placement of objects on top of objects (ie. in buildings).&lt;br /&gt;
* Updated all the plugins being used in the editor to the latest version.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Uniform Editor ===&lt;br /&gt;
&lt;br /&gt;
* Performed several additions to improve the uniform editor interface user experience and looks.&lt;br /&gt;
* Introduced a new SDK Tools -&amp;gt; Screenshot Editor Tool which can aid artisans quickly taking screenshots for their custom uniforms.&lt;br /&gt;
* Artisans can now package multiple uniforms in the same modification bundle.&lt;br /&gt;
** Reduce the download size of your uniform collection for your regiment by packing textures into an atlas.&lt;br /&gt;
** Optimise your uniform collection by packing textures into an atlas reducing draw calls.&lt;br /&gt;
** Package all of your regiment uniforms into one bundle to reduce complexity for event hosts.&lt;br /&gt;
** Ability to have multiple variations for an existing uniform. (ie. randomly change the colour of the pants for your Line Infantry uniform when the player spawns with it).&lt;br /&gt;
&lt;br /&gt;
* Holdfast SDK 5.0 - Flag Editor&lt;br /&gt;
* Performed several additions to improve the flag editor interface user experience and looks.&lt;br /&gt;
* Artisans can now package multiple flags in the same modification bundle alongside uniforms.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Misc ===&lt;br /&gt;
&lt;br /&gt;
* Updated the SDK to Unity 2020.3.34f1 exposing additional terrain functionality.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved multiple issues when creating a new map using the Holdfast SDK editor tool.&lt;br /&gt;
* Solved an issue with filters not working as intended when used in conjunction with search.&lt;br /&gt;
* Solved multiple issues whit dragging props into the scene to improve the experience.&lt;br /&gt;
* Removed the ‘Prefab Type’ filter since this is now obsolete.&lt;br /&gt;
* Solved an issue with layout sizes being wrong when undocking some windows.&lt;br /&gt;
* Solved an issue where the preferences window would crash the editor on launch.&lt;br /&gt;
* Solved multiple issues with props being half-placed under the terrain when dragged due to incorrect pivot placement.&lt;br /&gt;
&lt;br /&gt;
=== Map Balance &amp;amp; Changes ===&lt;br /&gt;
&lt;br /&gt;
* Introduced more spawn locations to the final defender objectives on Fort Imraan.&lt;br /&gt;
* Introduced another climbable rope near the ‘A’ capture point on Fort Imraan.&lt;br /&gt;
* Engineers can no longer build defences to block doorways on the final defender objective on Fort Imraan.&lt;br /&gt;
* Improved texture fidelity on several cliff props, rocks and stump textures.&lt;br /&gt;
* Optimise multiple other textures to reduce VRAM usage.&lt;br /&gt;
&lt;br /&gt;
=== General Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with players getting stuck in a box when using one of the mortars on Fort Imraan.&lt;br /&gt;
* Solved an issue with missing faces on a cliff near the artillery battery on Heroes Landing.&lt;br /&gt;
* Solved an issue with missing faces on the stone walls a the back of the town on Heroes Landing.&lt;br /&gt;
* Solved multiple issues with cliff terrain blending on Berkton Green.&lt;br /&gt;
* Solved an issue with ambient occlusion producing a ghosting effect. This will also improve performance.&lt;br /&gt;
* Solved an issue with the roundEndFactionWin erroring out when no variables were inputted.&lt;br /&gt;
* Solved an issue with players sliding with the out of bound colliders on King George.&lt;br /&gt;
* Solved an issue with missing stair colliders on the windmill base platform.&lt;br /&gt;
* Solved an issue with alt-tabbing when in fullscreen mode changing to an incorrect resolution.&lt;br /&gt;
* Solved an issue with the main menu not showing in the game.&lt;br /&gt;
* Solved an issue which enabled players to input empty names.&lt;br /&gt;
* Possible fix for occlusion issues on Fort Al Farid.&lt;br /&gt;
* Solved an issue with water being disconnected on Island Plains.&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Introduced a new broadcast mode enabling messages to show from ‘Game’ rather than ‘Admin’. Valid for the automation of server restarts amongst other gameplay features.&lt;br /&gt;
* Introduced a ‘set ShouldUnlockMouse true/false’ command to support UI unlocking for mods.&lt;br /&gt;
* Tweaked the scoreboard player count to look better when triple digits are involved.&lt;br /&gt;
* Renamed the ‘Commander Battles’ override to ‘Commander’ so it fits better in the server browser.&lt;br /&gt;
* Bots no longer show any medals.&lt;br /&gt;
&lt;br /&gt;
=== Hotfix ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the water would overlay on screen due to an issue with anti-aliasing.&lt;br /&gt;
* Solved multiple instances of corrupted audio.&lt;br /&gt;
* Solved an issue with the river on Sacred Valley.&lt;br /&gt;
* Solved an issue with the server's 'Welcome Message' not being displayed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server Playercount Limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=3169</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=3169"/>
		<updated>2025-04-10T14:19:00Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* 2.30 */ Wrong map listed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/520836408602001442 2.30]==&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
&lt;br /&gt;
* Multiple additions targeting RAM optimisations.&lt;br /&gt;
* FSR 1.0 is now enabled by default instead of FSR 3.0 on Potato and Very Low settings, as the latter is quite heavy on lower-end machines. &lt;br /&gt;
* Updated the list of GPUs that determine which preset the game launches with on first launch.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (24)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where using the in-game report a player function disconnects you from the server. &lt;br /&gt;
* Solved an issue with ivy clipping on Fort Winston.&lt;br /&gt;
* Solved an issue with fire particle effects on Convoy.&lt;br /&gt;
* Solved an issue with a spawn point on Black Forest &lt;br /&gt;
* Solved an issue where people could get stuck behind a fence in Aunby Valley.&lt;br /&gt;
* Solved an issue where loading the Caribbean map would crash the game.&lt;br /&gt;
* Solved an issue with props floating on Sacred Valley.&lt;br /&gt;
* Solved an issue with enemy name tags being visible sometimes at long distances.&lt;br /&gt;
* Experimental fix towards an issue where conquest capture points wouldn’t display.&lt;br /&gt;
* Solved an issue with kills by canister not showing properly in the death screen.&lt;br /&gt;
* Solved an issue where you couldn’t crouch while using the surrender animation.&lt;br /&gt;
* Solved an issue which intermittently caused performance to degrade.&lt;br /&gt;
* Solved an issue which caused player movement to appear jittery.&lt;br /&gt;
* Solved an issue which would sometimes cause the server to freeze.&lt;br /&gt;
* Solved an issue on Aspern where interacting with an object would cause the player’s animations to break.&lt;br /&gt;
* Solved an issue with multiple misplaced objects on Charleville.&lt;br /&gt;
* Solved an issue where the kill distance is no longer shown on the death screen.&lt;br /&gt;
* Solved an issue where the enemy soldier’s rank colour wouldn’t show properly in the death screen.&lt;br /&gt;
* Solved an issue where the post-processing dropdown setting would disappear after disabling post-processing.&lt;br /&gt;
* Solved an issue with missing icons in the kill-log when using weapon overrides.&lt;br /&gt;
* Solved an issue where cavalrymen would be unable to strike or interact with objects after their horse was killed by an enemy player.&lt;br /&gt;
* Solved an issue where orders and missions would break when using the German, Russian and other localised languages.&lt;br /&gt;
* Solved an issue with score elements overlapping when playing on Steam Deck.&lt;br /&gt;
* Solved multiple client-side errors. Work on this front is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2.29.2==&lt;br /&gt;
&lt;br /&gt;
===Optimisations (3)===&lt;br /&gt;
&lt;br /&gt;
* A smoother gameplay experience thanks to optimisations in CPU, GPU, and RAM utilisation.&lt;br /&gt;
* Reduced the game’s file size.&lt;br /&gt;
* Fewer instances of memory leaks. Work is ongoing on this front.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
&lt;br /&gt;
* You can now report other players through the ‘P’ menu.&lt;br /&gt;
* Updated localisation thanks to the assistance of our beloved community. Translations are still ongoing.&lt;br /&gt;
::» Chinese - Lengka, Aimee&lt;br /&gt;
::» Czech - Dry, Kermit Froggson, Mollie, MaggMark and Schnitzel&lt;br /&gt;
::» Danish - Jona and FishFish&lt;br /&gt;
::» Dutch - Trainboy and Statros&lt;br /&gt;
::» French - Teonino, Scapin and Thegame&lt;br /&gt;
::» German - DasGesundeBrot, Piccabo and Von Baden&lt;br /&gt;
::» Greek - Turtles&lt;br /&gt;
::» Italian - Carlous Rex, Frog Arsonist and Dusty22&lt;br /&gt;
::» Japanese - Gooba&lt;br /&gt;
::» Korean - SNG and Dawson1029&lt;br /&gt;
::» Polish - Miloszig, TheJacob, M4F1N, Krupiz and Espada&lt;br /&gt;
::» Portuguese - Figurante, OCurta, Kooldan and Dekictl&lt;br /&gt;
::» Romanian - Alexaroth&lt;br /&gt;
::» Russian - Wilhelm, Anna Scherer, Turkmenbashy and yav4ik&lt;br /&gt;
::» Spanish - SirTosky, Ruddy, Fale, Airok, Plasticwolf, Madskillero and Andres&lt;br /&gt;
::» Swedish - Uni&lt;br /&gt;
::» Turkish - Crontz and MrShark&lt;br /&gt;
* A community feat unlock for individuals who join a regiment.&lt;br /&gt;
* A community feat unlock for individuals who join the wider community on the official Discord.&lt;br /&gt;
* Introduced additional feats and rewards for outstanding contributions to the Holdfast community. Join us on discord.gg/holdfastgame to get involved.&lt;br /&gt;
* Reorganised the game settings for easier access and introduced controller deadzone visibility.&lt;br /&gt;
* Introduced support for additional characters to improve localisation.&lt;br /&gt;
&lt;br /&gt;
===Graphical (2)===&lt;br /&gt;
&lt;br /&gt;
* New loading screens for maps that previously featured outdated graphics.&lt;br /&gt;
* Upgraded FSR 3.0.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
* Solved several exceptions on the client-side.&lt;br /&gt;
* Solved issues with the admin kill log panel.&lt;br /&gt;
* Solved an issue where the join squad notification was overlaying the kill feed.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes the firearm to stop responding to mouse movement.&lt;br /&gt;
* Experimental fix towards an issue where sometimes a player would temporarily spawn with a backpack they haven’t equipped.&lt;br /&gt;
* Experimental fix towards an issue which sometimes caused overhead banners to flash.&lt;br /&gt;
* Solved an exploit which allowed players to change size, colour and other rich-text functions in custom player names. We’ve quite enjoyed what the community has done with this unintended feature, so we’ve decided to retain functionality for colour edits in regiment names.&lt;br /&gt;
&lt;br /&gt;
==2.29==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (1)===&lt;br /&gt;
* Performed a multitude of changes to master audio and improve voice chat legibility.&lt;br /&gt;
::» Audio settings have been reset to this effect.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (4)===&lt;br /&gt;
* Adjusted the collisions on Engineer-built sandbags.&lt;br /&gt;
* Reduced the damage Trench Raiders can tank when shot at by firearms.&lt;br /&gt;
::» Introduced a load screen tip to inform players that armoured Trench Raiders can quickly face their demise by landing a headshot.&lt;br /&gt;
* Players can now change weapons while the Officer Orders ‘Q’ menu is open by using the scroll wheel.&lt;br /&gt;
* Reload indicator tips no longer show if the player runs out of ammunition.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (9)===&lt;br /&gt;
* Solved multiple recurring exceptions on the client.&lt;br /&gt;
* Experimental fix towards an infrequent visual error which causes the player’s score to infinitely rise.&lt;br /&gt;
* Solved an issue which infrequently caused the server to hang.&lt;br /&gt;
* Corrected a typo in the Hero’s Dread feat description.&lt;br /&gt;
* Corrected a typo in the Ordinary and Able Seaman feats.&lt;br /&gt;
* Solved an issue with the Pershing daily mission.&lt;br /&gt;
* Solved an issue where Engineer-built sandbags didn’t show the dithering effect if players were standing in them.&lt;br /&gt;
* Corrected a typo in the Shore Watch daily mission.&lt;br /&gt;
* Solved an issue with incorrect LODs near the cave on Kingsman Bay.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/partnerevents/preview/503937932384534881 2.28]==&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (9)===&lt;br /&gt;
&lt;br /&gt;
* Adjusted weather preset frequency on Frontlines maps.&lt;br /&gt;
* Multiple gameplay balance changes to Red Tides.&lt;br /&gt;
* Multiple gameplay balance changes on Stalemate.&lt;br /&gt;
* Multiple gameplay changes on Estate.&lt;br /&gt;
* Multiple gameplay changes on Archipelago.&lt;br /&gt;
* Multiple gameplay changes to Countryside.&lt;br /&gt;
* Reduced HE grenade count from 2 to 1.&lt;br /&gt;
* Trench Raiders can no longer select smoke grenades.&lt;br /&gt;
* Loudhailer audio has been tweaked to become less overpowering.&lt;br /&gt;
&lt;br /&gt;
===Optimisation (2)===&lt;br /&gt;
* Optimised smoke particle effects.&lt;br /&gt;
* Optimised steamboat chimney smoke.&lt;br /&gt;
&lt;br /&gt;
===Graphical (3)===&lt;br /&gt;
* Improved grenade smoke particles.&lt;br /&gt;
* Improved all explosion particles.&lt;br /&gt;
* Improved steamboat chimney smoke and solved an issue so that it doesn’t render behind fog.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (10)===&lt;br /&gt;
* Solved an issue with props remaining floating on Red Tides.&lt;br /&gt;
* Solved issues with player spawn positions when a part of a squad.&lt;br /&gt;
* Solved an issue with people spawning under the terrain on Fort Imraan.&lt;br /&gt;
* Solved an issue with people spawning inside props on Red Tides.&lt;br /&gt;
* Solved an issue with the legacy panel missing an icon for carriable objects.&lt;br /&gt;
* Solved an issue with the howitzer ammobox having a broken highlight.&lt;br /&gt;
* Solved an issue where players would switch weapons unintentionally when using the legacy high-command orders panel.&lt;br /&gt;
* Solved an issue with weapon overrides for trench guns not working in NaW.&lt;br /&gt;
* Solved an issue where the Wobblebang head was selectable when playing with a Trench Raider.&lt;br /&gt;
* Solved multiple client-side code exceptions.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/503937773532610926 2.27]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
* A new class! Storm the trenches as the armoured Trench Raider class. Equipped with a shotgun, a trusty axe and a handful of smoke or HE grenades, this fellow will clear a trench in no time should you let him get close.&lt;br /&gt;
* Take to the shores or trenches with the release of 10 new maps with the Frontlines 2.0 update.&lt;br /&gt;
::» Red Tides (Invasion)&lt;br /&gt;
::» Stalemate (Offensive)&lt;br /&gt;
::» Requiem (Offensive)&lt;br /&gt;
::» Depot (Offensive)&lt;br /&gt;
::» Kingsman Bay (Invasion)&lt;br /&gt;
::» Over The Top (Invasion)&lt;br /&gt;
::» Junction (Offensive)&lt;br /&gt;
::» Estate (Invasion)&lt;br /&gt;
::» Archipelago (Offensive)&lt;br /&gt;
::» Charleville (Offensive)&lt;br /&gt;
* Overhauled existing Frontlines maps based on community feedback.&lt;br /&gt;
* Bark orders or hail from afar with the brand-new loudhailer! This useful tool will be made available for officers and captains across both the WW1 and Napoleonic fronts. With an increased VOIP range and a sprinkle of reverb, this is most definitely going to be an officer's dream.&lt;br /&gt;
* Winter Uniforms are now available to unlock for the Rifleman class. Save yourself a touch of frostbite during this festive season!&lt;br /&gt;
* Completely overhauled all WW1 rifles. Pick your new Gewehr soldier and head to the front!&lt;br /&gt;
* A plethora of new weapons unlocks for rifles and shotguns. Navigate to the Barracks to customise your character.&lt;br /&gt;
* Assist beachhead landings with the new 2-Gun Artillery Steamboat. &lt;br /&gt;
* Hop on the new Coast Gun to bring any unfortunate fellows in your sight to smithereens.&lt;br /&gt;
* Defend the shoreline with the new anti-infantry 3-inch Artillery piece.&lt;br /&gt;
* Multiple orders and feats to unlock specific to Frontlines. This also includes a new class chain for the Trench Raider!&lt;br /&gt;
* Several new banners, portraits and medals to customise your player card with. Snake Earl Jones?&lt;br /&gt;
* The culinary-accurate frying pan is now available on Frontlines.&lt;br /&gt;
* A rather raunchy surprise.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (12)===&lt;br /&gt;
* Improved first-person view on Frontlines.&lt;br /&gt;
* Players are now able to switch through all weapons, utility and roleplay items available in the weapon wheel using the number keys.&lt;br /&gt;
* Improved legibility of the spawn point capture message on Offensive.&lt;br /&gt;
* Reduced Steamboat horn cooldown from 30 to 15 seconds.&lt;br /&gt;
* You no longer get stunned when shot at in Frontlines.&lt;br /&gt;
* Explosives now have more kick in the Frontlines game mode.&lt;br /&gt;
* The trench whistle cooldown timer now displays in the weapon wheel.&lt;br /&gt;
* Riflemen, Artillerymen and Engineers now come equipped with a secondary melee weapon.&lt;br /&gt;
* Medics can now select between equipping un-bayonetted rifles or pistols.&lt;br /&gt;
* An additional smoke grenade has been provided to the Officer class.&lt;br /&gt;
* Clarified the ‘Nelson’s Own’ order description.&lt;br /&gt;
* Adjusted the requirements of the ‘Holding Fast’ order.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK V9.0 (3)===&lt;br /&gt;
* Austria is now available as a modelable faction in the Holdfast SDK.&lt;br /&gt;
* Modders can now choose to allow players to equip backpacks on a modded uniform.&lt;br /&gt;
* Introduced many new props. Download the Holdfast SDK and get creative!&lt;br /&gt;
&lt;br /&gt;
===Graphical (1)===&lt;br /&gt;
* Updated Frontlines map loading screens.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (2)===&lt;br /&gt;
* Input the following command per map retention to host the new Frontlines maps on your community server.&lt;br /&gt;
::» map_name redtides&lt;br /&gt;
::» map_name stalemate&lt;br /&gt;
::» map_name requiem&lt;br /&gt;
::» map_name depot&lt;br /&gt;
::» map_name kingsmanbay&lt;br /&gt;
::» map_name overthetop&lt;br /&gt;
::» map_name junction&lt;br /&gt;
::» map_name estate&lt;br /&gt;
::» map_name archipelago&lt;br /&gt;
::» map_name charleville&lt;br /&gt;
* Input the following command per map rotation to adjust the time it takes to respawn a 2-Gun Steamboat.&lt;br /&gt;
::» rc set steamboat2GunCooldownBetweenSpawns 60&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (19)===&lt;br /&gt;
* Solved an issue with the ‘Tactician’ daily mission.&lt;br /&gt;
* Solved an issue with the ‘Soldiering’ daily mission.&lt;br /&gt;
* Corrected grammar for the ‘Grand Leadership’ daily mission.&lt;br /&gt;
* Solved multiple exceptions.&lt;br /&gt;
* Solved an issue with the Reinforce Officer ability on Frontlines.&lt;br /&gt;
* Solved an issue when spawning WW1 artillery ammo boxes through the server configuration file.&lt;br /&gt;
* Solved an issue with the ‘Give Em’ Steel’ order.&lt;br /&gt;
* Solved an issue with the ‘Thief’ feat.&lt;br /&gt;
* Solved an issue where steamboat sounds would remain looping.&lt;br /&gt;
* Solved an issue with the dreadnaught turret using an incorrect sprite.&lt;br /&gt;
* Solved an issue with the squad camp tooltip not properly displaying for the WW1 Officer class.&lt;br /&gt;
* Solved an issue with the 'Follow Me' and 'Reinforce' shout labels not appearing on Frontlines voice selection.&lt;br /&gt;
* Solved an issue where sometimes the incorrect class preview character would display in the spawn menu.&lt;br /&gt;
* Solved an issue with ‘The Last Stand’ order.&lt;br /&gt;
* Solved an issue with gesture customisation.&lt;br /&gt;
* Solved an issue where projectiles would appear to be floating.&lt;br /&gt;
* Solved an issue where neutralized capture points wouldn’t show inworld UI for defenders on Invasion.&lt;br /&gt;
* Solved an issue where boats would despawn unintentionally.&lt;br /&gt;
* Solved an issue with interaction highlights on Christmas trees.&lt;br /&gt;
* Solved an issue with interaction highlights on Howitzer Ammoboxes.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4446837338576782057 2.26]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (9)===&lt;br /&gt;
* Introduced the ‘Building Legacy’ feat-chain rewarding players with shillings for acquiring class levels. Rewards apply retroactively after completing a single round on an official server.&lt;br /&gt;
* Gameplay adjustments to Fort Schwarz when played on the Army Siege game mode.&lt;br /&gt;
* You can now view your class level’s XP by hovering on the LVL icon.&lt;br /&gt;
* Reduced the requirements of the ‘Might &amp;amp; Discipline’ feat chain.&lt;br /&gt;
* Reduced the requirements of the ‘Grand Leadership’ daily mission.&lt;br /&gt;
* Hovering over the 0/18 icon in the order’s panel now shows a tooltip of the reward that can be acquired by completing orders in that tier.&lt;br /&gt;
* Orders and feats that unlock achievements now show in the armoury.&lt;br /&gt;
* Rephrased the spawn menu message for when players are no longer able to spawn in the single-life game modes to ‘Wait Until Next Round’.&lt;br /&gt;
* Adjusted the language of several orders for better clarification.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (32)===&lt;br /&gt;
* Solved an issue with soldier rank displaying incorrectly.&lt;br /&gt;
* Solved an issue with the ‘Just A Moment’ order not triggering properly.&lt;br /&gt;
* Solved an issue where the character wouldn’t display in the player’s barracks.&lt;br /&gt;
* Solved an issue with order completion displaying inconsistently in the armoury.&lt;br /&gt;
* Solved an issue with the reload indicator showing if you fire out of line and Holdfast Auto Admin is enabled on the game server.&lt;br /&gt;
* Solved an issue which caused players to get stuck on the Naval Battlefield or Coastal Siege spawn menu.&lt;br /&gt;
* Solved an issue where order progress would mistakenly show on community servers.&lt;br /&gt;
* Solved an issue where sometimes a class would get unintentionally locked.&lt;br /&gt;
* Experimental fix towards an issue which causes players to get stuck on the Army Siege spawn menu.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command bricking the game server.&lt;br /&gt;
* Solved an issue where sometimes the player’s soldier rank would appear to have reset to 0. All progress is retained.&lt;br /&gt;
* Solved an issue which caused players to be unable to capture point A on Fort Al-Farid from specific locations.&lt;br /&gt;
* Solved multiple inconsistencies with the class level progress bar that shows during the end of round screen.&lt;br /&gt;
* Solved an issue with full servers being recommended to players to join in the lobby.&lt;br /&gt;
* Solved an intermittent issue where orders and feats in the armoury would stop showing.&lt;br /&gt;
* Solved an issue with the ‘Tactician’ daily mission not completing.&lt;br /&gt;
* Solved an issue where experience would temporarily appear to be above the maximum experience required to reach soldier rank 50.&lt;br /&gt;
* Solved an issue where broadcasted host and admin messages would not override one another.&lt;br /&gt;
* Solved an issue with information showing correctly on your own player card when you complete an order after getting killed.&lt;br /&gt;
* Solved an issue where backpacks would appear on modded uniforms.&lt;br /&gt;
* Solve an issue with daily missions not resetting correctly the following day.&lt;br /&gt;
* Solved an issue with props appearing invisible on Fort Al-Farid.&lt;br /&gt;
* Solved an issue where active orders already completed wouldn’t remove on login.&lt;br /&gt;
* Solved an issue where items unlocked by completing chains would show an incorrect description.&lt;br /&gt;
* Solved an issue where UIs would overlap in the armoury.&lt;br /&gt;
* Solved an issue with interaction icons overlapping on interactable flags.&lt;br /&gt;
* Solved an issue where field guns on Buckland Banks would go under the terrain.&lt;br /&gt;
* Corrected spelling for the ‘Grenadier At Arms’ order.&lt;br /&gt;
* Solved an issue where the camera would offset if you join a round while the roleplay panel is open.&lt;br /&gt;
* Solved an issue with the heal and slap admin features not working if given a non-integer input number.&lt;br /&gt;
* Solved an issue with specific orders not tracking properly when swapping factions.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4446836704626606737 2.25.2]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (2)===&lt;br /&gt;
* Introduced a game setting allowing players to show everyone's or only their own order unlocks in the game chat. Only your own order unlocks will show by default.&lt;br /&gt;
::» Settings &amp;gt; Game &amp;gt; Search for 'Order Completed'.&lt;br /&gt;
* Introduced a game setting to disable or enable messages of people joining or leaving a squad in the game chat.&lt;br /&gt;
::» Settings &amp;gt; Game &amp;gt; Search for 'Squad Notification'.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the default portrait was set to 'Commoner' instead of 'Service'.&lt;br /&gt;
* Solved an issue with colour displaying incorrectly when a player progresses to the next soldier rank bracket.&lt;br /&gt;
* Solved an issue where white horses didn't require the Loyalist Edition DLC to equip.&lt;br /&gt;
* Solved an issue with backpacks showing afloat when interacting with artillery pieces.&lt;br /&gt;
* Solved an issue where selecting a completed secret feat didn't show its reward.&lt;br /&gt;
* Solved an issue when leaving a modded server.&lt;br /&gt;
* Solved an issue with class levels showing incorrectly in the end of round screen.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/7165884436587741619 2.25]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (14)===&lt;br /&gt;
&lt;br /&gt;
* Over 100 field orders to complete on the battlefields of Holdfast rewarding you with shillings. Shillings are only acquirable through in-game achievements.&lt;br /&gt;
* Use your hard-earned shillings to unlock a plethora of new cosmetics to customise your characters with.&lt;br /&gt;
::» Unlocks can now be equipped on all classes that feature the ability to do so irrespective of the Class Level.&lt;br /&gt;
* Show your might and mettle through feats of strength rewarding you with an even grandeur number of cosmetics to unlock for your player profile.&lt;br /&gt;
* Daily missions replacing the daily experience system ever-forsaken by the Gods.&lt;br /&gt;
* A complete redesign of the Barracks UI.&lt;br /&gt;
* Bashing an unknown fellow with a frying pan? We got you sorted.&lt;br /&gt;
* What about a golden one? Yeah, there’s that as well.&lt;br /&gt;
* But you surely won’t make us carry backpacks after all these years, right?… Well, perhaps if we earned the King's shillings?&lt;br /&gt;
* References to beloved era films and a solid serving of puns.&lt;br /&gt;
* Steam achievements now properly unlock.&lt;br /&gt;
* Issued multiple improves to Army Siege maps on the Nations At War front based on player feedback.&lt;br /&gt;
::» Fort Salettes&lt;br /&gt;
::» Fort Christina&lt;br /&gt;
::» Fort Pierre&lt;br /&gt;
::» Fort Al Farid&lt;br /&gt;
::» Camp Salamanca&lt;br /&gt;
* The player’s faction and class now display in the ‘P’ menu.&lt;br /&gt;
* Redesigned spawn, barracks and multiple other interfaces to improve usability.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (16)===&lt;br /&gt;
&lt;br /&gt;
* Players are now provided with additional score when destroying or damaging squad camps.&lt;br /&gt;
* Revisited spawn-camp restrictions on Empire to diminish the impact of spawn-camping.&lt;br /&gt;
* Hussars are now available to play on Crossroads.&lt;br /&gt;
* Introduced additional places to spawn boats on Lindisfarne.&lt;br /&gt;
* Reduced the number of bushes on Lindisfarne.&lt;br /&gt;
* Issued several player-feedback for the melee arena on Drill Grounds.&lt;br /&gt;
* Moved several props always obstructing the shooting range on Drill Grounds based on player-feedback.&lt;br /&gt;
* Adjusted firing platform positions on Aspern preventing players from slightly falling down when aiming.&lt;br /&gt;
* Homoginised melee weapon-ranges across all weapons of the same group to improve hit accuracy.&lt;br /&gt;
::» IE. All swords will now have the same range.&lt;br /&gt;
* Issued several improvements to the minimap to improve its view.&lt;br /&gt;
* Improved weapon preview functionality when navigating in the Barracks.&lt;br /&gt;
* Equipped cosmetics now display when select a class for the first time in the Barracks.&lt;br /&gt;
* Players now receive a message in the spawn menu when there are squad-camps available to spawn on.&lt;br /&gt;
* Increased tickets available from 2500 to 3500 on the following maps when the Conquest game mode is in play.&lt;br /&gt;
::» Tropics&lt;br /&gt;
::» Vestiges&lt;br /&gt;
::» Isle of Wake&lt;br /&gt;
::» Domont Gardens&lt;br /&gt;
::» Lindisfarne&lt;br /&gt;
::» Buckland Banks&lt;br /&gt;
* Increased Conquest tickets for King George from 1500 to 2500.&lt;br /&gt;
* Increased King George reinforcements on Army Battlefield to 545 from 505.&lt;br /&gt;
* Highlands on the Army Siege game mode has been removed from the official server map rotation.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (2)===&lt;br /&gt;
&lt;br /&gt;
* Rowboats on the Nations At War front now automatically despawn if they haven’t been used for a minute.&lt;br /&gt;
* Solved issues with memory leaks between rounds.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (1)===&lt;br /&gt;
&lt;br /&gt;
* A reload indicator now shows in-game when the firearm is out of ammo.&lt;br /&gt;
::» You can disable this from the game’s options.&lt;br /&gt;
&lt;br /&gt;
===Graphical (4)===&lt;br /&gt;
&lt;br /&gt;
* Replaced the old walls on Autumn Watch.&lt;br /&gt;
* Improved the looks of the DLC swords available with the purchase of the Loyalist Edition.&lt;br /&gt;
* Improved the looks of the Claymore sword.&lt;br /&gt;
* Replaced an old tree prop on Ravenstone.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (8)===&lt;br /&gt;
&lt;br /&gt;
* Server administrators are now able to change the map’s name in the ‘P’ administration menu by using the following command. Command used to previously only work on mod-maps.&lt;br /&gt;
::» map_name_override ([https://wiki.holdfastgame.com/Admin_Features#Map_Rotations_Panel Wiki])&lt;br /&gt;
* Server administrators are now able to override starting firearm ammunition per weapon class rather than having to define every single weapon.&lt;br /&gt;
::» weapon_class_ammo_override ([https://wiki.holdfastgame.com/Server_Configuration#Firearm_Ammo_Override Wiki])&lt;br /&gt;
* Server administrators are now able to override whether muskets are bayonetted or not per player class.&lt;br /&gt;
::» starting_weapons_bayonet_enabled ([https://wiki.holdfastgame.com/Server_Configuration#Starting_Weapon_Override Wiki])&lt;br /&gt;
* Solved an issue with the include_sergeants_in_officer_chat true command not working as intended.&lt;br /&gt;
::» Use this to allow Sergeants to communicate in the global Officer voice chat.&lt;br /&gt;
* Updated the list of servers available to join through the ‘Join Custom Server’ panel.&lt;br /&gt;
* Slap input field defaults to being empty preventing administrators from deleting previous text and entering one anew.&lt;br /&gt;
* DLC weapons now show when over-riding a class’s starting weapon.&lt;br /&gt;
* The ‘Kill Log’ tab in the ‘P’ menu now freezes in place when scrolling or a search filter is active.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (52)===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with occlusion culling on Fort Winston.&lt;br /&gt;
* Solved an issue where an interaction icon on one of the ladders on Fort Schwarz would appear off-set.&lt;br /&gt;
* Solved an issue with spawn positions on Crossroads.&lt;br /&gt;
* Solved multiple warnings on Crossroads.&lt;br /&gt;
* Solved an issue with interactable items being placed outside the map border on Sharpton.&lt;br /&gt;
* Solved an issue with one of the trees clipping inside a house on Sharpton.&lt;br /&gt;
* Solved an issue with shadows on one of the destroyed buildings on Linburg.&lt;br /&gt;
* Attempted fix towards an issue allowing individuals to go outside the map border on Glacier.&lt;br /&gt;
* Solved an issue with flags appearing incorrectly on Buckland Banks.&lt;br /&gt;
* Solved an issue with spawn positions on Glacier.&lt;br /&gt;
* Solved an issue with individuals being able to boost atop the rooftop on Crossroads.&lt;br /&gt;
* Solved an issue with background props floating on Westmill Brook.&lt;br /&gt;
* Solved an issue with the barn on Causeways being far too underground.&lt;br /&gt;
* Solved an issue with the target dummies going invisible on Drill Grounds near the artillery range.&lt;br /&gt;
* Solved an issue with players being able to go outside the map border on Canyon.&lt;br /&gt;
* Solved an issue with floating shrooms on Causeways.&lt;br /&gt;
* Attempted fix towards an issue allowing individuals to boost on the rocks leading to Fort Darial’s D point.&lt;br /&gt;
* Solved an issue where players could get stuck between objects on Costa Relitto.&lt;br /&gt;
* Solved an issue with floating rocks on Al Kimar Pyramids.&lt;br /&gt;
* Solved an issue where players could sometimes get stuck near the broken ship on Tropics.&lt;br /&gt;
* Solved an issue with props floating on Heartmound.&lt;br /&gt;
* Solved an issue with people boosting out of the Fort Salettes play area.&lt;br /&gt;
* Solved an issue with players being able to go inside one of the rock formations on Aunby Valley.&lt;br /&gt;
* Solved an issue with score being applied incorrectly on some maps when the Conquest game mode is in play.&lt;br /&gt;
* Solved an issue where friendly players can destroy their own defences on Fort Christina.&lt;br /&gt;
* Solved an issue where friendly players can destroy their own defences on Camp Salamanca.&lt;br /&gt;
* Solved an issue with floating props on Marquette.&lt;br /&gt;
* Solved an issue with artillery pieces having mismatched placements on Ernest Ridge.&lt;br /&gt;
* Solved an issue with players being able to go under the terrain using in-word props.&lt;br /&gt;
* Solved an issue with props floating on Al Uddin Ruins.&lt;br /&gt;
* Solved an issue with bushes getting culled too early.&lt;br /&gt;
* Solved multiple minor issues on Empire.&lt;br /&gt;
* Solved an issue with reflections being applied incorrectly on Isle of Wake.&lt;br /&gt;
* Solved an issue with rocket and howitzer shell audio continuing to play after it explodes.&lt;br /&gt;
* Solved an issue with squad-camps not outputting tent destroyed messages.&lt;br /&gt;
* Solved an issue with players being able to overtake class limitations on squad-camps.&lt;br /&gt;
* Solved an issue with a scrollbar unintentionally showing in the controls UI.&lt;br /&gt;
* Solved an issue with players being able to spawn join squad notifications when dead.&lt;br /&gt;
* Solved an issue with servers hosting the Melee Arena game mode not restarting on the correct time.&lt;br /&gt;
* Solved an issue where if you pressed E when you died next to an officer, you’d join their squad.&lt;br /&gt;
* Solved an issue where Surgeons can sometimes accidentally use their self-heal ability while typing in chat.&lt;br /&gt;
* Solved an issue when healing an Officer as a medic would make you join their squad.&lt;br /&gt;
* Solved an issue with the ‘K’ Global VoIP mute toggle not persisting between game launches.&lt;br /&gt;
* Solved an issue with materials not being retained after a Sapper deconstructs an object.&lt;br /&gt;
* Solved an issue with Sappers not having access to the ‘Taunt’ and ‘War Cry’ gestures.&lt;br /&gt;
* Solved an issue with Halloween gestures not being removed from the radial menu after the event ends.&lt;br /&gt;
* Solved an issue with the admin panel causing a black screen on disconnect.&lt;br /&gt;
* Solved an issue with characters sometimes going invisible in the spawn menu after a map rotation.&lt;br /&gt;
* Solved an issue when downloading modifications.&lt;br /&gt;
* Solved an issue where the regiment registry would infinitely load on first load.&lt;br /&gt;
* Solved an issue with the trap door being uninteractable on Drill Grounds.&lt;br /&gt;
* Solved an issue with swivel guns being invisible on Buckland Banks.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4592071446743902639 2.23 &amp;amp; 2.24]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (3)===&lt;br /&gt;
&lt;br /&gt;
* Improved performance on high player count servers. Work is still ongoing.&lt;br /&gt;
* Improved performance on maps utilizing ships.&lt;br /&gt;
* Solved another instance of performance degradation.&lt;br /&gt;
&lt;br /&gt;
===Gameplay (1)===&lt;br /&gt;
&lt;br /&gt;
* Players from one faction will now no longer see the spawn section distances of the other faction. This is relevant to the naval game modes.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (6)===&lt;br /&gt;
&lt;br /&gt;
* Solved a reoccurring exception when using the surgeon healing ability.&lt;br /&gt;
* Solved a reoccurring exception when using AMD FSR.&lt;br /&gt;
* Solved a reoccurring exception when the squad join notification popup is showing.&lt;br /&gt;
* Experimental fix to address long distance player banner flickering.&lt;br /&gt;
* Experimental fix for reoccurring exception when entering an officer's or sergeant's line.&lt;br /&gt;
* Solved an issue with players bugging out when interacting with beds.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4584188879514575719 2.22]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (17)===&lt;br /&gt;
&lt;br /&gt;
* A long-awaited queue system finally made possible thanks to the near finalisation of our engine and backend upgrades totalling over 9 months' worth of development time. Continue browsing the main menu or head over to the barracks to customise your character as you wait in the queue to join a server.&lt;br /&gt;
* Players attempting to join a server with a full queue will be recommended to join another allowing them to get to the gameplay quicker.&lt;br /&gt;
* A massive expansion to game levels on the Nations At War front featuring 8 new maps with unique environments.&lt;br /&gt;
:» Crossroads&lt;br /&gt;
:» Buckland Banks&lt;br /&gt;
:» Domont Gardens&lt;br /&gt;
:» Isle of Wake&lt;br /&gt;
:» Convoy&lt;br /&gt;
:» Lindisfarne&lt;br /&gt;
:» Vestiges&lt;br /&gt;
:» Tropics&lt;br /&gt;
* Completely overhauled existing game levels to address gameplay issues. Some of these maps date back to Holdfast’s Early Access release in 2017. We’ve made sure to pay proper tribute to these classics by staying true to their character while bringing them into the new age.&lt;br /&gt;
:» Aspern&lt;br /&gt;
:» Causeways&lt;br /&gt;
:» Ernest Ridge&lt;br /&gt;
:» Linburg&lt;br /&gt;
:» Sharpton&lt;br /&gt;
:» Spanish Farm&lt;br /&gt;
* Squad camps are now featured in the Army Siege game mode. Combined with tweaks and balances to these game levels, sieges on the Nations At War front will now provide a fresh new experience. We will be monitoring how gameplay revolves.&lt;br /&gt;
:» Fort Pierre&lt;br /&gt;
:» Fort Schwarz&lt;br /&gt;
:» Fort Christina&lt;br /&gt;
:» Fort Al Farid&lt;br /&gt;
:» Fort Darial&lt;br /&gt;
:» Camp Salamanca&lt;br /&gt;
* Increased defender reinforcements to counter-balance the addition of squad camps for the attackers on the Army Siege game mode.&lt;br /&gt;
* Tweaks, balances and graphical additions to over 75 game levels.&lt;br /&gt;
* Introducing the new autumn biome. A most fitting change for the month.&lt;br /&gt;
* Redesigned oak biomes further adding to the recent beautification of Holdfast.&lt;br /&gt;
* Players can now join a squad by interacting directly with an Officer or their squad camp.&lt;br /&gt;
* Players who aren’t in a squad will now receive a notification to join one when a new squad has been created.&lt;br /&gt;
* A new ‘Reinforce’ order is now available to Officers. Ping a location to direct fellow squad-mates.&lt;br /&gt;
* Reactive faction balance functionality that prevents one faction from having an overwhelming number of players on low-pop servers.&lt;br /&gt;
* On game launch players are now able to adjust their brightness settings.&lt;br /&gt;
* Interactable objects will now be highlighted.&lt;br /&gt;
* Objects constructed by a Sapper that cannot be built due to obstructions will now appear slightly transparent.&lt;br /&gt;
* Officers now gather experience for kills gathered by squad mates in their vicinity.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (33)===&lt;br /&gt;
&lt;br /&gt;
* Bush warfare returns to Holdfast. Praise shrubbery.&lt;br /&gt;
* You are now able to spectate the player you are looking at while in freeroam.&lt;br /&gt;
* Introduced a server configuration command allowing administrators to enable officer voice chat for sergeants. A feature requested by members of the community for organised events.&lt;br /&gt;
* Kill distances now show on the administrator kill feed.&lt;br /&gt;
* The ‘Make Camp’ order is now a separate ability rather than being inside the order radial. Making the placement of squad camps more accessible will see an increase in the use of this most important game function.&lt;br /&gt;
&lt;br /&gt;
* The ‘Make Camp’ ability now animates unless it's on cooldown. Once more, this will encourage players to make use of this important game function.&lt;br /&gt;
* The distance from your current spawn or death location to a squad camp now shows in the spawn menu.&lt;br /&gt;
* The officer squad camp ability no longer shows if it’s disabled from the server’s configuration file.&lt;br /&gt;
* Officers who place down a squad camp for the first time now receive additional score.&lt;br /&gt;
* Reduced the maximum faction discrepancy on official servers from 8 to 5 for 150 players servers irrespective of the player count.&lt;br /&gt;
* Reduced the score required to win Army Conquest on King George and Hills of Tyrol from 2500 to 1500.&lt;br /&gt;
* Changed the network broadcast mode to competitive on the official Melee Arena servers.&lt;br /&gt;
* Sappers can now disassemble buildable ammoboxes and rocket stacks via the radial/legacy interaction menu.&lt;br /&gt;
* Introduced a new ‘Siege Specialist’ ability for Carpenters and Sappers to inform players that the class features priority over the carrying of ladders.&lt;br /&gt;
* Slightly increased the turning rate when holding a weapon in melee combat.&lt;br /&gt;
* Carpenters can no longer damage friendly map-placed defences such as the wooden palisades present on Fort Pierre.&lt;br /&gt;
* Increased round shot damage for artillery pieces against structures from 75 to 90.&lt;br /&gt;
* Reduced rocket damage against structures from 75 to 25.&lt;br /&gt;
* Cannons on Fort Darial are now repairable.&lt;br /&gt;
* Players are now able to directly view the regiment’s position in a leaderboard when browsing through the registry.&lt;br /&gt;
* An officer’s voice chat indicator now changes to blue if they are speaking locally as well as other officers.&lt;br /&gt;
* Implemented additional regiment banners.&lt;br /&gt;
* Sapper props that aren’t destructible no longer show an HP bar.&lt;br /&gt;
* Introduce an indicator next to the howitzer fuse timer showing players how to switch to precision mode.&lt;br /&gt;
* If a spawn point is being contested, players will now be informed that they’re unable to spawn.&lt;br /&gt;
* Moved one of the ammunition boxes on Fort Imrann so players can more easily interact with it.&lt;br /&gt;
* Introduced a hotkey indicator informing players how to switch between the different chat channels after opening the chat.&lt;br /&gt;
* Cooldown timers after using a gesture are now displayed in the radial.&lt;br /&gt;
* Performed several improvements to make piano interaction more intuitive.&lt;br /&gt;
* Improved the rocket launcher player interaction.&lt;br /&gt;
* Entries for players that join your squad now show in chat.&lt;br /&gt;
* Officer names on squad camps now continue to show even if the player joins a squad.&lt;br /&gt;
* Players are now able to destroy barrels that aren’t fully built.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (2)===&lt;br /&gt;
&lt;br /&gt;
* More optimisations on memory not releasing properly between game levels.&lt;br /&gt;
* Improved performance when switching between spectating players.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (3)===&lt;br /&gt;
&lt;br /&gt;
* The P menu now becomes hidden if the scoreboard is launched. &lt;br /&gt;
* You can now switch between voices and gestures when using a controller and having the radial open by pressing LB.&lt;br /&gt;
* Players are now able to scroll down the scoreboard using the d-pad when a controller is connected.&lt;br /&gt;
&lt;br /&gt;
===Graphical (2)===&lt;br /&gt;
&lt;br /&gt;
* Randomised further the faces displayed when browsing different players in the regiment registry.&lt;br /&gt;
* Mushrooms now throw shadows.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (4)===&lt;br /&gt;
&lt;br /&gt;
* Input the following server configuration command to enable and configure the queue system. Include this as a global configuration command. If set to 0, the queue system will be disabled.&lt;br /&gt;
:» max_player_queue 0 - 50&lt;br /&gt;
* Input the following server configuration command per map rotation to enable reactive faction balancing.&lt;br /&gt;
:» faction_balancing true&lt;br /&gt;
:» faction_balancing_discrepancy_amount_verylow 2&lt;br /&gt;
:» faction_balancing_discrepancy_amount_low 2&lt;br /&gt;
:» faction_balancing_discrepancy_amount_medium 3&lt;br /&gt;
:» faction_balancing_discrepancy_amount_high 5&lt;br /&gt;
* Input the following server configuration commands in a map rotation to host the new maps.&lt;br /&gt;
:» map_name crossroads&lt;br /&gt;
:» map_name bucklandbanks&lt;br /&gt;
:» map_name domontgardens&lt;br /&gt;
:» map_name isleofwake&lt;br /&gt;
:» map_name convoy&lt;br /&gt;
:» map_name lindisfarne&lt;br /&gt;
:» map_name vestiges&lt;br /&gt;
:» map_name tropics&lt;br /&gt;
* Input the following server configuration command per map rotation to allow sergeants to use Officer VoIP.&lt;br /&gt;
:» include_sergeants_in_officer_chat true&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (99)===&lt;br /&gt;
&lt;br /&gt;
* Several bug fixes for UI issues on squad camps.&lt;br /&gt;
* Solved an issue with in-world UI appearing blurring when upscaling is enabled.&lt;br /&gt;
* Solved an issue where characters would sometimes ghost behind objects.&lt;br /&gt;
* Solved an issue where specific characters could prevent an individual from connecting to a server.&lt;br /&gt;
* Solved an issue which disallowed players from shooting when standing atop hedges on Empire.&lt;br /&gt;
* Solved issues with some swivel guns on maps not having their camera centred.&lt;br /&gt;
* Solved an issue where the spawn sign showing the map’s name on Heroes Landing was being obstructed.&lt;br /&gt;
* Solved an issue with tents in the spawn menu missing a backface on Frontlines.&lt;br /&gt;
* Solved an issue with an old tree before the URP upgrade remaining on Autumn Watch.&lt;br /&gt;
* Solved an issue with water floating in the well on Spanish Farm.&lt;br /&gt;
* Solved an issue with the end-of-screen UI on Melee Arena when played on the Frontlines game mode.&lt;br /&gt;
* Solved an issue with players glitching inside the well on Sacrifice.&lt;br /&gt;
* Solved an issue where if you have the ‘Hold Ground’ ability on queue and press left click you'll throw your smoke grenade.&lt;br /&gt;
* Solved an issue where downloaded assets from the Loyalist Edition were no longer being stored in their folder.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes Sappers to no longer be able to interact with buildable objects.&lt;br /&gt;
* Solved an issue where the thunder kept on rumbling if the weather was changed from storm to the day preset.&lt;br /&gt;
* Solved an issue which caused players to spawn inside barricades sometimes on Frontlines.&lt;br /&gt;
* Solved an issue where players couldn’t jump while standing on the hedgerows on Empire.&lt;br /&gt;
* Experimental fix towards an issue which sometimes caused bayonets on muskets to appear detached despite being attached.&lt;br /&gt;
* Solved an issue with broken textures on polar trees.&lt;br /&gt;
* Solved an issue with objects being culled out unintentionally on Port Nile.&lt;br /&gt;
* Solved an exploit which allowed individuals to clip through barns.&lt;br /&gt;
* Solved an issue where the watermill on Arendan River was flowing in the opposite direction.&lt;br /&gt;
* Solved an issue where officer markers weren’t showing on ice props.&lt;br /&gt;
* Solved issues with the free-roam camera on several game levels.&lt;br /&gt;
* Solved an issue where the spawn menu would disappear if an enemy player killed you.&lt;br /&gt;
* Solved an issue with texturing on the vulture props.&lt;br /&gt;
* Solved an issue with props floating on Countryside.&lt;br /&gt;
* Solved an issue with the water inside the well on Fort Salettes not being correctly visible.&lt;br /&gt;
* Solved an issue with carbon players not playing sounds.&lt;br /&gt;
* Solved an issue where musket smoke from carbon players wouldn’t show.&lt;br /&gt;
* Solved an issue where firearms tracers from carbon players weren’t visible to Officers.&lt;br /&gt;
* Solved an issue with cavalrymen being able to look down excessively with their character while on horseback.&lt;br /&gt;
* Solved an issue with rogue particle effects being visible on Arendan River.&lt;br /&gt;
* Solved an issue where conquest points on Arendan River weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Crosshills weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Fort Winston weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Heartmound weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Spanish Farm weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Desert Ruins weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue where conquest points on Glacier weren’t displaying in alphabetical order.&lt;br /&gt;
* Solved an issue with an incorrect texture being applied on one of the knife props on Desert Ruins.&lt;br /&gt;
* Solved an issue with ice on Glacier not looking as intended.&lt;br /&gt;
* Solved an issue with rotation on controller being tied to FPS.&lt;br /&gt;
* Solved an issue with poor visibility while aiming a piston on horseback.&lt;br /&gt;
* Solved an issue which prevented individuals from spectating dead players.&lt;br /&gt;
* Solved an issue where administrators would spectate the incorrect player if they spectated another while spawned.&lt;br /&gt;
* Solved an issue with fireworks no longer lighting up the environment.&lt;br /&gt;
* Solved an issue with players getting stuck on map load if they joined their friend through Steam.&lt;br /&gt;
* Solved an issue with background rocks on Sacred Valley.&lt;br /&gt;
* Solved an issue with players sometimes getting stuck when spawning on squad camps on Bonnie Crags.&lt;br /&gt;
* Solved an issue with the Army Conquest game mode not working as intended on Antiquity. &lt;br /&gt;
* Solved an issue with the Army Conquest game mode not working as intended on Eden Creek.&lt;br /&gt;
* Solved an issue with the player’s perspective looking skewed when firing from horseback.&lt;br /&gt;
* Solved an issue where players sometimes get stuck holding a weapon when explosives are involved.&lt;br /&gt;
* Solved an issue with map names for modded maps not showing in the scoreboard.&lt;br /&gt;
* Solved an issue with melee combat involving crouching, kicking and stabbing.&lt;br /&gt;
* Solved an issue where the player’s UI would close if they’re browsing the settings menu and an enemy player kills them.&lt;br /&gt;
* Solved an issue with the spawn menu character going invisible if you are killed while a spawn point is being contested or captured.&lt;br /&gt;
* Solved an issue with damageable objects on Fort Imperial.&lt;br /&gt;
* Solved an issue with the first-person camera not looking as intended when it was force-switched due to tight spaces.&lt;br /&gt;
* Solved an issue with the pop-out animation for cards while browsing the leaderboards not working when using a controller.&lt;br /&gt;
* Solved an issue where players were unable to stop playing music while using a controller.&lt;br /&gt;
* Solved an exploit with sapper-buildable tables.&lt;br /&gt;
* Solved an issue with controller navigation on the spawn menu disallowing players from going back to the pause menu.&lt;br /&gt;
* Solved an issue with sitting positions on Champs D’Ambre.&lt;br /&gt;
* Solved an exploit with individuals being able to access specific buildings unintentionally on the Army Assault game mode.&lt;br /&gt;
* Solved an issue where players weren’t able to perform actions if they stood in the corner of the mill on Vanoise Heights.&lt;br /&gt;
* Solved an issue with the field gun clipping inside the terrain on the main menu.&lt;br /&gt;
* Solved an exploit which allowed swivel gun projectiles to go through solid objects.&lt;br /&gt;
* Solved an exploit which allowed musket projectiles to go through solid objects.&lt;br /&gt;
* Solved an issue where players would get stuck downloading a mod.&lt;br /&gt;
* Solved multiple client-side code exceptions.&lt;br /&gt;
* Solved multiple server-side code exceptions.&lt;br /&gt;
* Solved an issue where the camera would show in an incorrect position if you left the spawn menu after deserting to another faction.&lt;br /&gt;
* Solved an issue with players being unable to select tunes when using legacy UI.&lt;br /&gt;
* Solved an issue with firearm tracers travelling backwards if you hit an object that’s extremely close to you.&lt;br /&gt;
* Solved an issue with sapper buildable health bars rendering behind dirt mounds.&lt;br /&gt;
* Solved an issue with kicks not functioning as intended after feinting a melee attack.&lt;br /&gt;
* Experimental fix towards an issue for player banners appearing to be disconnected from the player.&lt;br /&gt;
* Solved an issue when joining a server while a map is rotating.&lt;br /&gt;
* Solved an issue with the grapeshot not firing from its origin.&lt;br /&gt;
* Solved an issue which sometimes prevented players from stopping to play the piano.&lt;br /&gt;
* Solved an issue where sometimes an incorrect server you connected to would show in the F2 menu.&lt;br /&gt;
* Solved an issue with heads on the carpenter appearing invisible on low settings.&lt;br /&gt;
* Solved an issue that prevented players from kicking while playing the Frontlines game mode.&lt;br /&gt;
* Solved issue with multiple props on Spanish Farm.&lt;br /&gt;
* Solved issues with floating trees on Arendan River.&lt;br /&gt;
* Solved an issue where sometimes the incorrect spawn timer would show when spawning on a squad camp.&lt;br /&gt;
* Experimental fix which allowed players to capture Fort Imperial’s b point from an obscure location.&lt;br /&gt;
* Fixed a typo in the Testing Branch disclaimer.&lt;br /&gt;
* Solved an issue when joining a passworded server through Steam friends.&lt;br /&gt;
* Solved an issue with the local micspammers toggle not functioning as intended.&lt;br /&gt;
* Solved an issue where the music panel wouldn’t close when pressing the escape key.&lt;br /&gt;
* Solved an issue with the orbit camera resetting unintentionally.&lt;br /&gt;
* Solved an issue where carriable barrels could be dropped inside pianos.&lt;br /&gt;
* Solved an issue where the option to change from window to full screen was still visible when playing on the Steam Deck.&lt;br /&gt;
* Solved an issue with planks being invisible on Fort Salettes when playing on potato mode.&lt;br /&gt;
&lt;br /&gt;
===Hotfix V1 (1)===&lt;br /&gt;
* Solved an instance of performance degradation.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4584188879496362997 2.21.2]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
&lt;br /&gt;
* Holdfast is now fully playable on the Steam Deck!&lt;br /&gt;
* Various tweaks and adjustments to UI.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/4223895201267936824 2.21]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
&lt;br /&gt;
* Holdfast now features full controller support thanks to the addition of an on-screen keyboard.&lt;br /&gt;
* You can now control ship sails when using a controller.&lt;br /&gt;
* Introduced a free-roam sensitivity setting for controllers.&lt;br /&gt;
* You can now set the controller’s dead zone to a minimum of 0.05.&lt;br /&gt;
* You can now have different ‘Melee Direction Input Type’ settings between controller and keyboard.&lt;br /&gt;
* Introduced a setting allowing individuals to specifically define the control’s input they want to use disabling auto-detection. Search for ‘Input To Use’ under the game’s settings.&lt;br /&gt;
* You can now adjust the game’s UI scale. Search for ‘In-Game UI Scale’ and ‘Menu UI Scale’.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (6)===&lt;br /&gt;
&lt;br /&gt;
* Adjusted melee camera pitch based on player feedback.&lt;br /&gt;
* Tackled an issue concerning players commenting experiencing a slight delay when firing.&lt;br /&gt;
* Shortened and made quicker bullet pass-by trails from firearms by enemies based on player feedback. &lt;br /&gt;
* Performed changes to tackle an issue with FOL being stricter than the Elf Auto Admin mod iteration if you don’t define any of the new built-in commands in the server configuration file.&lt;br /&gt;
* Adjusted the time it takes for auto-aim to lock off after firing to improve robustness.&lt;br /&gt;
* Admin reason defaults to no text in the dialogue box rather than ‘None’.&lt;br /&gt;
&lt;br /&gt;
===Optimisations (1)===&lt;br /&gt;
&lt;br /&gt;
* Tackled issues concerning instances of memory not getting released in between map loads.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (29)===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue where the player’s screen turns black due to upscaling technologies.&lt;br /&gt;
* Experimental fix towards an issue which caused drawn tracers through console commands to be mismatched.&lt;br /&gt;
* Solved an issue which allowed Sapper defences to be built inside one another.&lt;br /&gt;
* Solved an exploit which allowed the Flag Bearer to sit while having a flag equipped.&lt;br /&gt;
* Solved an issue which prevented individuals from spectating other players through the ‘P’.&lt;br /&gt;
* Solved an issue where the main menu appeared broken if you disconnected at the exact same moment the map was rotating.&lt;br /&gt;
* Solved an issue where the map rotation admin chat entries didn’t show the correct rotation index.&lt;br /&gt;
* Experimental fix towards an issue causing the game not to launch on Steam Deck.&lt;br /&gt;
* Solved an issue where the mouse and keyboard weren’t working when the Steam Deck was connected to the dock.&lt;br /&gt;
* Solved an issue where sometimes inputs were not being recognized on the Steam Deck.&lt;br /&gt;
* Solved an issue where firearm tracers wouldn’t show when spectating other players.&lt;br /&gt;
* Removed multiple unnecessary logs from the game client.&lt;br /&gt;
* Experimental fix towards an instance which caused players to get stuck on map load.&lt;br /&gt;
* Solved an issue which caused the server-disconnect message to no longer show.&lt;br /&gt;
* Solved an issue where you’d be unable to navigate if a faction becomes full while playing with a controller.&lt;br /&gt;
* Solved an issue with rocket launchers not being destructible when deployed.&lt;br /&gt;
* Solved multiple server-side exceptions.&lt;br /&gt;
* Solved multiple exceptions on the client which occurred infrequently.&lt;br /&gt;
* Solved an issue where the chat box would close when you respawn.&lt;br /&gt;
* Solved an issue where the reason for a banned individual wouldn’t show when the player gets disconnected.&lt;br /&gt;
* Solved an issue where carriable ladders remained highlighted after being placed.&lt;br /&gt;
* Solved an issue with the delayed all charge not firing until round_spawn_close_timer_seconds has passed.&lt;br /&gt;
* Experimental fix towards an issue with the Sapper prop states desynching.&lt;br /&gt;
* Solved an issue with the equipment spawn tab not correctly resetting between map loads.&lt;br /&gt;
* Solved an issue with the Dark-Night weather preset using the Clear-Night skybox.&lt;br /&gt;
* Solved an issue where sometimes radials would overlay one another if buttons were pressed in quick succession.&lt;br /&gt;
* Solved an issue where cancelling the password prompt using a controller loses navigation.&lt;br /&gt;
* Solved an issue where pressing the ‘Select’ key when the disconnect reason is showing will make you connect to a server instead.&lt;br /&gt;
* Solved an issue with the firearm trails not looking as intended on lower-quality settings.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (16)===&lt;br /&gt;
&lt;br /&gt;
* Fixed the faction selection emblems not being accurate to the actual faction selection.&lt;br /&gt;
* Player VoIP icons will now change colours based on whether they are speaking in proximity or in Officer chat.&lt;br /&gt;
* Fixed in-game leaderboard not showing correctly.&lt;br /&gt;
* Fixed splash screen password not being censored.&lt;br /&gt;
* Fixed players being unable to re-open the song's radial menu while playing in-world instruments.&lt;br /&gt;
* Fixed pause menu being forcibly closed on respawn.&lt;br /&gt;
* Players can no longer kick unless they're in the correct melee state.&lt;br /&gt;
* Fixed the on-screen keyboard being rendered behind certain UI elements.&lt;br /&gt;
* Improved visibility of some social-related panels. E.g. Joining a friend's session and splash screen password prompt.&lt;br /&gt;
* Improved responsiveness for spawn menu panel, leaderboards and control settings.&lt;br /&gt;
* Updated alignment of server browser's server name header.&lt;br /&gt;
* Leaderboard images now pop out when using a controller to navigate.&lt;br /&gt;
* Added a separate hotkey to access music player controls and updated the song selection behaviour.&lt;br /&gt;
* Fixed several issues related to un-initialized faction data.&lt;br /&gt;
* Fixed UI scale indicator not showing in the main menu.&lt;br /&gt;
* Updated available banners in the regiment registry.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.20]==&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (1)===&lt;br /&gt;
* Introduced a new setting enabling individuals to switch their fists to the first weapon slot.&lt;br /&gt;
:» Go to Settings &amp;gt; Game &amp;gt; Search for 'Fists First' &amp;gt; Turn to 'On'.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (1)===&lt;br /&gt;
* Improved text wrapping of controller actions. Character abilities are now combined into one label.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (12)===&lt;br /&gt;
* Solved an issue that degraded server performance over time. We'll continue monitoring.&lt;br /&gt;
* Solved missing materials appearing in pink on a group of object overrides.&lt;br /&gt;
* Solved artillery claiming notifications being sent to everyone.&lt;br /&gt;
* Solved non-admin players being able to switch to the admins chat channel.&lt;br /&gt;
* Solved typo in 'Equip Flag Or Instrument'.&lt;br /&gt;
* Solved multi-bind action in 'Switch Voice Channel' not showing the binds.&lt;br /&gt;
* Solved capture point showing twice on Heartmound.&lt;br /&gt;
* Solved swivel cannons being invisible on Port Nile.&lt;br /&gt;
* Removed duplicate cannon on Oasis. This caused players to be unable to move the piece.&lt;br /&gt;
* Removed duplicate house on Camp Salamanca.&lt;br /&gt;
* Experimental fix towards an issue which caused the displayed server not to sync up with the internal targeted server, causing players to join the wrong server.&lt;br /&gt;
* Experimental fix for a crash on game load if the keybind.ini file path is not found.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.19]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (60)===&lt;br /&gt;
&lt;br /&gt;
* Introducing Drill Grounds. This behemoth of a map is the largest to date designed to offer the ultimate roleplay experience. - Config: drillgrounds&lt;br /&gt;
* Bonnie Crags. A new linebattle map set in the rocky landscapes of the Scottish coastlines. - Config: bonniecrags&lt;br /&gt;
* A complete redesign of all plains maps based on community feedback. They now feature interest points more fitting to the modern linebattle experience.&lt;br /&gt;
:» Dedborg Expanse (Grassy Plains 1) - Config: dedborgexpanse&lt;br /&gt;
:» Champs D’Ambre (Grassy Plains 2) - Config: champsdambre&lt;br /&gt;
:» Westmill Brook (Grassy Plains 3) - Config: westmillbrook&lt;br /&gt;
:» Pinefield Marsh (Grassy Plains 4) - Config: pinefieldmarsh&lt;br /&gt;
:» Eden Creek (Grassy Plains 5) - Config: edencreek&lt;br /&gt;
:» Costa Relitto (Island Plains 1) - Config: costarelitto&lt;br /&gt;
:» Fausberg Forest (Snowy Plains 1) - Config: fausbergforest&lt;br /&gt;
:» Norsten Gorge (Snowy Plains 2) - Config: norstengorge&lt;br /&gt;
:» Kingly Lakes (Snowy Plains 3) - Config: kinglylakes&lt;br /&gt;
:» Antiquity (Ancient Plains 1) - Config: antiquity&lt;br /&gt;
:» Oasis (Desert Plains 1 S) - Config: oasis&lt;br /&gt;
:» Polar Woods (Snow Plains 1 S) - Config: polarwoods&lt;br /&gt;
* Performed balancing changes on the following maps designed for linebattle play.&lt;br /&gt;
:» Tahir Desert - Config: tahirdesert&lt;br /&gt;
:» Al Uddin Ruins - Config: aluddinruins&lt;br /&gt;
:» Al Kimar Pyramids - Config: alkimarpyramids&lt;br /&gt;
:» Avignon - Config: avignon&lt;br /&gt;
* An overhaul to the first-person camera featuring improved animations for one’s trusty black-powder firearms.&lt;br /&gt;
* All Napoleonic firearms have been freshly re-modelled and re-textured bringing much-needed justice to these great weapons of the era.&lt;br /&gt;
* Firearm tracers providing a visual aid to help you make any required adjustments for your next shot.&lt;br /&gt;
* Feature-full controller support providing alternative modes of play on both PC and Steamdeck.&lt;br /&gt;
:» Navigate to the game’s settings to adjust sensitivity settings and multiple other options. &lt;br /&gt;
* Officer and Captain classes now have the brand new 'Personal Courier' ability allowing them to communicate with one another across the battlefield.&lt;br /&gt;
* Players that receive the ‘Charge’ buff from an Officer will now shout a warcry or patriotic cheer. Vive L'Empereur!&lt;br /&gt;
* Keep track of promotions, newly joined recruits, regiment administrative actions and more with the new regiment history function.&lt;br /&gt;
* You can now hover on a regiment’s or player’s score in the leaderboards to see their full points to the decimal.&lt;br /&gt;
* A customisable new main menu allowing you to represent the faction of your preference.&lt;br /&gt;
* Heavily expanded on the toolset available to event hosts and server administrators. &lt;br /&gt;
:» Use the raygun to target a player in the game world quickly.&lt;br /&gt;
:» Quick-action hotkeys for all the different administrative actions in the ‘Round Players’ menu.&lt;br /&gt;
:» Introduced the ability to temporarily mute an individual through voice chat.&lt;br /&gt;
:» Introduce the ability to temporarily mute an individual through chat.&lt;br /&gt;
:» A section dedicated to ‘Regiment Players’ to assist event hosts with balancing teams.&lt;br /&gt;
:» A section dedicated to ‘Unspawned Players’ enabling administrators to take action against players who have yet to join the round.&lt;br /&gt;
:» A section dedicated to ‘Admin Players’ listing all administrators logged in with privileges.&lt;br /&gt;
:» A new tab dedicated to rulesets.&lt;br /&gt;
:» The ability to issue a broadcast admin message that shows both in the game’s chat and the centre screen through UI.&lt;br /&gt;
:» Redesigned the broadcast admin message UI enabling players to more easily recognise messages from administrators.&lt;br /&gt;
:» The ability to issue an admin message that shows only in the game chat through UI.&lt;br /&gt;
:» The ability to issue polls with multiple configurable options.&lt;br /&gt;
:» The ability to change weather settings during a round.&lt;br /&gt;
:» The ability to end the round with multiple configurable options.&lt;br /&gt;
:» The ability to trigger an all-charge with multiple configurable options including defining if you want to block pistols and cannons from firing.&lt;br /&gt;
:» The ability to cancel an all-charge.&lt;br /&gt;
:» A new UI indicating when all-charge is active.&lt;br /&gt;
:» The ability to change wind direction when a naval game mode is in play with multiple configurable options.&lt;br /&gt;
:» The ability to change the ship’s speed through UI.&lt;br /&gt;
:» The ability to change maps with multiple configurable options.&lt;br /&gt;
:» A new tab showing kill-log history providing administrators with the ability to slay the aggressor or revive the victim.&lt;br /&gt;
:» A new tab showing who first interacted with an artillery piece and the regiment they are a part of if they’re playins as a Canoneer or Rocketeer. &lt;br /&gt;
:» Introduced several search boxes across the admin panel.&lt;br /&gt;
* Enemies now show on the minimap during an all-charge.&lt;br /&gt;
* Actions taken by other administrators now show in chat. We’ve ensured to keep this clean and void of unwarranted messaging enabling administrators to follow the game chat during events.&lt;br /&gt;
* A message now displays in the admin chat when another administrator logs in.&lt;br /&gt;
* Introduced built-in support for the Firing Out Of Line (FOL) system enabling administrators to focus on the important ongoings on the battlefield. A shout-out goes to Elf for the ‘Auto Admin’ modification.&lt;br /&gt;
:» Insert ‘fol_enabled true’ in every map rotation to enable the built-in system.&lt;br /&gt;
:» Hosts can leave existing Elf Auto Admin commands in the server configuration file and enable the built-in system. It is backwards compatible with Elf Auto Admin commands.&lt;br /&gt;
:» Navigate to the Holdfast Wiki for instructions on how to configure this system - [[Admin Features]]&lt;br /&gt;
* You can now view your selection of equipped weapons in the game by pressing the middle mouse button.&lt;br /&gt;
* Redesigned various UI elements and introduced radials to improve accessibility. Search for ‘Menu Selection Config’ in your game’s settings to switch back your UI to ‘Legacy’ mode. You’re also able to select between ‘Press &amp;amp; Select’ or ‘Hold &amp;amp; Release’ for both controller and keyboard.&lt;br /&gt;
:» Weapon Wheel (Middle Mouse)&lt;br /&gt;
:» Voices &amp;amp; Gestures (V)&lt;br /&gt;
:» Officer Orders (Q)&lt;br /&gt;
:» Music Selection (Q)&lt;br /&gt;
:» In-World Object Interaction (E)&lt;br /&gt;
* Customise your selection of voices and gestures when using a radial UI through the barracks or before spawning.&lt;br /&gt;
:» Use the new copy function to copy your configured gestures from other classes.&lt;br /&gt;
* Ability to preview weapons in the barracks you have yet to unlock.&lt;br /&gt;
* A new piece of user interface informing players of all the different game controls.&lt;br /&gt;
* Improved Steam Deck support compatibility.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (12)===&lt;br /&gt;
* Port Nile is back in the official server map rotation. We’ll continue monitoring performance.&lt;br /&gt;
* Switched the default ‘Nations At War’ crosshair to ‘Tooth’.&lt;br /&gt;
* The ladder inside the tower present on Glacier is now climbable.&lt;br /&gt;
* The kill-feed now continues to show on the player’s death screen.&lt;br /&gt;
* Ammo carriages to refill ammunition are now present in every HQ spawn.&lt;br /&gt;
* Hit particles from firearms on terrain are now more visible.&lt;br /&gt;
* Adjusted the snow footsteps volume.&lt;br /&gt;
* Enlisted a preventive measure towards players being able to stop a cannon from moving by placing a Sapper barrel in front of it.&lt;br /&gt;
* Captains now have access to Officer’s chat.&lt;br /&gt;
* Captains now come equipped with an Officer’s Sword rather than a Sword. &lt;br /&gt;
* Buildings on linebattle maps playing on the Army Assault game mode specifically used for event-play are no longer accessible.&lt;br /&gt;
* You are now able to adjust sensitivity for radial menu selections.&lt;br /&gt;
:» Go to ‘Game’ &amp;gt; Search for ‘Radial Selection Sensitivity’&lt;br /&gt;
&lt;br /&gt;
===Optimisations (5)===&lt;br /&gt;
* Players are now able to disable modded uniforms from showing. Enable this option if you’re using a low-end machine and experiencing game crashes while playing on modded community servers.&lt;br /&gt;
:» Go to ‘Video’ &amp;gt; Set ‘Mod Uniforms’ to Off&lt;br /&gt;
* Eliminated a number of memory leaks.&lt;br /&gt;
* Improved the occlusion culling system.&lt;br /&gt;
* Optimised various game elements to improve CPU utilisations.&lt;br /&gt;
* Improved performance on various maps.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (14)===&lt;br /&gt;
* Introduced an indicator to inform players how to speak in voice chat.&lt;br /&gt;
* Redesign the indicator that shows how to mute voice chat.&lt;br /&gt;
* Introduced a hint instructing individuals how to switch to first-person.&lt;br /&gt;
* Empty servers will now immediately restart once the scheduled restart timer in a specific region triggers.&lt;br /&gt;
* Renamed ‘Holdfast: Nations At War - Play Testing’ to ‘Holdfast: Nations At War - Testing Branch’ providing a clearer indication of the purpose of this app.&lt;br /&gt;
* Redesigned all banners for the ‘Holdfast: Nations At War - Testing Branch’ to once more identify the purpose of this application from the get-go.&lt;br /&gt;
* Introduced clearer warning when individuals launch the ‘Holdfast: Nations At War - Testing Branch’ app. This application you can find in your Steam library is used for testing before an update’s release. You’ll be unable to join live servers when using this application.&lt;br /&gt;
* Sappers and Engineers now show hints instructing them how to perform specific actions when placing an object.&lt;br /&gt;
* Provided a clearer indication when an ability is on cooldown.&lt;br /&gt;
* Improved accuracy of sliders when editing the value directly.&lt;br /&gt;
* The indicator which identifies if the player’s voice chat is muted or not now also shows when spectating or in free-roam.&lt;br /&gt;
* PM chat entries for automated admin actions that have their own chat entries no longer show in chat.&lt;br /&gt;
* Administrators are now able to type in chat without spawning.&lt;br /&gt;
* You are now able to continue walking or running when the ‘P’ menu is open.&lt;br /&gt;
&lt;br /&gt;
===Graphical (22)===&lt;br /&gt;
* Redesigned the snow biome.&lt;br /&gt;
* Improved first-person looks while on horseback.&lt;br /&gt;
* Updated all UI images for weapons across Nations At War and Frontlines.&lt;br /&gt;
* Introduced multiple regiment banners.&lt;br /&gt;
* Graphically updated Marquette.&lt;br /&gt;
* A rather peculiar icon now shows on the player’s death screen when they die with fall damage.&lt;br /&gt;
* Adjusted the labels on firearm depots to prevent overlapping.&lt;br /&gt;
* Selecting regiment members will now randomise between different heads in the character preview.&lt;br /&gt;
* Redesigned multiple UI elements visible in radials.&lt;br /&gt;
* In-world interaction icons now fade out when a radial menu is open.&lt;br /&gt;
* Adjusted the labels on every carriable flag to prevent overlapping.&lt;br /&gt;
* Improved the death icon when dying by fire. &lt;br /&gt;
* Redesigned all the buff icons in the game.&lt;br /&gt;
* Redesigned all unlock icons for every cosmetic DLC.&lt;br /&gt;
* Improved minimap hint icon resolution while on horseback.&lt;br /&gt;
* UI blur will now be present when opening the Discord or Music Player widgets to improve readability.&lt;br /&gt;
* Moved the performance warning indicators location.&lt;br /&gt;
* The ScrollLock hotkey now also hides the player’s kill-feed.&lt;br /&gt;
* Horse saddles now properly show in the character preview screens.&lt;br /&gt;
* Improved the resolution of the plague kill-log icon.&lt;br /&gt;
* Improved the ship kill-log icons.&lt;br /&gt;
* Repositioned the mortar cam UI.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration (7)===&lt;br /&gt;
* Introduced a new command to disable cannon recoil.&lt;br /&gt;
:» rc set cannonRecoilSpeedMultiplier true/false&lt;br /&gt;
* Introduced a new command enabling administrators to define a name for a modded map. Use this to replace ‘Custom Mod Map’ names.&lt;br /&gt;
:» map_name_override MapName&lt;br /&gt;
* Introduced a new server configuration command which if set to true, an extra VoIP output option will be available for Officers and Captains to listen exclusively to the global officer voice chat.&lt;br /&gt;
:» include_officer_only_chat true/false&lt;br /&gt;
* Introduce more logging by admin actions in the admin_actions file.&lt;br /&gt;
* Obsolete maps now come with fallbacks to prevent server configuration files from breaking.&lt;br /&gt;
* Hard-set the maximum player count limit to 250. Anything above those numbers will cause major performance degradation.&lt;br /&gt;
:» Holdfast officially supports up to 200 players and we're unable to provide support above those numbers.&lt;br /&gt;
* Revised the network broadcast mode settings. They're now split into 'Standard' and 'Competitive'.&lt;br /&gt;
:» network_broadcast_mode standard - Use this to support high player count numbers on your server up to 250 players.&lt;br /&gt;
:» network_broadcast_mode competitive - Use this for competitive events. Restricts player count to 64 players per server.&lt;br /&gt;
&lt;br /&gt;
===SDK Additions (172)===&lt;br /&gt;
* Introduced Holdfast SDK support for the new first-person.&lt;br /&gt;
:» It's no longer necessary to create a first-person model per modded uniform. You can now pick from 5 generic first-person models (3 Nations At War &amp;amp; 2 Frontlines) and a variety of colour variants.&lt;br /&gt;
:» This is an optional change, if your modded uniform includes a custom first-person model, that model will be used instead.&lt;br /&gt;
:» We recommend that modded uniforms make use of the new system improving both memory usage and looks. &lt;br /&gt;
* Introduced a deprecated game assets filter to the Holdfast SDK. By default, this is set to ‘Off’.&lt;br /&gt;
* Renamed ‘WaterSystems’ to ‘Functional_WaterSystems’.&lt;br /&gt;
* Introduced multiple Empire game assets to the Holdfast SDK.&lt;br /&gt;
:» Environment_URP_hedge_short_2m&lt;br /&gt;
:» Environment_URP_hedge_short_4m&lt;br /&gt;
:» Environment_URP_hedge_short_end&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_short_whiteFlower_end&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_short_yellowFlower_end&lt;br /&gt;
:» Environment_URP_hedge_tall_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_end&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_whiteFlower_end&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_2m&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_4m&lt;br /&gt;
:» Environment_URP_hedge_tall_yellowFlower_end&lt;br /&gt;
:» Prop_URP_Carriage_1v1&lt;br /&gt;
:» Prop_URP_Carriage_1v2&lt;br /&gt;
:» Prop_URP_Carriage_1v3&lt;br /&gt;
:» Prop_URP_Carriage_2v1&lt;br /&gt;
:» Prop_URP_Carriage_2v2&lt;br /&gt;
:» Prop_URP_Carriage_2v3&lt;br /&gt;
:» Prop_URP_Carriage_3v1&lt;br /&gt;
:» Prop_URP_Carriage_3v2&lt;br /&gt;
:» Prop_URP_Carriage_3v3&lt;br /&gt;
:» Prop_URP_Carriage_4v1&lt;br /&gt;
:» Prop_URP_Carriage_4v2&lt;br /&gt;
:» Prop_URP_Carriage_4v3&lt;br /&gt;
:» Prop_URP_French_Paris_Door1v1&lt;br /&gt;
:» Prop_URP_French_Paris_Door1v2&lt;br /&gt;
:» Prop_URP_French_Paris_Door2&lt;br /&gt;
:» Prop_URP_French_Paris_Door3&lt;br /&gt;
:» Prop_URP_french_paris_pavement1&lt;br /&gt;
:» Prop_URP_french_paris_pavement2&lt;br /&gt;
:» Prop_URP_french_paris_pavement3&lt;br /&gt;
:» Prop_URP_french_paris_pavement4&lt;br /&gt;
:» Prop_URP_french_paris_pavement5&lt;br /&gt;
:» Prop_URP_french_paris_pavement6&lt;br /&gt;
:» Prop_URP_french_paris_pavement7&lt;br /&gt;
:» Prop_URP_french_paris_pavement8&lt;br /&gt;
:» Prop_URP_french_paris_pavement9&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow1&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow2&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow3&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow4&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow5&lt;br /&gt;
:» Prop_URP_French_Paris_Shopwindow6&lt;br /&gt;
:» Prop_URP_French_Paris_Window1&lt;br /&gt;
:» Prop_URP_French_Paris_Window2v1&lt;br /&gt;
:» Prop_URP_French_Paris_Window2v2&lt;br /&gt;
:» Prop_URP_French_Paris_Window3&lt;br /&gt;
:» Prop_URP_French_Paris_Window4&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Double&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Long&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Pillar&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Short&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Thin&lt;br /&gt;
:» Prop_URP_French_Wall_Face_Tiny&lt;br /&gt;
:» Prop_URP_French_Wall_Pillar_Large&lt;br /&gt;
:» Prop_URP_French_Wall_Pillar&lt;br /&gt;
:» Prop_URP_French_Wall_Window_Detail&lt;br /&gt;
:» Prop_URP_streetlights_base_1v1&lt;br /&gt;
:» Prop_URP_streetlights_base_2v1&lt;br /&gt;
:» Prop_URP_streetlights_base_3v1&lt;br /&gt;
:» Prop_URP_streetlights_base_4v1&lt;br /&gt;
:» Prop_URP_streetlights_base_5v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v2_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v2&lt;br /&gt;
:» Prop_URP_StreetLights_Full_2v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_2v2&lt;br /&gt;
:» Prop_URP_StreetLights_Full_1v1&lt;br /&gt;
:» Prop_URP_StreetLights_Full_4v1_Flame&lt;br /&gt;
:» Prop_URP_StreetLights_Full_4v1&lt;br /&gt;
:» Prop_URP_streetlights_light_1v1&lt;br /&gt;
:» Prop_URP_streetlights_light_2v1&lt;br /&gt;
:» Prop_URP_streetlights_light_3v1&lt;br /&gt;
:» Prop_URP_streetlights_light_4v1&lt;br /&gt;
:» Prop_URP_streetlights_light_5v1&lt;br /&gt;
:» Prop_URP_streetlights_light_6v1&lt;br /&gt;
:» Prop_URP_streetlights_light_7v1&lt;br /&gt;
:» Prop_URP_streetlights_light_8v1&lt;br /&gt;
:» Prop_URP_streetlights_light_9v1&lt;br /&gt;
:» Prop_URP_streetlights_support_1v1&lt;br /&gt;
:» Prop_URP_streetlights_support_2v1&lt;br /&gt;
:» Prop_URP_streetlights_support_3v1&lt;br /&gt;
:» Prop_URP_streetlights_support_41&lt;br /&gt;
:» Prop_URP_streetlights_support_5v1&lt;br /&gt;
:» Prop_URP_streetlights_support_6v1&lt;br /&gt;
:» Prop_URP_streetlights_support_7v1&lt;br /&gt;
:» Prop_URP_streetlights_support_8v1&lt;br /&gt;
:» Prop_URP_streetlights_support_9v1&lt;br /&gt;
:» Prop_URP_streetlights_support_10v1&lt;br /&gt;
:» Prop_URP_streetlights_support_11v1&lt;br /&gt;
:» Prop_URP_streetlights_top_1v1&lt;br /&gt;
:» Prop_URP_streetlights_top_2v1&lt;br /&gt;
:» Prop_URP_streetlights_top_3v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v2&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_1v3&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v1&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v2&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_2v3&lt;br /&gt;
:» Prop_URP_TwoAxleWoodenCart_3v1&lt;br /&gt;
:» Prop_URP_WoodenCart_1v1&lt;br /&gt;
:» Prop_URP_WoodenCart_1v2&lt;br /&gt;
:» Prop_URP_WoodenCart_1v3&lt;br /&gt;
:» Prop_URP_WoodenCart_2v1&lt;br /&gt;
:» Prop_URP_WoodenCart_2v2&lt;br /&gt;
:» Prop_URP_WoodenCart_2v3&lt;br /&gt;
:» Prop_URP_WoodenCart_3v1&lt;br /&gt;
:» Prop_URP_WoodenCart_3v2&lt;br /&gt;
:» Prop_URP_WoodenCart_3v3&lt;br /&gt;
:» Prop_URP_WoodenCart_4v1&lt;br /&gt;
:» Prop_URP_WoodenCart_4v2&lt;br /&gt;
:» Prop_URP_WoodenCart_4v3&lt;br /&gt;
:» Structure_URP_Bridge_01&lt;br /&gt;
:» Structure_URP_Construction_Crane&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop1&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop2&lt;br /&gt;
:» Structure_URP_French_Paris_Backdrop3&lt;br /&gt;
:» Structure_URP_French_Paris_Bridge1&lt;br /&gt;
:» Structure_URP_French_Paris_Construction1&lt;br /&gt;
:» Structure_URP_French_Paris_Construction2&lt;br /&gt;
:» Structure_URP_French_Paris_House1&lt;br /&gt;
:» Structure_URP_French_Paris_House2&lt;br /&gt;
:» Structure_URP_French_Paris_House3v1&lt;br /&gt;
:» Structure_URP_French_Paris_House3v2&lt;br /&gt;
:» Structure_URP_French_Paris_House5&lt;br /&gt;
:» Structure_URP_French_Paris_House6&lt;br /&gt;
:» Structure_URP_French_Paris_House7&lt;br /&gt;
:» Structure_URP_French_Paris_House8&lt;br /&gt;
:» Structure_URP_French_Paris_House9&lt;br /&gt;
:» Structure_URP_French_Paris_House10&lt;br /&gt;
:» Structure_URP_French_Paris_House11&lt;br /&gt;
:» Structure_URP_French_Paris_House12&lt;br /&gt;
:» Structure_URP_French_Paris_House13v1&lt;br /&gt;
:» Structure_URP_French_Paris_House13v2&lt;br /&gt;
:» Structure_URP_French_Paris_Mansion1&lt;br /&gt;
:» Structure_URP_French_Paris_Marketplace1&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank1&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank2&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank3&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank4&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank5&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank6&lt;br /&gt;
:» Structure_URP_French_Paris_Riverbank7&lt;br /&gt;
:» Structure_URP_French_Paris_Wall1&lt;br /&gt;
:» Structure_URP_French_Paris_Wall2&lt;br /&gt;
:» Structure_URP_French_Paris_Wall3&lt;br /&gt;
:» Introduced several Foliage props.&lt;br /&gt;
:» Introduced several Green Moss Rock props.&lt;br /&gt;
:» Introduced several Limestone Rock props.&lt;br /&gt;
* Updated various miscellaneous props.&lt;br /&gt;
* Introduced several new additions and improvements to the ‘Uniform System Window’.&lt;br /&gt;
:» Added generic first-person model support (See new settings: &amp;quot;Default First Person Model&amp;quot;, &amp;quot;Default First Person Cuff Color&amp;quot;, &amp;quot;Default First Person Sleeve Color&amp;quot;).&lt;br /&gt;
:» Removed &amp;quot;PersonalFaction&amp;quot; enum as the UI that required this has been removed.&lt;br /&gt;
:» Renamed &amp;quot;Uniform Data&amp;quot; to &amp;quot;Uniform Random Variants&amp;quot;.&lt;br /&gt;
:» Removed &amp;quot;Uniform Sprite&amp;quot; from &amp;quot;Uniform Random Variants&amp;quot; as they weren't being used.&lt;br /&gt;
:» Renamed &amp;quot;Class Sprite&amp;quot; to &amp;quot;Uniform Sprite&amp;quot;.&lt;br /&gt;
:» Renamed &amp;quot;Class Greyed Out Sprite&amp;quot; to &amp;quot;Head Sprite&amp;quot;.&lt;br /&gt;
:» &amp;quot;Voice Language&amp;quot; is now disabled if &amp;quot;Faction&amp;quot; is not a Frontlines faction.&lt;br /&gt;
:» &amp;quot;Head Sprite&amp;quot; is now disabled if &amp;quot;Use Global Head System&amp;quot; is enabled.&lt;br /&gt;
:» &amp;quot;Special Carryable Object&amp;quot; is now disabled if &amp;quot;Player Class&amp;quot; is incompatible.&lt;br /&gt;
:» Clarified tooltips to match the new in-game UI.&lt;br /&gt;
* Updated the ‘Flag System Window’.&lt;br /&gt;
:» Added warning to enable &amp;quot;Read/Write&amp;quot; and disable &amp;quot;Mesh Compression&amp;quot; on the flag model's import settings.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (133)===&lt;br /&gt;
* Solved an occurrence which caused melee combat hit detection to degrade after a map load.&lt;br /&gt;
* Solved an issue with Officer lines drawing over modded uniforms.&lt;br /&gt;
* Solved an issue with models using URP-Shaders for both modded uniforms and custom props not throwing shadows.&lt;br /&gt;
* Solved an issue with shadows not rendering on SDK trees.&lt;br /&gt;
* Solved an issue with artefacts showing on SDK trees.&lt;br /&gt;
* Solved an issue with the game assets browser filter not working as intended.&lt;br /&gt;
* Solved an issue with colliders on destroyed palisade props.&lt;br /&gt;
* Solved multiple issues with the ‘Esc’ button behaviour not working as intended.&lt;br /&gt;
* Solved an exploit revolving around the Carpenter’s ‘Berserk’ ability.&lt;br /&gt;
* Solved an exploit which allowed individuals to swim with ladders overland. Our sincere apologies for taking away the funny but this was at times being used maliciously.&lt;br /&gt;
* Solved multiple instances of exploits which allowed individuals to go under the terrain, inside props or outside map borders.&lt;br /&gt;
* You’re welcome to forward us exploits you spot during gameplay in the #bug-reports channel. You’ll be assisting us in ensuring Holdfast remains a fair playing ground for everyone involved.&lt;br /&gt;
* Solved an issue where sometimes character heads would overlay one another in the spawn menu.&lt;br /&gt;
* Solved an exploit which allowed individuals to perform an invisible melee strike.&lt;br /&gt;
* Solved an exploit which allowed musicians to play a tune while using the sitting animation making one’s hitbox smaller.&lt;br /&gt;
* Solved an issue where the regiment’s recruitment status was displaying incorrectly.&lt;br /&gt;
* Solved an issue with a rouge pixel being visible in the Frontlines kill feed.&lt;br /&gt;
* Solved an issue where sometimes the musket model would vibrate when in first person.&lt;br /&gt;
* Solved an issue where a transparent emblem would show on the victory screen if both factions achieved the same number of tickets.&lt;br /&gt;
* Solved an issue with raindrop particle effects not working on some maps.&lt;br /&gt;
* Solved an issue which prevented regiment owners and moderators from accepting certain individuals into their regiment.&lt;br /&gt;
* Solved multiple issues with UI elements missing translation.&lt;br /&gt;
* Solved multiple server-side exceptions.&lt;br /&gt;
* Solved an issue where sometimes the doors on the Melee Arena game mode would open too early.&lt;br /&gt;
* Experimental fix towards an issue which sometimes causes the free-roam camera to spawn outside the map’s boundaries.&lt;br /&gt;
* Solved an issue which sometimes prevented individuals from disbanding a regiment.&lt;br /&gt;
* Solved an issue with floating rocks on Heroes Landing when the wall near D point is destroyed.&lt;br /&gt;
* Experimental fix towards an issue where the screen would turn to black whilst playing on the Potato preset.&lt;br /&gt;
* Solved an issue where the camera would remain zoomed in after using a spyglass.&lt;br /&gt;
* Solved multiple client-side exceptions.&lt;br /&gt;
* Solved an issue with buildable emplacement states appearing incorrectly.&lt;br /&gt;
* Solved an issue with floating props on Marquette.&lt;br /&gt;
* Solved an issue which sometimes prevented the ‘Enter’ button from functioning as intended when connecting to a passworded game server through the server browser.&lt;br /&gt;
* Solved an issue where sometimes the Officer line indicator will preview facing to the character rather than away.&lt;br /&gt;
* Solved an issue with bird landing spots on Canyon.&lt;br /&gt;
* Solved an issue with the free-roam camera moving when searching in the P menu.&lt;br /&gt;
* Solved an exploit with explosive knockbacks.&lt;br /&gt;
* Solved an exploit which sometimes enabled Frontlines firearms to be aimed slightly faster than intended.&lt;br /&gt;
* Solved an issue where the free-roam UI would continue to show on the end-of-match screen. &lt;br /&gt;
* Solved a bug where when the horse would die and a cavalryman was on horseback, they would continue to ride an invisible horse.&lt;br /&gt;
* Solved a bug where sometimes individuals could use specific items from a cosmetic DLC they don’t own.&lt;br /&gt;
* Solved a bug where you could still rotate to Marre. This is now an obsolete game level.&lt;br /&gt;
* Experimental fix towards a rare occurrence which caused weapons to go invisible in the player’s hands.&lt;br /&gt;
* Solved an error on game launch related to IK.&lt;br /&gt;
* Solved an issue where flags equipped with the Flag Bearer class would go invisible when switching between factions.&lt;br /&gt;
* Solved an exploit which allowed individuals to block smaller entryways using ammo boxes and rocket stacks.&lt;br /&gt;
* Experimental fix towards an issue where the player would immediately die after respawning.&lt;br /&gt;
* Solved a bug which allowed the Sergeant to keep all Officer buffs regardless if they were in the Officer’s line or not.&lt;br /&gt;
* Solved an error relative to player buffs.&lt;br /&gt;
* Solved an issue where the cheer animation would appear incorrectly when previewed in the barracks.&lt;br /&gt;
* Experimental fix towards an issue where the Carpenter would occasionally maintain a permanent speed boost after using the Berserk ability.&lt;br /&gt;
* Solved a bug where sometimes you will be unable to aim a Frontlines machine gun after firing it.&lt;br /&gt;
* Solved an issue with the ‘Arena  Announcer’ toggle UI setting disabling unintended UI elements.&lt;br /&gt;
* Solved an exploit which allowed individuals to clip inside the walls of Castle Arena.&lt;br /&gt;
* Experimental fix towards gesture states appearing incorrectly for other players.&lt;br /&gt;
* Solved multiple instances where on specific maps, you would spawn slightly above the ground.&lt;br /&gt;
* Solved an issue where sometimes inputting the wrong password would put you in the main menu rather than back in the server browser.&lt;br /&gt;
* Solved multiple issues when admins revived an infantryman.&lt;br /&gt;
* Solved an issue where revived cavalrymen spawned without a saddle.&lt;br /&gt;
* Solved an issue where the map loading screen wouldn’t show if you launched the spawn menu.&lt;br /&gt;
* Solved a bug where players were unable to toggle voice chat after entering free-roam or spectate modes without spawning.&lt;br /&gt;
* Solved an issue with the Skirmisher trait lacking Polish translation.&lt;br /&gt;
* Solved an issue where sometimes cosmetic DLC Officer uniforms would not play a unique animation when previewed.&lt;br /&gt;
* Experimental fix for an issue that causes players to get stuck on the previous map when rotating through maps quickly.&lt;br /&gt;
* Solved an exploit which allowed players to circumvent the surrender gesture cooldown timer disallowing players from using weapons. Travestir!&lt;br /&gt;
* Solved a bug where canister shot trails would not show if the individual doesn’t have a firearm equipped.&lt;br /&gt;
* Experimental fix towards an issue which causes players to spawn underneath a horse after interacting with an artillery piece.&lt;br /&gt;
* Solved an issue where players would get stuck in a UI if a spectating player disconnected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.18]==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (7)===&lt;br /&gt;
&lt;br /&gt;
* Solved several issues with the regiment registry.&lt;br /&gt;
* Solved several code exceptions.&lt;br /&gt;
* Solved an issue with recurring logs produced by terrain shaders.&lt;br /&gt;
* Solved an issue with the ocean shader not looking as intended.&lt;br /&gt;
* Solved an issue with the join custom server panel not functioning as intended.&lt;br /&gt;
* Solved an issue with depth of field not working on some modded maps.&lt;br /&gt;
* Solved an issue with the player's FOV appearing incorrectly after firing a cannon.&lt;br /&gt;
&lt;br /&gt;
===Backend (1)===&lt;br /&gt;
&lt;br /&gt;
* Introducing more security measures due to targeted DDOS attacks.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (2)===&lt;br /&gt;
&lt;br /&gt;
* Solved a rare instance of players getting stuck on map load when loading into the round.&lt;br /&gt;
* Solved two rare instances of the server getting stuck.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements 2.17]==&lt;br /&gt;
&lt;br /&gt;
===Backend (1)===&lt;br /&gt;
&lt;br /&gt;
* Introducing additional security measures due to targeted DDOS attacks. Work on this front is ongoing.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/3966050174818071180 2.16]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (7)===&lt;br /&gt;
* Upgraded FSR 2.0 to FSR 3.0 improving its quality.&lt;br /&gt;
* Upgraded DLSS to 3.5.10 improving its quality.&lt;br /&gt;
* Introduce an option allowing players to have the Microphone Echo setting always on.&lt;br /&gt;
* Players are now able to disable upscaling through the game’s video settings.&lt;br /&gt;
* Players are now provided with the option to disable grass and tree wind movement through the game’s video settings. Go to Grass Movement and switch this to Off if you experience visible blurriness on flora.&lt;br /&gt;
* Updated the game’s lobby to reduce rare cases of individuals being unable to receive a populated server list.&lt;br /&gt;
* When selecting any of the game’s input text fields such as when changing a regiment’s description or custom player name the cursor will now appear respective to where you click.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (2)===&lt;br /&gt;
* The ladders atop Fort Schwarz are now climbable.&lt;br /&gt;
* Stationary swivel guns on Spanish Farm are now able to load round shots.&lt;br /&gt;
&lt;br /&gt;
===Graphical (6)===&lt;br /&gt;
* Adjusted the chimney smoke on Glacier.&lt;br /&gt;
* Improved the resolution quality of the Empire map loading screen.&lt;br /&gt;
* Adjusted player banner and nameplate visibility.&lt;br /&gt;
* Adjusted the bush sizes on Aunby Valley.&lt;br /&gt;
* Updated the in-game store banner to match the existing Napoleon update banner.&lt;br /&gt;
* Adjusted the sandstorm particle’s looks.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (24)===&lt;br /&gt;
* Solved an issue with players getting stuck on map load while using ExpressVPN's Lightway protocol.&lt;br /&gt;
* Solved an issue with players sometimes getting stuck on map load.&lt;br /&gt;
* Solved an issue with cavalry floating on specific maps.&lt;br /&gt;
* Improved issues with blurriness players were experiencing.&lt;br /&gt;
* Improved issues with distant fuzziness players were experiencing.&lt;br /&gt;
* Solved an issue with fallen trees on Camp Salamanca not looking as intended.&lt;br /&gt;
* Solved an issue with raindrop particle effects not working.&lt;br /&gt;
* Solved an issue with a small rouge pixel being visible in the kill feed.&lt;br /&gt;
* Solved an issue with people spawning on roofs on Empire.&lt;br /&gt;
* Solved an issue with code exceptions appearing when using FSR.&lt;br /&gt;
* Solved an issue where you could look underneath the water plane when swimming in first person on land-based maps.&lt;br /&gt;
* Solved an issue which caused the audio volume to reset when switching from mono to stereo.&lt;br /&gt;
* Solved an issue where VoIP sometimes stopped functioning if the player switched from mono to stereo.&lt;br /&gt;
* Solved an issue with grass being present inside the church on Lamarsh Fen.&lt;br /&gt;
* Solved an issue with terrain clipping through one of the houses on Hills of Tyrol.&lt;br /&gt;
* Solved an issue with transparency on one of the props in Fort Al Farid.&lt;br /&gt;
* Solved an issue with water on Hudree Marsh being low resolution.&lt;br /&gt;
* Solved an issue with one of the trunks on Fort Darial appearing as pink.&lt;br /&gt;
* Solved an issue with the weapon shuffling sound always playing while on horseback.&lt;br /&gt;
* Solved an issue with floating grass on Fort Salettes.&lt;br /&gt;
* Experimental fix towards an issue which produced a halo underneath players when switching graphics presets.&lt;br /&gt;
* Experimental fix towards a rare case that prevented players from spawning when clicking the spawn button.&lt;br /&gt;
* Experimental fix towards an issue with nameplates going invisible when individuals are moving an artillery piece.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (5)===&lt;br /&gt;
* Added support for modded maps to adjust the depth of field. See HoldfastMapModOverload.depthOfFieldDistance.&lt;br /&gt;
* Fixed FSR3 screen flicker whilst aiming artillery pieces.&lt;br /&gt;
* Solved a texture quality issue with Russian uniforms.&lt;br /&gt;
* Experimental fix for antlers appearing on horses. It's well-known that horses only magically transform into deer during Christmas.&lt;br /&gt;
* Fixed player banners being too big whilst using the captain's wheel.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/3909752009314202982 2.15]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements (11)===&lt;br /&gt;
* Napoleon’s Rise DLC! Explore Napoleon’s rise to power through this cosmetic content dedicated to the Emperor himself Napoleon.&lt;br /&gt;
:»  Unlock Napoleon's very own uniform for the Infantry Officer class.&lt;br /&gt;
:»  Unlock Napoleon's very own horse, Marengo.&lt;br /&gt;
:»  Unlock the French Empire's French Republican Infantry uniform for the Line Infantry class.&lt;br /&gt;
:»  Unlock the French Empire's Guides a Pied de Bonaparte uniform for the Light Infantry class.&lt;br /&gt;
:»  Unlock the French Empire's Guard Chasseur-a-Cheval uniform for the Hussar class.&lt;br /&gt;
:»  Unlock the First Consul Napoleon head.&lt;br /&gt;
:»  Unlock the Emperor Napoleon head.&lt;br /&gt;
:»  Unlock the Authority Stance gesture animation.&lt;br /&gt;
:»  Unlock the Gentleman's Stroll gesture animation.&lt;br /&gt;
:»  Unlock the Lead Charge gesture animation.&lt;br /&gt;
:»  Unlock the Napoleon's Loyalist medal to display on your playercard.&lt;br /&gt;
:»  Unlock the Pharaohs &amp;amp; Kings banner for your playercard.&lt;br /&gt;
:»  Unlock the Le Tondu portrait for your playercard.&lt;br /&gt;
:»  Unlock The Emperor title for your playercard.&lt;br /&gt;
* The Holdfast OST! With great pomp and circumstance the Holdfast original soundtrack ‘The Plight of War’ presents to you a plethora of epic renditions of some all-time classics to uplift spirits and set the tone as you charge forward to glory.&lt;br /&gt;
:» Featuring iconic songs spanning from the Napoleonic Wars to The Great War this soundtrack brings forth over 20 tracks (including instrumentals).&lt;br /&gt;
:» A music player is available both in the main menu and in-game so that you’ll never be without the choirs of war.&lt;br /&gt;
* A new map featuring never-before-seen environments. Fight in the streets of Empire with this update’s release.&lt;br /&gt;
* A new rendering pipeline. Introducing DLSS, FSR 2.0 alongside improved graphical fidelity.&lt;br /&gt;
* Major game engine upgrade. Exposes our development team to new tools to further optimise the game.&lt;br /&gt;
* Medal indicating the individual's soldier rank now shows in player names.&lt;br /&gt;
* The ‘Holdfast Nations At War - Beta’ dedicated application accessible through your Steam library. You no longer have to switch between branches to partake in public testing events.&lt;br /&gt;
* Improved Holdfast’s audio-scape. Player movement sounds representative of the equipment an individual is carrying, new aiming sounds and many more.&lt;br /&gt;
:» Additional audio master volumes are now present.&lt;br /&gt;
* A steam whistle is now present on WW1 Gunboats.&lt;br /&gt;
* The exclusive_modded_uniforms can now be set to be attacker, defender or faction-specific.&lt;br /&gt;
* Introduced several regiment banners as per the community’s requests.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions (2)===&lt;br /&gt;
* Removed colliders from small branches present on Canyon.&lt;br /&gt;
* Reduced the number of trees on Fort Imperial to improve cannon visibility.&lt;br /&gt;
&lt;br /&gt;
===Optimisation (12)===&lt;br /&gt;
* Improved GPU performance. GPU performance concerns framerate when changing between graphics pre-sets and no players are in a server. CPU utilisation will be looked at in a near-future release.&lt;br /&gt;
* Improved RAM utilisation reducing crashing instances for low-end machines.&lt;br /&gt;
* A significant reduction in file size. We’ve brought the game down from 43.6 Gigs to 17 Gigs.&lt;br /&gt;
* The introduction of a new technology to reduce map file size. It was previously a limiting factor to our development team introducing new content due to the ballooning game file size.&lt;br /&gt;
* Multiple optimisations targeting game load times.&lt;br /&gt;
* Optimised the Loyalist Edition DLC file size.&lt;br /&gt;
* Solved several instances of errors cropping up on maps across the game’s Napoleonic and WW1 fronts.&lt;br /&gt;
* Introduced new Potato and Ultra presets.&lt;br /&gt;
:» Potato - Targeting the very low-end of machines. Disables every graphical feature imaginable in the game. Here we place an absolute priority on performance neglecting the game’s graphical fidelity. Don’t expect it to look better than the first iteration of Doom.&lt;br /&gt;
:» Ultra - Those blessed with decent machines can enjoy Holdfast in all its glory with this new graphics preset.&lt;br /&gt;
* VRAM budget now gets more intelligently assigned according to the user’s PC specifications.&lt;br /&gt;
* Players who run the game on a machine with less than 8 Gigs of RAM will automatically have HDD mode enabled featuring the lightweight main menu scene.&lt;br /&gt;
* Performed several optimisations to Holdfast’s debug F2 console.&lt;br /&gt;
* Optimisations targeting horse saddles.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life (10)===&lt;br /&gt;
* Revisited Holdfast’s Chinese, Danish, Dutch, French, German, Italian, Korean, Polish, Portuguese-Brazil, Romanian, Russian, Spanish, Spanish-Latin American, Swedish and Turkish translations.&lt;br /&gt;
:» Our thanks goes to Lengeka, Statros, Trainboy, Skyold, Teonino, Harry Hart, Julian v. Hipper, Stelter, GeneralMesse, Miloszig, Tgrysiwek, TheJacob, Espada, Krupiz, M4FIN, Matix, Alexaroth, Pierre, SirTosky, Florez, Madskillero, Plasticwolf, Airok, FaleRH, Fancio, Lupin, Ruddy, Uni, OCurtaMemes, SNG, Dawson, Jklirr and Crontz.&lt;br /&gt;
* Events rules shown to the right side of the screen now get hidden when pressing the ScrollLock key.&lt;br /&gt;
* The target player health present in the P menu now automatically updates while the menu is open.&lt;br /&gt;
* The free-flight camera now respects the inverted camera movement settings.&lt;br /&gt;
* The respawn timer now continues going if the player toggles free roam in the death screen.&lt;br /&gt;
* The option to turn on HDD Mode is now available under the advanced video settings. Requires restart to apply.&lt;br /&gt;
* Results for the search function present in the P menu now automatically update with every key input.&lt;br /&gt;
* Video, Audio and Game options now feature descriptions.&lt;br /&gt;
* Reduced the default main menu music volume.&lt;br /&gt;
* Split Audio, Game, Video and Keybinds settings into separate files providing us with more granular control for settings we’re able to reset to default should the need arise on update releases.&lt;br /&gt;
&lt;br /&gt;
===Graphical (15)===&lt;br /&gt;
* Performed a massive graphical overhaul of every map in the game.&lt;br /&gt;
* Improved the killed by dreadnaught cannon recoil icon.&lt;br /&gt;
* Improved the killed by barbed wire icon.&lt;br /&gt;
* Improved the Frontlines officer ‘Q’ ability bar icon.&lt;br /&gt;
* Improved the Frontlines office minimap hint icon.&lt;br /&gt;
* Adjusted several in-world icon positions to improve visibility.&lt;br /&gt;
* Improved the rocket stack interaction icon.&lt;br /&gt;
* Improved the medal’s visibility on the scoreboard.&lt;br /&gt;
* Improved the visibility of your kills in the kill log.&lt;br /&gt;
* Cleaned up the game sale countdown timers.&lt;br /&gt;
* Matched the size of all regiment banners across the game’s UI to maintain good resolution.&lt;br /&gt;
* Enlarged the Frontline’s binoculars UI.&lt;br /&gt;
* Nature presets specific to city environments are now available.&lt;br /&gt;
* Updated Holdfast’s map loading screens to feature the game’s new graphical fidelity.&lt;br /&gt;
* Changed Holdfast’s launch screen. It is now indicative of the new Napoleon Rise update.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes (98)===&lt;br /&gt;
* Solved an issue with missing material references on Fort Imperial.&lt;br /&gt;
* Solved an issue which allowed individuals to walk underneath Fort Imperial.&lt;br /&gt;
* Solved an issue with missing material references on South Sea Castle.&lt;br /&gt;
* Solved an issue with the Austrian faction having no piano tunes available to play. Isn’t that sad?&lt;br /&gt;
* Solved multiple issues with Holdfast launching on Steam Deck.&lt;br /&gt;
* Solved an instance which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue with the blunderbuss being able to register only a maximum of 2 shots as damage per player.&lt;br /&gt;
* Experimental fix for an issue that causes players to get stuck on spawn.&lt;br /&gt;
* Solved an issue with the free roam camera not starting from the player’s death position when accessed from the faction selection screen.&lt;br /&gt;
* Solved an issue with regiment administrators being unable to see enlistment requests.&lt;br /&gt;
* Solved an issue where sometimes the button to accept a recruit wouldn’t be visible.&lt;br /&gt;
* Solved an instance which disallowed players to join a regiment that had already disbanded another.&lt;br /&gt;
* Solved an issue where prestige progress wasn’t showing on the regiment’s banners.&lt;br /&gt;
* Solved an issue with the surgeon class valour one and valour two medals being the other way around.&lt;br /&gt;
* Solved an issue where objectives won’t continue to show on the UI if you die then go to free-roam.&lt;br /&gt;
* Solved an issue with localisation in the in-game cosmetic store.&lt;br /&gt;
* Solved an issue with the customisation menu breaking in the barracks.&lt;br /&gt;
* Solved an issue where players sometimes got stuck when using an artillery piece.&lt;br /&gt;
* Solved an issue when loading round shots into mortars.&lt;br /&gt;
* Solved an issue with rouge red pixels being present in the scoreboard.&lt;br /&gt;
* Solved an issue where the Anvil Game Studios player banner was visible to everyone.&lt;br /&gt;
* Solved an issue with the daily score not being applied correctly.&lt;br /&gt;
* Solved an issue with preview images in the in-game cosmetic store appearing in low resolution.&lt;br /&gt;
* Solved an issue where administrators or moderators were unable to update an inactive player’s regiment rank.&lt;br /&gt;
* Solved an issue where the Carpenter’s tertiary weapon selection didn’t save.&lt;br /&gt;
* Solved an instance which caused a recurring error to appear when viewing a regiment’s member list.&lt;br /&gt;
* Solved an issue which prevented the search function in the P menu from working if a player’s dropdown was open.&lt;br /&gt;
* Solved an instance which prevented moderators from managing their regiment.&lt;br /&gt;
* Solved an instance which allowed players to apply for a regiment that wasn’t accepting recruits.&lt;br /&gt;
* Solved an exception which occurred when PMing carbon players.&lt;br /&gt;
* Solved an instance which caused the player’s camera not to detach properly when moving an artillery piece.&lt;br /&gt;
* Solved an exception which prevented players from joining a server due to unsupported character names.&lt;br /&gt;
* Solved an instance which sometimes prevented administrators from updating a player’s rank after changing its rank structure.&lt;br /&gt;
* Solved an issue where crosshairs sometimes didn’t feature a preview image in the settings menu.&lt;br /&gt;
* Solved an instance which prevented specific players from being accepted into a regiment after enlisting.&lt;br /&gt;
* Solved an instance which prevented the regiment registry list from loading.&lt;br /&gt;
* Solved an issue with rendering order on in-world interaction icons.&lt;br /&gt;
* Solved several client-side warnings on map load.&lt;br /&gt;
* Solved an issue where the Manage Members button was selected by default causing it to immediately appear with a golden border.&lt;br /&gt;
* Solved an instance which caused the game to get stuck when creating a new rank in the regiment registry.&lt;br /&gt;
* Solved an issue where the cursor sometimes didn’t show when selecting the description text field in the regiment registry.&lt;br /&gt;
* Solved an issue where sometimes preview characters didn’t show when navigating through a regiment’s member list.&lt;br /&gt;
* Solved an issue which took the player back to the regiment’s home screen if an enlistee was denied or accepted.&lt;br /&gt;
* Solved an issue which caused the player to get stuck in free-flight if they accessed the mode right after they died by trampling.&lt;br /&gt;
* Solved an issue which sometimes caused players to spawn atop trees on Glacier.&lt;br /&gt;
* Solved an issue which caused the Spectate E and Spawn Menu M indicators to not disable when hiding UI by pressing the Scroll Lock key.&lt;br /&gt;
* Solved multiple exceptions caused when navigating through the regiment registry.&lt;br /&gt;
* Solved an issue which caused incorrect regiment ranks to be applied to selected enlistees.&lt;br /&gt;
* Solved multiple map-specific issues.&lt;br /&gt;
&lt;br /&gt;
===SDK Additions (200)===&lt;br /&gt;
* The Austrian faction is now available in sharedmethods.dll.&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Structure_Bridge1v4&lt;br /&gt;
:» Structure_Bridge1v5&lt;br /&gt;
:» Structure_Bridge2v4&lt;br /&gt;
:» Structure_Bridge2v5&lt;br /&gt;
:» Propgroup_PalisadeStand&lt;br /&gt;
:» Propgroup_CrateLeaningWall&lt;br /&gt;
:» Propgroup_ShootingPlatform1&lt;br /&gt;
:» Propgroup_ShootingPlatform2&lt;br /&gt;
:» Prop_Weapon_Musket_New_Land_Pattern_Brown_Bess_Bayonet&lt;br /&gt;
:» Prop_Weapon_Musket_Charleville_Musket_IXXIII_Bayonet&lt;br /&gt;
:» Functional_PierLadder&lt;br /&gt;
:» Prop_EgyptStatue&lt;br /&gt;
:» Prop_Well1v4&lt;br /&gt;
:» Prop_Well1v5&lt;br /&gt;
:» Prop_Well1v6&lt;br /&gt;
:» Prop_Well1v7&lt;br /&gt;
:» Prop_ww1_TrenchShootingPlatform&lt;br /&gt;
:» Prop_MortarPlatform&lt;br /&gt;
:» Prop_Shipyard_MetalPiece2&lt;br /&gt;
:» Prop_Shipyard_WoodPiece3&lt;br /&gt;
:» Prop_WoodenPole_5&lt;br /&gt;
:» Prop_WoodenPole_6&lt;br /&gt;
:» Prop_ww1_Cemetery_Cemetery_Fence_02_Middle&lt;br /&gt;
:» Prop_ww1_Cemetery_Cemetery_Post&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_A&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_B&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_01_C&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_A&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_B&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_03_C&lt;br /&gt;
:» Prop_ww1_fence_wood_post_type_04_A&lt;br /&gt;
:» Functional_Naval_SpawnMenuCharacterScreen&lt;br /&gt;
:» Functional_ww1_SpawnMenuCharacterScreen&lt;br /&gt;
:» Creatures_ww1_Fish_Perch&lt;br /&gt;
:» Creatures_ww1_Fish_Trout&lt;br /&gt;
:» Structure_Schooner_ShipWreck_1v2&lt;br /&gt;
:» Structure_Pidgeoncoop1v3&lt;br /&gt;
:» Structure_Barn2v4&lt;br /&gt;
:» Structure_Spain_House1v4&lt;br /&gt;
:» Structure_Spain_House2v4&lt;br /&gt;
:» Structure_Spain_Barn1v4&lt;br /&gt;
:» Structure_Spain_Barn1v5&lt;br /&gt;
:» Structure_Fort_FortImperial1v2&lt;br /&gt;
:» Structure_FortSegment1v3_Modular&lt;br /&gt;
:» Structure_FortSegment2v3_Modular&lt;br /&gt;
:» Structure_FortSegment3v3_Modular&lt;br /&gt;
:» Structure_FortSegment4v3_Modular&lt;br /&gt;
:» Structure_FortSegment5v3_Modular&lt;br /&gt;
:» Structure_FortSegment6v3_Modular&lt;br /&gt;
:» Structure_FortSegment7v3_Modular&lt;br /&gt;
:» Structure_FortTurret1v3_Modular&lt;br /&gt;
:» Structure_FortTurret2v3_Modular&lt;br /&gt;
:» Structure_FortTurret3v3_Modular&lt;br /&gt;
:» Structure_FortTurret4v3_Modular&lt;br /&gt;
:» Structure_FortTurret5v3_Modular&lt;br /&gt;
:» Structure_FortTurret6v3_Modular&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin1v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin2v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin3v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuin4v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece1v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece2v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece3v5&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v3&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v4&lt;br /&gt;
:» Structure_Ruins_AqueductRuinPiece4v5&lt;br /&gt;
:» Structure_Ruins_BathHouse1v3&lt;br /&gt;
:» Structure_Ruins_BathHouse1v4&lt;br /&gt;
:» Structure_Ruins_BathHouse1v5&lt;br /&gt;
:» Structure_Ruins_Citywall1v3&lt;br /&gt;
:» Structure_Ruins_Citywall1v4&lt;br /&gt;
:» Structure_Ruins_Citywall1v5&lt;br /&gt;
:» Structure_Ruins_Citywall2v3&lt;br /&gt;
:» Structure_Ruins_Citywall2v4&lt;br /&gt;
:» Structure_Ruins_Citywall2v5&lt;br /&gt;
:» Structure_Ruins_Citywall3v3&lt;br /&gt;
:» Structure_Ruins_Citywall3v4&lt;br /&gt;
:» Structure_Ruins_Citywall3v5&lt;br /&gt;
:» Structure_Ruins_LargeWall10v3&lt;br /&gt;
:» Structure_Ruins_LargeWall10v4&lt;br /&gt;
:» Structure_Ruins_LargeWall10v5&lt;br /&gt;
:» Structure_Ruins_Temple1v3&lt;br /&gt;
:» Structure_Ruins_Temple1v4&lt;br /&gt;
:» Structure_Ruins_Temple1v5&lt;br /&gt;
:» Structure_Ruins_Templeround1v3&lt;br /&gt;
:» Structure_Ruins_Templeround1v4&lt;br /&gt;
:» Structure_Ruins_Templeround1v5&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v3&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v4&lt;br /&gt;
:» Structure_Ruins_Templeroundpiece1v5&lt;br /&gt;
:» Structure_Ruins_Theater1v3&lt;br /&gt;
:» Structure_Ruins_Theater1v4&lt;br /&gt;
:» Structure_Ruins_Theater1v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece1v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece2v5&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v3&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v4&lt;br /&gt;
:» Structure_Ruins_Theaterpiece3v5&lt;br /&gt;
:» Structure_Ruins_Tower1v3&lt;br /&gt;
:» Structure_Ruins_Tower1v4&lt;br /&gt;
:» Structure_Ruins_Tower1v5&lt;br /&gt;
:» Structure_Ruins_Wall1v3&lt;br /&gt;
:» Structure_Ruins_Wall1v4&lt;br /&gt;
:» Structure_Ruins_Wall1v5&lt;br /&gt;
:» Structure_Ruins_Wall2v3&lt;br /&gt;
:» Structure_Ruins_Wall2v4&lt;br /&gt;
:» Structure_Ruins_Wall2v5&lt;br /&gt;
:» Structure_Ruins_Wall3v3&lt;br /&gt;
:» Structure_Ruins_Wall3v4&lt;br /&gt;
:» Structure_Ruins_Wall3v5&lt;br /&gt;
:» Structure_Ruins_Wall4v3&lt;br /&gt;
:» Structure_Ruins_Wall4v4&lt;br /&gt;
:» Structure_Ruins_Wall4v5&lt;br /&gt;
:» Structure_Ruins_Wall5v3&lt;br /&gt;
:» Structure_Ruins_Wall5v4&lt;br /&gt;
:» Structure_Ruins_Wall5v5&lt;br /&gt;
:» Structure_Ruins_Wall6v3&lt;br /&gt;
:» Structure_Ruins_Wall6v4&lt;br /&gt;
:» Structure_Ruins_Wall6v5&lt;br /&gt;
:» Structure_Ruins_Wall7v3&lt;br /&gt;
:» Structure_Ruins_Wall7v4&lt;br /&gt;
:» Structure_Ruins_Wall7v5&lt;br /&gt;
:» Structure_Ruins_Wall8v3&lt;br /&gt;
:» Structure_Ruins_Wall8v4&lt;br /&gt;
:» Structure_Ruins_Wall8v5&lt;br /&gt;
:» Structure_Ruins_Wall9v3&lt;br /&gt;
:» Structure_Ruins_Wall9v4&lt;br /&gt;
:» Structure_Ruins_Wall9v5&lt;br /&gt;
:» Structure_Windmill1v4_Base&lt;br /&gt;
:» Structure_Windmill1v4&lt;br /&gt;
:» Structure_Barn1v4&lt;br /&gt;
:» Structure_HouseDutch1v4&lt;br /&gt;
:» Structure_HouseDutch1v5&lt;br /&gt;
:» Structure_HouseDutch2v4_Kitchen&lt;br /&gt;
:» Structure_HouseDutch2v5_Kitchen&lt;br /&gt;
:» Structure_HouseDutch3v4&lt;br /&gt;
:» Structure_HouseDutch3v5&lt;br /&gt;
:» Structure_HouseDutch4v4&lt;br /&gt;
:» Structure_HouseDutch4v5&lt;br /&gt;
:» Structure_HouseDutch5v4&lt;br /&gt;
:» Structure_HouseDutch5v5&lt;br /&gt;
:» Structure_HouseDutch6v4_Watermill&lt;br /&gt;
:» Structure_HouseDutch6v5_Watermill&lt;br /&gt;
:» Structure_WalledCity1v1_Pillar&lt;br /&gt;
:» Structure_WalledCity1v1_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v2_Pillar&lt;br /&gt;
:» Structure_WalledCity1v2_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v3_Pillar&lt;br /&gt;
:» Structure_WalledCity1v3_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v4_Pillar&lt;br /&gt;
:» Structure_WalledCity1v4_StraightWall&lt;br /&gt;
:» Structure_WalledCity1v4_StraightWallSegment&lt;br /&gt;
:» Structure_WalledCity1v4_Gate&lt;br /&gt;
* Changes to existing SDK props.&lt;br /&gt;
:» Renamed “Prop_Shelve” to “Prop_Shelf2v1”.&lt;br /&gt;
:» Renamed “Prop_Shelve2” to “Prop_Shelf2v2”.&lt;br /&gt;
:» Renamed “Structure_Fort_MartelloTower1v2_Defence_Destructable_Mod 1” to “Structure_Fort_MartelloTower1v3_Defence_Destructable”.&lt;br /&gt;
:» Renamed “Structure_Schooner_ShipWreck” to “Structure_Schooner_ShipWreck_1v1”.&lt;br /&gt;
:» Fixes to colliders on some musket props.&lt;br /&gt;
:» Fixed LODs on prop groups.&lt;br /&gt;
:» Fixed LOD bounds on Gabion props and prop groups.&lt;br /&gt;
:» Fixed Structure_Palisade1.12 having destroyed stage enabled by default.&lt;br /&gt;
:» Made collisions on Prop_Shrine1vX more accurate.&lt;br /&gt;
:» Made collisions on Structure_Pier more accurate.&lt;br /&gt;
:» Removed placeholder .txt prefab that was accidentally included.&lt;br /&gt;
:» Fixed ladders in Martello Tower props.&lt;br /&gt;
:» Capitalised all “AqueductRuin” props to improve readability.&lt;br /&gt;
:» Capitalised all “BathHouse” props to improve readability.&lt;br /&gt;
:» Fixed face normals on ruin props. Lighting will now be more accurate.&lt;br /&gt;
:» Fixed LODs on Frontlines Light Howitzer.&lt;br /&gt;
:» Fixed emplacement collider in “Structure_ww1_french_cernay_house2” &amp;amp; “Structure_ww1_french_cernay_house2_Destroyed_Populated1”.&lt;br /&gt;
:» Optimised “Prop_ww1_mine_field_sign”.&lt;br /&gt;
:» Fixed shadow cast positions for “Structure_Shipyard” prefabs.&lt;br /&gt;
:» Fixed snowy greystone rocks using incorrect material.&lt;br /&gt;
:» Fixed colliders on “Prop_KettleBig_CastIron”.&lt;br /&gt;
:» Fixed LODs on ww1_track props.&lt;br /&gt;
:» Added a variant of non-blanket shader ferns. Existing fern prefabs added “_blanket” to their name.&lt;br /&gt;
:» Fixed names on “Structure_Barnv#” to “Structure_Barn1v#”.&lt;br /&gt;
:» Renamed “Structure_WalledCity1v#_StraightWall” to “Structure_WalledCity1v#_StraightWallSegment”. New prefabs in place of old “StraightWall” props which don’t contain the preplaced pillar. These walls look similar to “Farmwall”, however, these new props are not destroyable like the “Farmwall” ones are.&lt;br /&gt;
:» Added mossy and non-mossy variants of “Sandstone” and “Greystone”.&lt;br /&gt;
:» Snow added to snowy rocks.&lt;br /&gt;
&lt;br /&gt;
===Hotfix (16)===&lt;br /&gt;
* Experimental fix towards the audio clipping issue.&lt;br /&gt;
* Solved an issue with the in-game store page not working as intended.&lt;br /&gt;
* Solved multiple instances which would cause pink objects to become visible. Kindly report back to us if you experience this issue.&lt;br /&gt;
* Experimental fix towards an issue which caused players to get stuck on map load.&lt;br /&gt;
* Solved an issue which prevented end-of-round faction jingles from playing.&lt;br /&gt;
* Solved an issue which caused the player's set framerate to reset if they changed to a different graphics preset.&lt;br /&gt;
* Solved a bug which caused non-movable cannons to appear in blue instead of green.&lt;br /&gt;
* Solved an issue with invisible props on Linburg.&lt;br /&gt;
* Solved an issue with sand mist rendering through explosions.&lt;br /&gt;
* Improved resolution of the game's map loading screens.&lt;br /&gt;
* Darkened the fallen tree particle leaves.&lt;br /&gt;
* Adjusted rocket explosion particle effects.&lt;br /&gt;
* Adjusted the distance fog on Linburg.&lt;br /&gt;
* Adjusted the material colour on Sapper buildable earthworks.&lt;br /&gt;
* Adjusted the fog on Heartmound.&lt;br /&gt;
* Adjusted the fog on Al Uddin Ruins amongst other terrain adjustments.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 2.14]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Soldier medals make a comeback! Rank your favourite soldiers through a total of 75 levels and acquire medals to showcase gloriously on your player card.&lt;br /&gt;
* Spectate and free roam modes feature new functionality allowing players to go to free roam through the death screen or when spectating another player. The free roam camera will detach from the player allowing event administrators to better follow ongoings on the battlefield.&lt;br /&gt;
* Reintroduced the feature allowing event hosts to show a set of rules pertaining to the class being played on-screen.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Administrators are now once again able to view a player’s Steam ID in the playerlogin.txt file.&lt;br /&gt;
* Administrators are now once more able to view a player’s Steam ID when issuing the rc playerlist command.&lt;br /&gt;
* The ''rc playerlist &amp;lt;playerID&amp;gt;'' output now gets automatically copied to the clipboard.&lt;br /&gt;
* Carpenters now spawn with the Blunderbuss by default.&lt;br /&gt;
* Reopening a class category in the Barracks now keeps your last class selected.&lt;br /&gt;
* The ‘P’ menu will stop automatically sorting players if the panel viewing admin commands or volume sliders is expanded.&lt;br /&gt;
* Introduced a new advanced setting category in the game’s video settings. This is now complemented with a warning advising players that adjusting these specific settings may cause game instability.&lt;br /&gt;
* The game chat now fades out when another player types a message in chat improving readability.&lt;br /&gt;
* Players in free roam are now able to continue using the camera when the match comes to an end.&lt;br /&gt;
* The administrator heal function accessible from the P menu now shows the player’s current health and maximum health. &lt;br /&gt;
* The default value of the administrator heal function accessible from the P menu will now automatically represent the value needed to fully heal the player.&lt;br /&gt;
:» Note that you’re still able to heal players above 100.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed optimisations in some cases causing increased map loading times.&lt;br /&gt;
* Optimised the existing main menu scene to improve game launch times.&lt;br /&gt;
* Introduced an experimental lite version of the new main menu featuring faster load times for lower-end machines. &lt;br /&gt;
:» Use the ''-hddMode'' game launch parameter to access. The setting will be made available in-game once it passes stability testing.&lt;br /&gt;
:» Steam Deck automatically defaults to this menu.&lt;br /&gt;
* Increased the default texture streaming budget to 3 Gigs.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Redesigned interaction icons that show on artillery pieces, carriable flags and other interactables.&lt;br /&gt;
* Redesigned the horse kill icon indicator.&lt;br /&gt;
* Redesigned the line officer indicator icons.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which caused the server to hang during gameplay.&lt;br /&gt;
* Solved an issue which caused players to get stuck when spawning.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
* Solved a bug which was causing explosive barrels to feature excessive knockback range.&lt;br /&gt;
* Solved an issue with moveable field guns on modded maps not recoiling.&lt;br /&gt;
* Solved an issue that prevented admins present in the whitelist from joining a full server. This still features a limit of 5.&lt;br /&gt;
* Solved an issue with the wind minimap indicator not always updating correctly.&lt;br /&gt;
* Solved an issue where VoIP wasn’t audible in free roam and spectate unless the player spawns.&lt;br /&gt;
* Solved multiple issues with the local player score bar on the end-of-match panel.&lt;br /&gt;
* Solved an issue with the daily bonus XP modifier.&lt;br /&gt;
* Solved an issue when high-latency players attempted to interact with a cannon.&lt;br /&gt;
* Solved an issue where the chosen primary weapon selection for the Carpenter class wouldn’t save.&lt;br /&gt;
* Solved an issue with weapon class overrides not working as intended when the Sergeant class is involved.&lt;br /&gt;
* Solved an issue with spawn section class overrides when joining a server while a new map was loading.&lt;br /&gt;
* Solved an error that was being outputted when the Mods Download button was pressed before the mod list became populated.&lt;br /&gt;
* Solved an issue when hovering over the leaderboard buttons.&lt;br /&gt;
* Solved an issue with the icon header in the Regiment Rank Editor displaying incorrectly.&lt;br /&gt;
* Solved an edge case with the spawn menu UI showing while playing on high latency.&lt;br /&gt;
* Solved a bug that showed a message to accept the next regiment enlistee after denying an enlistment.&lt;br /&gt;
* Experimental fix for an exception that occurred on modded servers when trying to spectate before spawning in.&lt;br /&gt;
* Solved a bug which prevented the header for the server intro message from showing.&lt;br /&gt;
* Solved an issue with the spawn menu camp being invisible if you stop spectating an individual before spawning for the first time.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of issues with interaction indicators. Sometimes the incorrect icon will show or will be overlaid on the interaction text.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/3680059005332281063 2.13]==&lt;br /&gt;
&lt;br /&gt;
===Important Notice===&lt;br /&gt;
* Individuals having issues launching the game on Steam Deck are advised to use Proton 8.0-3.&lt;br /&gt;
* Be sure to let us know in #bug-reports on [https://discord.com/invite/holdfastgame discord.gg/holdfastgame] if you experience further issues.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Introduced 2 new crosshairs to Nations At War - ‘Nail’ as per the community’s request and ‘Fixate’.&lt;br /&gt;
* You are now able to customize your health bar’s style. Select either ‘Solid’, ‘Gradient’ or ‘Dynamic’ based on your preference.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Moved the audio devices category above the master volumes for easier access.&lt;br /&gt;
* Moved the texture streaming option to an advanced category.&lt;br /&gt;
* Adjusted the red colour present on the top bar and kill feed UI.&lt;br /&gt;
* Increased the duration of squad camp destroyed notifications to improve visibility.&lt;br /&gt;
* Revisited the squad camp destroyed message making it easier to read.&lt;br /&gt;
* The search function in settings now responds to language changes.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed multiple optimisation passes to bring performance in line with previous releases.&lt;br /&gt;
* Optimised maps featuring the snow biome.&lt;br /&gt;
* Dedicated Server: Increased the send and receive buffer default sizes from 131072 to 1572864.&lt;br /&gt;
:» This can be overridden using command line arguments: -sendbuffersize_override and -receivebuffersize_override&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue with one of the Prussian UI elements lacking the eagle. Apologies for the travesty.&lt;br /&gt;
* Solved multiple issues with the server browser.&lt;br /&gt;
* Solved an instance that prevented players from spawning on Melee Arena.&lt;br /&gt;
* Performed several optimisations to the new Round Players ‘P’ panel.&lt;br /&gt;
* Solved an issue with players being unable to build Sapper emplacements on Fort Salettes.&lt;br /&gt;
* Solved an issue with some artillery pieces not recoiling correctly.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command not working as intended.&lt;br /&gt;
* Solved an issue with weapon_overrides not working as intended.&lt;br /&gt;
* Solved an issue that prevented players from exiting the game.&lt;br /&gt;
* Solved an issue that caused uniforms in the barracks to show in grey.&lt;br /&gt;
* Solved an issue with incorrect spelling on one of the sergeant orders in the settings menu.&lt;br /&gt;
* Solved an issue that caused players to be unable to change the Round Players panel key bind.&lt;br /&gt;
* Solved an issue where players would hide the leaderboard UI if they accidentally pressed the escape key in the main menu.&lt;br /&gt;
* Solved an issue that caused players featuring an empty name to crash when joining a server.&lt;br /&gt;
* Solved an issue that caused the head selection not to show in the spawn menu.&lt;br /&gt;
* Solved an issue where players would spawn with their dead cam activated if they pressed the M key right before respawning.&lt;br /&gt;
* Solved an issue where players were able to open the voice and gestures panel while the spawn menu was open.&lt;br /&gt;
* Solved an issue where the server rules panel accessible from the Round Players panel was showing incorrectly.&lt;br /&gt;
* Solved an issue with the end of round class slider going ham when gathering experience using a max rank class.&lt;br /&gt;
* Experimental fix for an issue that causes end of match related audio to leak to the next round.&lt;br /&gt;
* Solved multiple issues with the new texture streaming budget video setting.&lt;br /&gt;
* Solved an issue where a specific UI element on Melee Arena continued to show underneath the top bar after the match started.&lt;br /&gt;
* Solved an issue on Melee Arena where the countdown timer would continue to show after the map rotated.&lt;br /&gt;
* Experimental fix on an issue that sometimes caused players to be unable to spawn.&lt;br /&gt;
* Solved an issue where banners would show in blue for individuals in your regiment.&lt;br /&gt;
* Solved an issue where the Howitzer fuse UI wouldn’t show if a canoneer takes over the piece after it has been fired.&lt;br /&gt;
* Solved an issue with the regiment registry where individuals weren’t able to enlist in regiments.&lt;br /&gt;
* Solved an issue with the regiment registry where administrators weren’t able to deny enlistment requests.&lt;br /&gt;
* Solved an issue with the regiment registry where moderators weren’t able to accept new recruits.&lt;br /&gt;
* Solved an issue with the regiment registry which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue where outdated season ranks would sometimes show in the regiment overview. &lt;br /&gt;
* Solved several other occurrences of outdated data being displayed in the regiment registry.&lt;br /&gt;
* Solved an issue with regiment ranks in the regiment registry.&lt;br /&gt;
* Solved an issue where the Update Regiment button would not become selectable after editing the regiment’s tag and rank format.&lt;br /&gt;
* Solved multiple code warnings that occurred during gameplay.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of the chat not unfading when other players type in a chat.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Level Editor ===&lt;br /&gt;
&lt;br /&gt;
* Introduced over 1500 new assets to design new maps with. There are more than 3600 assets to design maps with.&lt;br /&gt;
* Drastically improved the loading of assets in the level editor.&lt;br /&gt;
* Improved the performance of the editor while it is loading assets.&lt;br /&gt;
* Exposed multiple functions enabling artisans to link custom destructible objects, have custom climbable props and prevent weather from showing inside buildings among other functions.&lt;br /&gt;
* Introduced a new system allowing artisans to use Holdfast’s original terrain textures greatly reducing the map’s download size.&lt;br /&gt;
* You can now collapse the filters to make up for more space.&lt;br /&gt;
* UI now remembers what state your settings were between fresh launches.&lt;br /&gt;
* Performed several additions to improve the level editor interface user experience and looks.&lt;br /&gt;
* Set a minimum width to this UI so artisans don’t hide it erroneously.●&lt;br /&gt;
* Placed items on the ground will now align with other objects and not just the terrain. This allows for the easy placement of objects on top of objects (ie. in buildings).&lt;br /&gt;
* Updated all the plugins being used in the editor to the latest version.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Uniform Editor ===&lt;br /&gt;
&lt;br /&gt;
* Performed several additions to improve the uniform editor interface user experience and looks.&lt;br /&gt;
* Introduced a new SDK Tools -&amp;gt; Screenshot Editor Tool which can aid artisans quickly taking screenshots for their custom uniforms.&lt;br /&gt;
* Artisans can now package multiple uniforms in the same modification bundle.&lt;br /&gt;
** Reduce the download size of your uniform collection for your regiment by packing textures into an atlas.&lt;br /&gt;
** Optimise your uniform collection by packing textures into an atlas reducing draw calls.&lt;br /&gt;
** Package all of your regiment uniforms into one bundle to reduce complexity for event hosts.&lt;br /&gt;
** Ability to have multiple variations for an existing uniform. (ie. randomly change the colour of the pants for your Line Infantry uniform when the player spawns with it).&lt;br /&gt;
&lt;br /&gt;
* Holdfast SDK 5.0 - Flag Editor&lt;br /&gt;
* Performed several additions to improve the flag editor interface user experience and looks.&lt;br /&gt;
* Artisans can now package multiple flags in the same modification bundle alongside uniforms.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Misc ===&lt;br /&gt;
&lt;br /&gt;
* Updated the SDK to Unity 2020.3.34f1 exposing additional terrain functionality.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved multiple issues when creating a new map using the Holdfast SDK editor tool.&lt;br /&gt;
* Solved an issue with filters not working as intended when used in conjunction with search.&lt;br /&gt;
* Solved multiple issues whit dragging props into the scene to improve the experience.&lt;br /&gt;
* Removed the ‘Prefab Type’ filter since this is now obsolete.&lt;br /&gt;
* Solved an issue with layout sizes being wrong when undocking some windows.&lt;br /&gt;
* Solved an issue where the preferences window would crash the editor on launch.&lt;br /&gt;
* Solved multiple issues with props being half-placed under the terrain when dragged due to incorrect pivot placement.&lt;br /&gt;
&lt;br /&gt;
=== Map Balance &amp;amp; Changes ===&lt;br /&gt;
&lt;br /&gt;
* Introduced more spawn locations to the final defender objectives on Fort Imraan.&lt;br /&gt;
* Introduced another climbable rope near the ‘A’ capture point on Fort Imraan.&lt;br /&gt;
* Engineers can no longer build defences to block doorways on the final defender objective on Fort Imraan.&lt;br /&gt;
* Improved texture fidelity on several cliff props, rocks and stump textures.&lt;br /&gt;
* Optimise multiple other textures to reduce VRAM usage.&lt;br /&gt;
&lt;br /&gt;
=== General Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with players getting stuck in a box when using one of the mortars on Fort Imraan.&lt;br /&gt;
* Solved an issue with missing faces on a cliff near the artillery battery on Heroes Landing.&lt;br /&gt;
* Solved an issue with missing faces on the stone walls a the back of the town on Heroes Landing.&lt;br /&gt;
* Solved multiple issues with cliff terrain blending on Berkton Green.&lt;br /&gt;
* Solved an issue with ambient occlusion producing a ghosting effect. This will also improve performance.&lt;br /&gt;
* Solved an issue with the roundEndFactionWin erroring out when no variables were inputted.&lt;br /&gt;
* Solved an issue with players sliding with the out of bound colliders on King George.&lt;br /&gt;
* Solved an issue with missing stair colliders on the windmill base platform.&lt;br /&gt;
* Solved an issue with alt-tabbing when in fullscreen mode changing to an incorrect resolution.&lt;br /&gt;
* Solved an issue with the main menu not showing in the game.&lt;br /&gt;
* Solved an issue which enabled players to input empty names.&lt;br /&gt;
* Possible fix for occlusion issues on Fort Al Farid.&lt;br /&gt;
* Solved an issue with water being disconnected on Island Plains.&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Introduced a new broadcast mode enabling messages to show from ‘Game’ rather than ‘Admin’. Valid for the automation of server restarts amongst other gameplay features.&lt;br /&gt;
* Introduced a ‘set ShouldUnlockMouse true/false’ command to support UI unlocking for mods.&lt;br /&gt;
* Tweaked the scoreboard player count to look better when triple digits are involved.&lt;br /&gt;
* Renamed the ‘Commander Battles’ override to ‘Commander’ so it fits better in the server browser.&lt;br /&gt;
* Bots no longer show any medals.&lt;br /&gt;
&lt;br /&gt;
=== Hotfix ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the water would overlay on screen due to an issue with anti-aliasing.&lt;br /&gt;
* Solved multiple instances of corrupted audio.&lt;br /&gt;
* Solved an issue with the river on Sacred Valley.&lt;br /&gt;
* Solved an issue with the server's 'Welcome Message' not being displayed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server Playercount Limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2678</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2678"/>
		<updated>2023-09-18T14:38:59Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.14 to homepage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2023-09-18''' - [[Game Version 2.X#2.14|Game Version 2.14]] released ([https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 Soldier medals])&lt;br /&gt;
* '''2023-09-07''' - [[Game Version 2.X#2.13|Game Version 2.13]] released ([https://store.steampowered.com/news/app/589290/view/3680059005332281063 Optimisations &amp;amp; Bug Fixes])&lt;br /&gt;
* '''2023-09-04''' - [[Game Version 2.X#2.12|Game Version 2.12]] released ([https://store.steampowered.com/news/app/589290/view/6250485953060293919 Howitzer &amp;amp; UI])&lt;br /&gt;
* '''2022-12-20''' - [[Game Version 2.X#2.11|Game Version 2.11]] released ([https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 Austrian Empire])&lt;br /&gt;
* '''2022-10-21''' - [[Game Version 2.X#2.10|Game Version 2.10]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 Bug Fixes])&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 More Unlocks! Muppet, Jolly &amp;amp; Hammer])&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmas Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Ships]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2677</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2677"/>
		<updated>2023-09-18T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;Stan: 2.14 changelogs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 2.14]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Soldier medals make a comeback! Rank your favourite soldiers through a total of 75 levels and acquire medals to showcase gloriously on your player card.&lt;br /&gt;
* Spectate and free roam modes feature new functionality allowing players to go to free roam through the death screen or when spectating another player. The free roam camera will detach from the player allowing event administrators to better follow ongoings on the battlefield.&lt;br /&gt;
* Reintroduced the feature allowing event hosts to show a set of rules pertaining to the class being played on-screen.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Administrators are now once again able to view a player’s Steam ID in the playerlogin.txt file.&lt;br /&gt;
* Administrators are now once more able to view a player’s Steam ID when issuing the rc playerlist command.&lt;br /&gt;
* The ''rc playerlist &amp;lt;playerID&amp;gt;'' output now gets automatically copied to the clipboard.&lt;br /&gt;
* Carpenters now spawn with the Blunderbuss by default.&lt;br /&gt;
* Reopening a class category in the Barracks now keeps your last class selected.&lt;br /&gt;
* The ‘P’ menu will stop automatically sorting players if the panel viewing admin commands or volume sliders is expanded.&lt;br /&gt;
* Introduced a new advanced setting category in the game’s video settings. This is now complemented with a warning advising players that adjusting these specific settings may cause game instability.&lt;br /&gt;
* The game chat now fades out when another player types a message in chat improving readability.&lt;br /&gt;
* Players in free roam are now able to continue using the camera when the match comes to an end.&lt;br /&gt;
* The administrator heal function accessible from the P menu now shows the player’s current health and maximum health. &lt;br /&gt;
* The default value of the administrator heal function accessible from the P menu will now automatically represent the value needed to fully heal the player.&lt;br /&gt;
:» Note that you’re still able to heal players above 100.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed optimisations in some cases causing increased map loading times.&lt;br /&gt;
* Optimised the existing main menu scene to improve game launch times.&lt;br /&gt;
* Introduced an experimental lite version of the new main menu featuring faster load times for lower-end machines. &lt;br /&gt;
:» Use the ''-hddmode'' game launch parameter to access. The setting will be made available in-game once it passes stability testing.&lt;br /&gt;
:» Steam Deck automatically defaults to this menu.&lt;br /&gt;
* Increase the default Texture Streaming Budget to 3 Gigs.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Redesigned interaction icons that show on artillery pieces, carriable flags and other interactables.&lt;br /&gt;
* Redesigned the horse kill icon indicator.&lt;br /&gt;
* Redesigned the line officer indicator icons.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which caused the server to hang during gameplay.&lt;br /&gt;
* Solved an issue which caused players to get stuck when spawning.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
* Solved a bug which was causing explosive barrels to feature excessive knockback range.&lt;br /&gt;
* Solved an issue with moveable field guns on modded maps not recoiling.&lt;br /&gt;
* Solved an issue that prevented admins present in the whitelist from joining a full server. This still features a limit of 5.&lt;br /&gt;
* Solved an issue with the wind minimap indicator not always updating correctly.&lt;br /&gt;
* Solved an issue where VoIP wasn’t audible in free roam and spectate unless the player spawns.&lt;br /&gt;
* Solved multiple issues with the local player score bar on the end-of-match panel.&lt;br /&gt;
* Solved an issue with the daily bonus XP modifier.&lt;br /&gt;
* Solved an issue when high-latency players attempted to interact with a cannon.&lt;br /&gt;
* Solved an issue where the chosen primary weapon selection for the Carpenter class wouldn’t save.&lt;br /&gt;
* Solved an issue with weapon class overrides not working as intended when the Sergeant class is involved.&lt;br /&gt;
* Solved an issue with spawn section class overrides when joining a server while a new map was loading.&lt;br /&gt;
* Solved an error that was being outputted when the Mods Download button was pressed before the mod list became populated.&lt;br /&gt;
* Solved an issue when hovering over the leaderboard buttons.&lt;br /&gt;
* Solved an issue with the icon header in the Regiment Rank Editor displaying incorrectly.&lt;br /&gt;
* Solved an edge case with the spawn menu UI showing while playing on high latency.&lt;br /&gt;
* Solved a bug that showed a message to accept the next regiment enlistee after denying an enlistment.&lt;br /&gt;
* Experimental fix for an exception that occurred on modded servers when trying to spectate before spawning in.&lt;br /&gt;
* Solved a bug which prevented the header for the server intro message from showing.&lt;br /&gt;
* Solved an issue with the spawn menu camp being invisible if you stop spectating an individual before spawning for the first time.&lt;br /&gt;
* Solved an issue with interaction icon indicators being visibly inconsistent.&lt;br /&gt;
&lt;br /&gt;
==[https://store.steampowered.com/news/app/589290/view/3680059005332281063 2.13]==&lt;br /&gt;
&lt;br /&gt;
===Important Notice===&lt;br /&gt;
* Individuals having issues launching the game on Steam Deck are advised to use Proton 8.0-3.&lt;br /&gt;
* Be sure to let us know in #bug-reports on [https://discord.com/invite/holdfastgame discord.gg/holdfastgame] if you experience further issues.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Introduced 2 new crosshairs to Nations At War - ‘Nail’ as per the community’s request and ‘Fixate’.&lt;br /&gt;
* You are now able to customize your health bar’s style. Select either ‘Solid’, ‘Gradient’ or ‘Dynamic’ based on your preference.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Moved the audio devices category above the master volumes for easier access.&lt;br /&gt;
* Moved the texture streaming option to an advanced category.&lt;br /&gt;
* Adjusted the red colour present on the top bar and kill feed UI.&lt;br /&gt;
* Increased the duration of squad camp destroyed notifications to improve visibility.&lt;br /&gt;
* Revisited the squad camp destroyed message making it easier to read.&lt;br /&gt;
* The search function in settings now responds to language changes.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed multiple optimisation passes to bring performance in line with previous releases.&lt;br /&gt;
* Optimised maps featuring the snow biome.&lt;br /&gt;
* Dedicated Server: Increased the send and receive buffer default sizes from 131072 to 1572864.&lt;br /&gt;
:» This can be overridden using command line arguments: -sendbuffersize_override and -receivebuffersize_override&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue with one of the Prussian UI elements lacking the eagle. Apologies for the travesty.&lt;br /&gt;
* Solved multiple issues with the server browser.&lt;br /&gt;
* Solved an instance that prevented players from spawning on Melee Arena.&lt;br /&gt;
* Performed several optimisations to the new Round Players ‘P’ panel.&lt;br /&gt;
* Solved an issue with players being unable to build Sapper emplacements on Fort Salettes.&lt;br /&gt;
* Solved an issue with some artillery pieces not recoiling correctly.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command not working as intended.&lt;br /&gt;
* Solved an issue with weapon_overrides not working as intended.&lt;br /&gt;
* Solved an issue that prevented players from exiting the game.&lt;br /&gt;
* Solved an issue that caused uniforms in the barracks to show in grey.&lt;br /&gt;
* Solved an issue with incorrect spelling on one of the sergeant orders in the settings menu.&lt;br /&gt;
* Solved an issue that caused players to be unable to change the Round Players panel key bind.&lt;br /&gt;
* Solved an issue where players would hide the leaderboard UI if they accidentally pressed the escape key in the main menu.&lt;br /&gt;
* Solved an issue that caused players featuring an empty name to crash when joining a server.&lt;br /&gt;
* Solved an issue that caused the head selection not to show in the spawn menu.&lt;br /&gt;
* Solved an issue where players would spawn with their dead cam activated if they pressed the M key right before respawning.&lt;br /&gt;
* Solved an issue where players were able to open the voice and gestures panel while the spawn menu was open.&lt;br /&gt;
* Solved an issue where the server rules panel accessible from the Round Players panel was showing incorrectly.&lt;br /&gt;
* Solved an issue with the end of round class slider going ham when gathering experience using a max rank class.&lt;br /&gt;
* Experimental fix for an issue that causes end of match related audio to leak to the next round.&lt;br /&gt;
* Solved multiple issues with the new texture streaming budget video setting.&lt;br /&gt;
* Solved an issue where a specific UI element on Melee Arena continued to show underneath the top bar after the match started.&lt;br /&gt;
* Solved an issue on Melee Arena where the countdown timer would continue to show after the map rotated.&lt;br /&gt;
* Experimental fix on an issue that sometimes caused players to be unable to spawn.&lt;br /&gt;
* Solved an issue where banners would show in blue for individuals in your regiment.&lt;br /&gt;
* Solved an issue where the Howitzer fuse UI wouldn’t show if a canoneer takes over the piece after it has been fired.&lt;br /&gt;
* Solved an issue with the regiment registry where individuals weren’t able to enlist in regiments.&lt;br /&gt;
* Solved an issue with the regiment registry where administrators weren’t able to deny enlistment requests.&lt;br /&gt;
* Solved an issue with the regiment registry where moderators weren’t able to accept new recruits.&lt;br /&gt;
* Solved an issue with the regiment registry which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue where outdated season ranks would sometimes show in the regiment overview. &lt;br /&gt;
* Solved several other occurrences of outdated data being displayed in the regiment registry.&lt;br /&gt;
* Solved an issue with regiment ranks in the regiment registry.&lt;br /&gt;
* Solved an issue where the Update Regiment button would not become selectable after editing the regiment’s tag and rank format.&lt;br /&gt;
* Solved multiple code warnings that occurred during gameplay.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of the chat not unfading when other players type in a chat.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Level Editor ===&lt;br /&gt;
&lt;br /&gt;
* Introduced over 1500 new assets to design new maps with. There are more than 3600 assets to design maps with.&lt;br /&gt;
* Drastically improved the loading of assets in the level editor.&lt;br /&gt;
* Improved the performance of the editor while it is loading assets.&lt;br /&gt;
* Exposed multiple functions enabling artisans to link custom destructible objects, have custom climbable props and prevent weather from showing inside buildings among other functions.&lt;br /&gt;
* Introduced a new system allowing artisans to use Holdfast’s original terrain textures greatly reducing the map’s download size.&lt;br /&gt;
* You can now collapse the filters to make up for more space.&lt;br /&gt;
* UI now remembers what state your settings were between fresh launches.&lt;br /&gt;
* Performed several additions to improve the level editor interface user experience and looks.&lt;br /&gt;
* Set a minimum width to this UI so artisans don’t hide it erroneously.●&lt;br /&gt;
* Placed items on the ground will now align with other objects and not just the terrain. This allows for the easy placement of objects on top of objects (ie. in buildings).&lt;br /&gt;
* Updated all the plugins being used in the editor to the latest version.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Uniform Editor ===&lt;br /&gt;
&lt;br /&gt;
* Performed several additions to improve the uniform editor interface user experience and looks.&lt;br /&gt;
* Introduced a new SDK Tools -&amp;gt; Screenshot Editor Tool which can aid artisans quickly taking screenshots for their custom uniforms.&lt;br /&gt;
* Artisans can now package multiple uniforms in the same modification bundle.&lt;br /&gt;
** Reduce the download size of your uniform collection for your regiment by packing textures into an atlas.&lt;br /&gt;
** Optimise your uniform collection by packing textures into an atlas reducing draw calls.&lt;br /&gt;
** Package all of your regiment uniforms into one bundle to reduce complexity for event hosts.&lt;br /&gt;
** Ability to have multiple variations for an existing uniform. (ie. randomly change the colour of the pants for your Line Infantry uniform when the player spawns with it).&lt;br /&gt;
&lt;br /&gt;
* Holdfast SDK 5.0 - Flag Editor&lt;br /&gt;
* Performed several additions to improve the flag editor interface user experience and looks.&lt;br /&gt;
* Artisans can now package multiple flags in the same modification bundle alongside uniforms.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Misc ===&lt;br /&gt;
&lt;br /&gt;
* Updated the SDK to Unity 2020.3.34f1 exposing additional terrain functionality.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved multiple issues when creating a new map using the Holdfast SDK editor tool.&lt;br /&gt;
* Solved an issue with filters not working as intended when used in conjunction with search.&lt;br /&gt;
* Solved multiple issues whit dragging props into the scene to improve the experience.&lt;br /&gt;
* Removed the ‘Prefab Type’ filter since this is now obsolete.&lt;br /&gt;
* Solved an issue with layout sizes being wrong when undocking some windows.&lt;br /&gt;
* Solved an issue where the preferences window would crash the editor on launch.&lt;br /&gt;
* Solved multiple issues with props being half-placed under the terrain when dragged due to incorrect pivot placement.&lt;br /&gt;
&lt;br /&gt;
=== Map Balance &amp;amp; Changes ===&lt;br /&gt;
&lt;br /&gt;
* Introduced more spawn locations to the final defender objectives on Fort Imraan.&lt;br /&gt;
* Introduced another climbable rope near the ‘A’ capture point on Fort Imraan.&lt;br /&gt;
* Engineers can no longer build defences to block doorways on the final defender objective on Fort Imraan.&lt;br /&gt;
* Improved texture fidelity on several cliff props, rocks and stump textures.&lt;br /&gt;
* Optimise multiple other textures to reduce VRAM usage.&lt;br /&gt;
&lt;br /&gt;
=== General Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with players getting stuck in a box when using one of the mortars on Fort Imraan.&lt;br /&gt;
* Solved an issue with missing faces on a cliff near the artillery battery on Heroes Landing.&lt;br /&gt;
* Solved an issue with missing faces on the stone walls a the back of the town on Heroes Landing.&lt;br /&gt;
* Solved multiple issues with cliff terrain blending on Berkton Green.&lt;br /&gt;
* Solved an issue with ambient occlusion producing a ghosting effect. This will also improve performance.&lt;br /&gt;
* Solved an issue with the roundEndFactionWin erroring out when no variables were inputted.&lt;br /&gt;
* Solved an issue with players sliding with the out of bound colliders on King George.&lt;br /&gt;
* Solved an issue with missing stair colliders on the windmill base platform.&lt;br /&gt;
* Solved an issue with alt-tabbing when in fullscreen mode changing to an incorrect resolution.&lt;br /&gt;
* Solved an issue with the main menu not showing in the game.&lt;br /&gt;
* Solved an issue which enabled players to input empty names.&lt;br /&gt;
* Possible fix for occlusion issues on Fort Al Farid.&lt;br /&gt;
* Solved an issue with water being disconnected on Island Plains.&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Introduced a new broadcast mode enabling messages to show from ‘Game’ rather than ‘Admin’. Valid for the automation of server restarts amongst other gameplay features.&lt;br /&gt;
* Introduced a ‘set ShouldUnlockMouse true/false’ command to support UI unlocking for mods.&lt;br /&gt;
* Tweaked the scoreboard player count to look better when triple digits are involved.&lt;br /&gt;
* Renamed the ‘Commander Battles’ override to ‘Commander’ so it fits better in the server browser.&lt;br /&gt;
* Bots no longer show any medals.&lt;br /&gt;
&lt;br /&gt;
==== Changelog 80 - Game Version v2.5.8180.29273 -Client-Side Hotfix ====&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the water would overlay on screen due to an issue with anti-aliasing.&lt;br /&gt;
* Solved multiple instances of corrupted audio.&lt;br /&gt;
* Solved an issue with the river on Sacred Valley.&lt;br /&gt;
* Solved an issue with the server's 'Welcome Message' not being displayed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=2673</id>
		<title>MegaPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=MegaPage&amp;diff=2673"/>
		<updated>2023-09-18T13:57:36Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6136773236746953332 2.14]==&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Soldier medals make a comeback! Rank your favourite soldiers through a total of 75 levels and acquire medals to showcase gloriously on your player card.&lt;br /&gt;
* Spectate and free roam modes feature new functionality allowing players to go to free roam through the death screen or when spectating another player. The free roam camera will detach from the player allowing event administrators to better follow ongoings on the battlefield.&lt;br /&gt;
* Reintroduced the feature allowing event hosts to show a set of rules pertaining to the class being played on-screen.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Administrators are now once again able to view a player’s Steam ID in the playerlogin.txt file.&lt;br /&gt;
* Administrators are now once more able to view a player’s Steam ID when issuing the rc playerlist command.&lt;br /&gt;
* The ''rc playerlist &amp;lt;playerID&amp;gt;'' output now gets automatically copied to the clipboard.&lt;br /&gt;
* Carpenters now spawn with the Blunderbuss by default.&lt;br /&gt;
* Reopening a class category in the Barracks now keeps your last class selected.&lt;br /&gt;
* The ‘P’ menu will stop automatically sorting players if the panel viewing admin commands or volume sliders is expanded.&lt;br /&gt;
* Introduced a new advanced setting category in the game’s video settings. This is now complemented with a warning advising players that adjusting these specific settings may cause game instability.&lt;br /&gt;
* The game chat now fades out when another player types a message in chat improving readability.&lt;br /&gt;
* Players in free roam are now able to continue using the camera when the match comes to an end.&lt;br /&gt;
* The administrator heal function accessible from the P menu now shows the player’s current health and maximum health. &lt;br /&gt;
* The default value of the administrator heal function accessible from the P menu will now automatically represent the value needed to fully heal the player.&lt;br /&gt;
:» Note that you’re still able to heal players above 100.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several optimisations targeting client framerate.&lt;br /&gt;
* Performed optimisations in some cases causing increased map loading times.&lt;br /&gt;
* Optimised RAM usage.&lt;br /&gt;
* Optimised the existing main menu scene to improve game launch times.&lt;br /&gt;
* Introduced an experimental lite version of the new main menu featuring faster load times for lower-end machines. &lt;br /&gt;
:» Use the ''-hddmode'' game launch parameter to access. The setting will be made available in-game once it passes stability testing.&lt;br /&gt;
* Increase the default Texture Streaming Budget to 3 Gigs.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Redesigned interaction icons that show on artillery pieces, carriable flags and other interactables.&lt;br /&gt;
* Redesigned the horse kill icon indicator.&lt;br /&gt;
* Redesigned the line officer indicator icons.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which caused the server to hang during gameplay.&lt;br /&gt;
* Solved an issue which caused players to get stuck when spawning.&lt;br /&gt;
* Solved multiple code exceptions.&lt;br /&gt;
* Solved a bug which was causing explosive barrels to feature excessive knockback range.&lt;br /&gt;
* Solved an issue with moveable field guns on modded maps not recoiling.&lt;br /&gt;
* Solved an issue that prevented admins present in the whitelist from joining a full server. This still features a limit of 5.&lt;br /&gt;
* Solved an issue with the wind minimap indicator not always updating correctly.&lt;br /&gt;
* Solved an issue where VoIP wasn’t audible in free roam and spectate unless the player spawns.&lt;br /&gt;
* Solved multiple issues with the local player score bar on the end-of-match panel.&lt;br /&gt;
* Solved an issue with the daily bonus XP modifier.&lt;br /&gt;
* Solved an issue when high-latency players attempted to interact with a cannon.&lt;br /&gt;
* Solved an issue where the chosen primary weapon selection for the Carpenter class wouldn’t save.&lt;br /&gt;
* Solved an issue with weapon class overrides not working as intended when the Sergeant class is involved.&lt;br /&gt;
* Solved an issue with spawn section class overrides when joining a server while a new map was loading.&lt;br /&gt;
* Solved an error that was being outputted when the Mods Download button was pressed before the mod list became populated.&lt;br /&gt;
* Solved an issue when hovering over the leaderboard buttons.&lt;br /&gt;
* Solved an issue with the icon header in the Regiment Rank Editor displaying incorrectly.&lt;br /&gt;
* Solved an edge case with the spawn menu UI showing while playing on high latency.&lt;br /&gt;
* Solved a bug that showed a message to accept the next regiment enlistee after denying an enlistment.&lt;br /&gt;
* Experimental fix for an exception that occurred on modded servers when trying to spectate before spawning in.&lt;br /&gt;
* Solved a bug which prevented the header for the server intro message from showing.&lt;br /&gt;
* Solved an issue with the spawn menu camp being invisible if you stop spectating an individual before spawning for the first time.&lt;br /&gt;
* Solved an issue with interaction icon indicators being visibly inconsistent.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2671</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2671"/>
		<updated>2023-09-14T11:57:15Z</updated>

		<summary type="html">&lt;p&gt;Stan: Fix 2.5 header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/3680059005332281063 2.13]==&lt;br /&gt;
&lt;br /&gt;
===Important Notice===&lt;br /&gt;
* Individuals having issues launching the game on Steam Deck are advised to use Proton 8.0-3.&lt;br /&gt;
* Be sure to let us know in #bug-reports on [https://discord.com/invite/holdfastgame discord.gg/holdfastgame] if you experience further issues.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Introduced 2 new crosshairs to Nations At War - ‘Nail’ as per the community’s request and ‘Fixate’.&lt;br /&gt;
* You are now able to customize your health bar’s style. Select either ‘Solid’, ‘Gradient’ or ‘Dynamic’ based on your preference.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Moved the audio devices category above the master volumes for easier access.&lt;br /&gt;
* Moved the texture streaming option to an advanced category.&lt;br /&gt;
* Adjusted the red colour present on the top bar and kill feed UI.&lt;br /&gt;
* Increased the duration of squad camp destroyed notifications to improve visibility.&lt;br /&gt;
* Revisited the squad camp destroyed message making it easier to read.&lt;br /&gt;
* The search function in settings now responds to language changes.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed multiple optimisation passes to bring performance in line with previous releases.&lt;br /&gt;
* Optimised maps featuring the snow biome.&lt;br /&gt;
* Dedicated Server: Increased the send and receive buffer default sizes from 131072 to 1572864.&lt;br /&gt;
:» This can be overridden using command line arguments: -sendbuffersize_override and -receivebuffersize_override&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue with one of the Prussian UI elements lacking the eagle. Apologies for the travesty.&lt;br /&gt;
* Solved multiple issues with the server browser.&lt;br /&gt;
* Solved an instance that prevented players from spawning on Melee Arena.&lt;br /&gt;
* Performed several optimisations to the new Round Players ‘P’ panel.&lt;br /&gt;
* Solved an issue with players being unable to build Sapper emplacements on Fort Salettes.&lt;br /&gt;
* Solved an issue with some artillery pieces not recoiling correctly.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command not working as intended.&lt;br /&gt;
* Solved an issue with weapon_overrides not working as intended.&lt;br /&gt;
* Solved an issue that prevented players from exiting the game.&lt;br /&gt;
* Solved an issue that caused uniforms in the barracks to show in grey.&lt;br /&gt;
* Solved an issue with incorrect spelling on one of the sergeant orders in the settings menu.&lt;br /&gt;
* Solved an issue that caused players to be unable to change the Round Players panel key bind.&lt;br /&gt;
* Solved an issue where players would hide the leaderboard UI if they accidentally pressed the escape key in the main menu.&lt;br /&gt;
* Solved an issue that caused players featuring an empty name to crash when joining a server.&lt;br /&gt;
* Solved an issue that caused the head selection not to show in the spawn menu.&lt;br /&gt;
* Solved an issue where players would spawn with their dead cam activated if they pressed the M key right before respawning.&lt;br /&gt;
* Solved an issue where players were able to open the voice and gestures panel while the spawn menu was open.&lt;br /&gt;
* Solved an issue where the server rules panel accessible from the Round Players panel was showing incorrectly.&lt;br /&gt;
* Solved an issue with the end of round class slider going ham when gathering experience using a max rank class.&lt;br /&gt;
* Experimental fix for an issue that causes end of match related audio to leak to the next round.&lt;br /&gt;
* Solved multiple issues with the new texture streaming budget video setting.&lt;br /&gt;
* Solved an issue where a specific UI element on Melee Arena continued to show underneath the top bar after the match started.&lt;br /&gt;
* Solved an issue on Melee Arena where the countdown timer would continue to show after the map rotated.&lt;br /&gt;
* Experimental fix on an issue that sometimes caused players to be unable to spawn.&lt;br /&gt;
* Solved an issue where banners would show in blue for individuals in your regiment.&lt;br /&gt;
* Solved an issue where the Howitzer fuse UI wouldn’t show if a canoneer takes over the piece after it has been fired.&lt;br /&gt;
* Solved an issue with the regiment registry where individuals weren’t able to enlist in regiments.&lt;br /&gt;
* Solved an issue with the regiment registry where administrators weren’t able to deny enlistment requests.&lt;br /&gt;
* Solved an issue with the regiment registry where moderators weren’t able to accept new recruits.&lt;br /&gt;
* Solved an issue with the regiment registry which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue where outdated season ranks would sometimes show in the regiment overview. &lt;br /&gt;
* Solved several other occurrences of outdated data being displayed in the regiment registry.&lt;br /&gt;
* Solved an issue with regiment ranks in the regiment registry.&lt;br /&gt;
* Solved an issue where the Update Regiment button would not become selectable after editing the regiment’s tag and rank format.&lt;br /&gt;
* Solved multiple code warnings that occurred during gameplay.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of the chat not unfading when other players type in a chat.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Level Editor ===&lt;br /&gt;
&lt;br /&gt;
* Introduced over 1500 new assets to design new maps with. There are more than 3600 assets to design maps with.&lt;br /&gt;
* Drastically improved the loading of assets in the level editor.&lt;br /&gt;
* Improved the performance of the editor while it is loading assets.&lt;br /&gt;
* Exposed multiple functions enabling artisans to link custom destructible objects, have custom climbable props and prevent weather from showing inside buildings among other functions.&lt;br /&gt;
* Introduced a new system allowing artisans to use Holdfast’s original terrain textures greatly reducing the map’s download size.&lt;br /&gt;
* You can now collapse the filters to make up for more space.&lt;br /&gt;
* UI now remembers what state your settings were between fresh launches.&lt;br /&gt;
* Performed several additions to improve the level editor interface user experience and looks.&lt;br /&gt;
* Set a minimum width to this UI so artisans don’t hide it erroneously.●&lt;br /&gt;
* Placed items on the ground will now align with other objects and not just the terrain. This allows for the easy placement of objects on top of objects (ie. in buildings).&lt;br /&gt;
* Updated all the plugins being used in the editor to the latest version.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Uniform Editor ===&lt;br /&gt;
&lt;br /&gt;
* Performed several additions to improve the uniform editor interface user experience and looks.&lt;br /&gt;
* Introduced a new SDK Tools -&amp;gt; Screenshot Editor Tool which can aid artisans quickly taking screenshots for their custom uniforms.&lt;br /&gt;
* Artisans can now package multiple uniforms in the same modification bundle.&lt;br /&gt;
** Reduce the download size of your uniform collection for your regiment by packing textures into an atlas.&lt;br /&gt;
** Optimise your uniform collection by packing textures into an atlas reducing draw calls.&lt;br /&gt;
** Package all of your regiment uniforms into one bundle to reduce complexity for event hosts.&lt;br /&gt;
** Ability to have multiple variations for an existing uniform. (ie. randomly change the colour of the pants for your Line Infantry uniform when the player spawns with it).&lt;br /&gt;
&lt;br /&gt;
* Holdfast SDK 5.0 - Flag Editor&lt;br /&gt;
* Performed several additions to improve the flag editor interface user experience and looks.&lt;br /&gt;
* Artisans can now package multiple flags in the same modification bundle alongside uniforms.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Misc ===&lt;br /&gt;
&lt;br /&gt;
* Updated the SDK to Unity 2020.3.34f1 exposing additional terrain functionality.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved multiple issues when creating a new map using the Holdfast SDK editor tool.&lt;br /&gt;
* Solved an issue with filters not working as intended when used in conjunction with search.&lt;br /&gt;
* Solved multiple issues whit dragging props into the scene to improve the experience.&lt;br /&gt;
* Removed the ‘Prefab Type’ filter since this is now obsolete.&lt;br /&gt;
* Solved an issue with layout sizes being wrong when undocking some windows.&lt;br /&gt;
* Solved an issue where the preferences window would crash the editor on launch.&lt;br /&gt;
* Solved multiple issues with props being half-placed under the terrain when dragged due to incorrect pivot placement.&lt;br /&gt;
&lt;br /&gt;
=== Map Balance &amp;amp; Changes ===&lt;br /&gt;
&lt;br /&gt;
* Introduced more spawn locations to the final defender objectives on Fort Imraan.&lt;br /&gt;
* Introduced another climbable rope near the ‘A’ capture point on Fort Imraan.&lt;br /&gt;
* Engineers can no longer build defences to block doorways on the final defender objective on Fort Imraan.&lt;br /&gt;
* Improved texture fidelity on several cliff props, rocks and stump textures.&lt;br /&gt;
* Optimise multiple other textures to reduce VRAM usage.&lt;br /&gt;
&lt;br /&gt;
=== General Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with players getting stuck in a box when using one of the mortars on Fort Imraan.&lt;br /&gt;
* Solved an issue with missing faces on a cliff near the artillery battery on Heroes Landing.&lt;br /&gt;
* Solved an issue with missing faces on the stone walls a the back of the town on Heroes Landing.&lt;br /&gt;
* Solved multiple issues with cliff terrain blending on Berkton Green.&lt;br /&gt;
* Solved an issue with ambient occlusion producing a ghosting effect. This will also improve performance.&lt;br /&gt;
* Solved an issue with the roundEndFactionWin erroring out when no variables were inputted.&lt;br /&gt;
* Solved an issue with players sliding with the out of bound colliders on King George.&lt;br /&gt;
* Solved an issue with missing stair colliders on the windmill base platform.&lt;br /&gt;
* Solved an issue with alt-tabbing when in fullscreen mode changing to an incorrect resolution.&lt;br /&gt;
* Solved an issue with the main menu not showing in the game.&lt;br /&gt;
* Solved an issue which enabled players to input empty names.&lt;br /&gt;
* Possible fix for occlusion issues on Fort Al Farid.&lt;br /&gt;
* Solved an issue with water being disconnected on Island Plains.&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Introduced a new broadcast mode enabling messages to show from ‘Game’ rather than ‘Admin’. Valid for the automation of server restarts amongst other gameplay features.&lt;br /&gt;
* Introduced a ‘set ShouldUnlockMouse true/false’ command to support UI unlocking for mods.&lt;br /&gt;
* Tweaked the scoreboard player count to look better when triple digits are involved.&lt;br /&gt;
* Renamed the ‘Commander Battles’ override to ‘Commander’ so it fits better in the server browser.&lt;br /&gt;
* Bots no longer show any medals.&lt;br /&gt;
&lt;br /&gt;
==== Changelog 80 - Game Version v2.5.8180.29273 -Client-Side Hotfix ====&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the water would overlay on screen due to an issue with anti-aliasing.&lt;br /&gt;
* Solved multiple instances of corrupted audio.&lt;br /&gt;
* Solved an issue with the river on Sacred Valley.&lt;br /&gt;
* Solved an issue with the server's 'Welcome Message' not being displayed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2670</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2670"/>
		<updated>2023-09-14T11:54:13Z</updated>

		<summary type="html">&lt;p&gt;Stan: Fixed 2.5 changelogs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[https://store.steampowered.com/news/app/589290/view/3680059005332281063 2.13]==&lt;br /&gt;
&lt;br /&gt;
===Important Notice===&lt;br /&gt;
* Individuals having issues launching the game on Steam Deck are advised to use Proton 8.0-3.&lt;br /&gt;
* Be sure to let us know in #bug-reports on [https://discord.com/invite/holdfastgame discord.gg/holdfastgame] if you experience further issues.&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Introduced 2 new crosshairs to Nations At War - ‘Nail’ as per the community’s request and ‘Fixate’.&lt;br /&gt;
* You are now able to customize your health bar’s style. Select either ‘Solid’, ‘Gradient’ or ‘Dynamic’ based on your preference.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* Moved the audio devices category above the master volumes for easier access.&lt;br /&gt;
* Moved the texture streaming option to an advanced category.&lt;br /&gt;
* Adjusted the red colour present on the top bar and kill feed UI.&lt;br /&gt;
* Increased the duration of squad camp destroyed notifications to improve visibility.&lt;br /&gt;
* Revisited the squad camp destroyed message making it easier to read.&lt;br /&gt;
* The search function in settings now responds to language changes.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed multiple optimisation passes to bring performance in line with previous releases.&lt;br /&gt;
* Optimised maps featuring the snow biome.&lt;br /&gt;
* Dedicated Server: Increased the send and receive buffer default sizes from 131072 to 1572864.&lt;br /&gt;
:» This can be overridden using command line arguments: -sendbuffersize_override and -receivebuffersize_override&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue with one of the Prussian UI elements lacking the eagle. Apologies for the travesty.&lt;br /&gt;
* Solved multiple issues with the server browser.&lt;br /&gt;
* Solved an instance that prevented players from spawning on Melee Arena.&lt;br /&gt;
* Performed several optimisations to the new Round Players ‘P’ panel.&lt;br /&gt;
* Solved an issue with players being unable to build Sapper emplacements on Fort Salettes.&lt;br /&gt;
* Solved an issue with some artillery pieces not recoiling correctly.&lt;br /&gt;
* Solved an issue with the exclusive_modded_uniforms command not working as intended.&lt;br /&gt;
* Solved an issue with weapon_overrides not working as intended.&lt;br /&gt;
* Solved an issue that prevented players from exiting the game.&lt;br /&gt;
* Solved an issue that caused uniforms in the barracks to show in grey.&lt;br /&gt;
* Solved an issue with incorrect spelling on one of the sergeant orders in the settings menu.&lt;br /&gt;
* Solved an issue that caused players to be unable to change the Round Players panel key bind.&lt;br /&gt;
* Solved an issue where players would hide the leaderboard UI if they accidentally pressed the escape key in the main menu.&lt;br /&gt;
* Solved an issue that caused players featuring an empty name to crash when joining a server.&lt;br /&gt;
* Solved an issue that caused the head selection not to show in the spawn menu.&lt;br /&gt;
* Solved an issue where players would spawn with their dead cam activated if they pressed the M key right before respawning.&lt;br /&gt;
* Solved an issue where players were able to open the voice and gestures panel while the spawn menu was open.&lt;br /&gt;
* Solved an issue where the server rules panel accessible from the Round Players panel was showing incorrectly.&lt;br /&gt;
* Solved an issue with the end of round class slider going ham when gathering experience using a max rank class.&lt;br /&gt;
* Experimental fix for an issue that causes end of match related audio to leak to the next round.&lt;br /&gt;
* Solved multiple issues with the new texture streaming budget video setting.&lt;br /&gt;
* Solved an issue where a specific UI element on Melee Arena continued to show underneath the top bar after the match started.&lt;br /&gt;
* Solved an issue on Melee Arena where the countdown timer would continue to show after the map rotated.&lt;br /&gt;
* Experimental fix on an issue that sometimes caused players to be unable to spawn.&lt;br /&gt;
* Solved an issue where banners would show in blue for individuals in your regiment.&lt;br /&gt;
* Solved an issue where the Howitzer fuse UI wouldn’t show if a canoneer takes over the piece after it has been fired.&lt;br /&gt;
* Solved an issue with the regiment registry where individuals weren’t able to enlist in regiments.&lt;br /&gt;
* Solved an issue with the regiment registry where administrators weren’t able to deny enlistment requests.&lt;br /&gt;
* Solved an issue with the regiment registry where moderators weren’t able to accept new recruits.&lt;br /&gt;
* Solved an issue with the regiment registry which prevented players from leaving their regiment.&lt;br /&gt;
* Solved an issue where outdated season ranks would sometimes show in the regiment overview. &lt;br /&gt;
* Solved several other occurrences of outdated data being displayed in the regiment registry.&lt;br /&gt;
* Solved an issue with regiment ranks in the regiment registry.&lt;br /&gt;
* Solved an issue where the Update Regiment button would not become selectable after editing the regiment’s tag and rank format.&lt;br /&gt;
* Solved multiple code warnings that occurred during gameplay.&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* We're aware of the chat not unfading when other players type in a chat.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Level Editor ===&lt;br /&gt;
&lt;br /&gt;
* Introduced over 1500 new assets to design new maps with. There are more than 3600 assets to design maps with.&lt;br /&gt;
* Drastically improved the loading of assets in the level editor.&lt;br /&gt;
* Improved the performance of the editor while it is loading assets.&lt;br /&gt;
* Exposed multiple functions enabling artisans to link custom destructible objects, have custom climbable props and prevent weather from showing inside buildings among other functions.&lt;br /&gt;
* Introduced a new system allowing artisans to use Holdfast’s original terrain textures greatly reducing the map’s download size.&lt;br /&gt;
* You can now collapse the filters to make up for more space.&lt;br /&gt;
* UI now remembers what state your settings were between fresh launches.&lt;br /&gt;
* Performed several additions to improve the level editor interface user experience and looks.&lt;br /&gt;
* Set a minimum width to this UI so artisans don’t hide it erroneously.●&lt;br /&gt;
* Placed items on the ground will now align with other objects and not just the terrain. This allows for the easy placement of objects on top of objects (ie. in buildings).&lt;br /&gt;
* Updated all the plugins being used in the editor to the latest version.&lt;br /&gt;
&lt;br /&gt;
=== '''Holdfast SDK 5.0 - Uniform Editor''' ===&lt;br /&gt;
&lt;br /&gt;
* Performed several additions to improve the uniform editor interface user experience and looks.&lt;br /&gt;
* Introduced a new SDK Tools -&amp;gt; Screenshot Editor Tool which can aid artisans quickly taking screenshots for their custom uniforms.&lt;br /&gt;
* Artisans can now package multiple uniforms in the same modification bundle.&lt;br /&gt;
** Reduce the download size of your uniform collection for your regiment by packing textures into an atlas.&lt;br /&gt;
** Optimise your uniform collection by packing textures into an atlas reducing draw calls.&lt;br /&gt;
** Package all of your regiment uniforms into one bundle to reduce complexity for event hosts.&lt;br /&gt;
** Ability to have multiple variations for an existing uniform. (ie. randomly change the colour of the pants for your Line Infantry uniform when the player spawns with it).&lt;br /&gt;
&lt;br /&gt;
* Holdfast SDK 5.0 - Flag Editor&lt;br /&gt;
* Performed several additions to improve the flag editor interface user experience and looks.&lt;br /&gt;
* Artisans can now package multiple flags in the same modification bundle alongside uniforms.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Misc ===&lt;br /&gt;
&lt;br /&gt;
* Updated the SDK to Unity 2020.3.34f1 exposing additional terrain functionality.&lt;br /&gt;
&lt;br /&gt;
=== Holdfast SDK 5.0 - Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved multiple issues when creating a new map using the Holdfast SDK editor tool.&lt;br /&gt;
* Solved an issue with filters not working as intended when used in conjunction with search.&lt;br /&gt;
* Solved multiple issues whit dragging props into the scene to improve the experience.&lt;br /&gt;
* Removed the ‘Prefab Type’ filter since this is now obsolete.&lt;br /&gt;
* Solved an issue with layout sizes being wrong when undocking some windows.&lt;br /&gt;
* Solved an issue where the preferences window would crash the editor on launch.&lt;br /&gt;
* Solved multiple issues with props being half-placed under the terrain when dragged due to incorrect pivot placement.&lt;br /&gt;
&lt;br /&gt;
=== Map Balance &amp;amp; Changes ===&lt;br /&gt;
&lt;br /&gt;
* Introduced more spawn locations to the final defender objectives on Fort Imraan.&lt;br /&gt;
* Introduced another climbable rope near the ‘A’ capture point on Fort Imraan.&lt;br /&gt;
* Engineers can no longer build defences to block doorways on the final defender objective on Fort Imraan.&lt;br /&gt;
* Improved texture fidelity on several cliff props, rocks and stump textures.&lt;br /&gt;
* Optimise multiple other textures to reduce VRAM usage.&lt;br /&gt;
&lt;br /&gt;
=== General Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with players getting stuck in a box when using one of the mortars on Fort Imraan.&lt;br /&gt;
* Solved an issue with missing faces on a cliff near the artillery battery on Heroes Landing.&lt;br /&gt;
* Solved an issue with missing faces on the stone walls a the back of the town on Heroes Landing.&lt;br /&gt;
* Solved multiple issues with cliff terrain blending on Berkton Green.&lt;br /&gt;
* Solved an issue with ambient occlusion producing a ghosting effect. This will also improve performance.&lt;br /&gt;
* Solved an issue with the roundEndFactionWin erroring out when no variables were inputted.&lt;br /&gt;
* Solved an issue with players sliding with the out of bound colliders on King George.&lt;br /&gt;
* Solved an issue with missing stair colliders on the windmill base platform.&lt;br /&gt;
* Solved an issue with alt-tabbing when in fullscreen mode changing to an incorrect resolution.&lt;br /&gt;
* Solved an issue with the main menu not showing in the game.&lt;br /&gt;
* Solved an issue which enabled players to input empty names.&lt;br /&gt;
* Possible fix for occlusion issues on Fort Al Farid.&lt;br /&gt;
* Solved an issue with water being disconnected on Island Plains.&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Introduced a new broadcast mode enabling messages to show from ‘Game’ rather than ‘Admin’. Valid for the automation of server restarts amongst other gameplay features.&lt;br /&gt;
* Introduced a ‘set ShouldUnlockMouse true/false’ command to support UI unlocking for mods.&lt;br /&gt;
* Tweaked the scoreboard player count to look better when triple digits are involved.&lt;br /&gt;
* Renamed the ‘Commander Battles’ override to ‘Commander’ so it fits better in the server browser.&lt;br /&gt;
* Bots no longer show any medals.&lt;br /&gt;
&lt;br /&gt;
==== Changelog 80 - Game Version v2.5.8180.29273 -Client-Side Hotfix ====&lt;br /&gt;
&lt;br /&gt;
* Solved an issue where the water would overlay on screen due to an issue with anti-aliasing.&lt;br /&gt;
* Solved multiple instances of corrupted audio.&lt;br /&gt;
* Solved an issue with the river on Sacred Valley.&lt;br /&gt;
* Solved an issue with the server's 'Welcome Message' not being displayed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2639</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2639"/>
		<updated>2023-09-07T15:13:04Z</updated>

		<summary type="html">&lt;p&gt;Stan: Add 1.13 to home page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2023-09-07''' - [[Game Version 2.X#2.13|Game Version 2.13]] released ([https://store.steampowered.com/news/app/589290/view/3680059005332281063 Optimisations &amp;amp; Bug Fixes])&lt;br /&gt;
* '''2023-09-04''' - [[Game Version 2.X#2.12|Game Version 2.12]] released ([https://store.steampowered.com/news/app/589290/view/6250485953060293919 Howitzer &amp;amp; UI])&lt;br /&gt;
* '''2022-12-20''' - [[Game Version 2.X#2.11|Game Version 2.11]] released ([https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 Austrian Empire])&lt;br /&gt;
* '''2022-10-21''' - [[Game Version 2.X#2.10|Game Version 2.10]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 Bug Fixes])&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 More Unlocks! Muppet, Jolly &amp;amp; Hammer])&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmas Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Ships]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Spawnable_Props&amp;diff=2631</id>
		<title>Spawnable Props</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Spawnable_Props&amp;diff=2631"/>
		<updated>2023-09-05T12:26:02Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added howitzer spawnable object to wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many spawnable props that server admins can add to maps using the instructions in [[Server_Configuration#Artillery_.26_Other_Props|Server Configuration]].  The text in '''Bold''' in the galleries below is the Enum for the configuration files.&lt;br /&gt;
&lt;br /&gt;
Updated as of version [[Game_Version_0.3X#0.34|0.34]]&lt;br /&gt;
&lt;br /&gt;
==Artillery==&lt;br /&gt;
=== Nations At War ===&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Cannon_24Pdr_Large.jpg|'''Cannon_24Pdr'''&amp;lt;br /&amp;gt;  24 Pounder Cannon|alt=Cannon_24Pdr&lt;br /&gt;
File:Cannon_9PDRFieldGun_Destruction1_Large.jpg|'''Cannon_9PDRFieldGun_Destruction1'''&amp;lt;br /&amp;gt;  A destroyed 9 Pounder|alt=Cannon_9PDRFieldGun_Destruction1&lt;br /&gt;
File:Cannon4PDR_Large.jpg|'''Cannon4PDR'''&amp;lt;br /&amp;gt;  4 Pounder Cannon|alt=Cannon4PDR&lt;br /&gt;
File:Cannon6PDR_Large.jpg|'''Cannon6PDR'''&amp;lt;br /&amp;gt;  6 Pounder Cannon|alt=Cannon6PDR&lt;br /&gt;
File:CannonAmmoboxLarge_Large.jpg|'''CannonAmmoboxLarge'''&amp;lt;br /&amp;gt;  Large cannon ammo box containing round and grape (Fixed)|alt=CannonAmmoboxLarge&lt;br /&gt;
File:CannonAmmoboxLargeMoveable_Large.jpg|'''CannonAmmoboxLargeMoveable'''&amp;lt;br /&amp;gt;  Large cannon ammo box containing round and grape (Moveable)|alt=CannonAmmoboxLargeMoveable&lt;br /&gt;
File:CannonAmmoboxSmall_Large.jpg|'''CannonAmmoboxSmall'''&amp;lt;br /&amp;gt;  Small cannon ammo box containing grape (Fixed)|alt=CannonAmmoboxSmall&lt;br /&gt;
File:CannonAmmoboxSmallMoveable_Large.jpg|'''CannonAmmoboxSmallMoveable'''&amp;lt;br /&amp;gt;  Small cannon ammo box containing grape (Moveable)|alt=CannonAmmoboxSmallMoveable&lt;br /&gt;
File:CannonFieldGun9PDR_Large.jpg|'''CannonFieldGun9PDR'''&amp;lt;br /&amp;gt;  9 Pounder Cannon (Fixed)|alt=CannonFieldGun9PDR&lt;br /&gt;
File:CannonFieldGun9PDRMoveable_Large.jpg|'''CannonFieldGun9PDRMoveable'''&amp;lt;br /&amp;gt;  9 Pounder Cannon (Moveable)|alt=CannonFieldGun9PDRMoveable&lt;br /&gt;
File:Carronade_Large.jpg|'''Carronade'''&amp;lt;br /&amp;gt;  Carronade: Short naval cannon|alt=Carronade&lt;br /&gt;
File:Carronade_RotatingCannonCarriage1_Large.jpg|'''Carronade_RotatingCannonCarriage1'''&amp;lt;br /&amp;gt;  Carronade on rotating carriage|alt=Carronade_RotatingCannonCarriage1&lt;br /&gt;
File:CoastalCannon_36Pdr_French_Large.jpg|'''CoastalCannon_36Pdr_French'''&amp;lt;br /&amp;gt;  36 Pounder coastal cannon|alt=CoastalCannon_36Pdr_French&lt;br /&gt;
File:Mortar_Large.jpg|'''Mortar'''&amp;lt;br /&amp;gt;  Mortar|alt=Mortar&lt;br /&gt;
File:Rocket_Large.jpg|'''Rocket'''&amp;lt;br /&amp;gt;  Rocket frame|alt=Rocket&lt;br /&gt;
File:RocketAmmoboxMoveable_Large.jpg|'''RocketAmmoboxMoveable'''&amp;lt;br /&amp;gt;  Stack of rockets|alt=RocketAmmoboxMoveable&lt;br /&gt;
File:Swivelgun_Large.jpg|'''Swivelgun'''&amp;lt;br /&amp;gt;  A swivel gun with no mount|alt=Swivelgun&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''Swivlegun_Stand'''&amp;lt;br /&amp;gt;  Swivel gun mounted on a stand|alt=Swivlegun_Stand&lt;br /&gt;
File:CannonFieldGun9PDRMoveable_Large.jpg|'''CannonFieldHowitzerMoveable'''&amp;lt;br /&amp;gt;  Field Howitzer (Moveable)|alt=CannonFieldHowitzerMoveable&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Frontlines ===&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesMoveableHeavyMortar'''&amp;lt;br /&amp;gt;  Heavy Mortar (Moveable)|alt=FrontlinesMoveableHeavyMortar&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesHeavyMortar'''&amp;lt;br /&amp;gt;  Heavy Mortar (Static)|alt=FrontlinesHeavyMortar&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesLightHowitzer'''&amp;lt;br /&amp;gt;  Light Howitzer|alt=FrontlinesLightHowitzer&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesHeavyHowitzer'''&amp;lt;br /&amp;gt;  Heavy Howitzer|alt=FrontlinesHeavyHowitzer&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesHowitzerAmmoboxMoveable'''&amp;lt;br /&amp;gt;  Howitzer Ammobox (Moveable)|alt=FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesHowitzerAmmobox'''&amp;lt;br /&amp;gt;  Howitzer Ammobox (Static)|alt=FrontlinesHowitzerAmmobox&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesMortarAmmoboxMoveable'''&amp;lt;br /&amp;gt;  Mortar Ammobox (Moveable)|alt=FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesMortarAmmobox'''&amp;lt;br /&amp;gt;  Mortar Ammobox (Static)|alt=FrontlinesMortarAmmobox&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesStaticMachineGunAllied'''&amp;lt;br /&amp;gt;  Machine Gun Allied (Static)|alt=FrontlinesStaticMachineGunAllied&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesStaticMachineGunCentral'''&amp;lt;br /&amp;gt;  Machine Gun Central (Static)|alt=FrontlinesStaticMachineGunCentral&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesMachineGunAmmoboxMoveable'''&amp;lt;br /&amp;gt;  Machine Gun Ammobox (Moveable)|alt=FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
File:Swivlegun_Stand_Large.jpg|'''FrontlinesMachineGunAmmobox'''&amp;lt;br /&amp;gt;  Machine Gun Ammobox (Static)|alt=FrontlinesMachineGunAmmobox&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Small Buildings==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:GuardBorder_1_Large.jpg|'''GuardBorder_1'''&amp;lt;br /&amp;gt;  Guard post barrier|alt=GuardBorder_1&lt;br /&gt;
File:GuardHouse_1_Large.jpg|'''GuardHouse_1'''&amp;lt;br /&amp;gt;  Guard post hut|alt=GuardHouse_1&lt;br /&gt;
File:HuntingHut_Large.jpg|'''HuntingHut'''&amp;lt;br /&amp;gt;  A hunting hut|alt=HuntingHut&lt;br /&gt;
File:Outhouse_Large.jpg|'''Outhouse'''&amp;lt;br /&amp;gt;  An outhouse|alt=Outhouse&lt;br /&gt;
File:Pidgeoncoop_Large.jpg|'''Pidgeoncoop'''&amp;lt;br /&amp;gt;  Pidgeon coop|alt=Pidgeoncoop&lt;br /&gt;
File:Shipyard_Hut_Large.jpg|'''Shipyard_Hut'''&amp;lt;br /&amp;gt;  A shipyard hut|alt=Shipyard_Hut&lt;br /&gt;
File:Spain_Barn_Large.jpg|'''Spain_Barn'''&amp;lt;br /&amp;gt;  Low Spanish barn|alt=Spain_Barn&lt;br /&gt;
File:TentLarge1_Large.jpg|'''TentLarge1'''&amp;lt;br /&amp;gt;  Large closed tent|alt=TentLarge1&lt;br /&gt;
File:TentLarge2_Large.jpg|'''TentLarge2'''&amp;lt;br /&amp;gt;  Large open tent|alt=TentLarge2&lt;br /&gt;
File:TentSmall1_Large.jpg|'''TentSmall1'''&amp;lt;br /&amp;gt;  Small half open tent, no stakes|alt=TentSmall1&lt;br /&gt;
File:TentSmall2_Large.jpg|'''TentSmall2'''&amp;lt;br /&amp;gt;  Small closed tent|alt=TentSmall2&lt;br /&gt;
File:TentSmall3_Large.jpg|'''TentSmall3'''&amp;lt;br /&amp;gt;  Small half open tent, stakes|alt=TentSmall3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Large Buildings==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Barn_Dutch1_Large.jpg|'''Barn_Dutch1'''&amp;lt;br /&amp;gt;  A fully built barn|alt=Barn_Dutch1&lt;br /&gt;
File:Barn1_Brittany_Broken_Large.jpg|'''Barn1_Brittany_Broken'''&amp;lt;br /&amp;gt;  Broken barn|alt=Barn1_Brittany_Broken&lt;br /&gt;
File:Blockhouse_Large.jpg|'''Blockhouse'''&amp;lt;br /&amp;gt;  A blockhouse fortification|alt=Blockhouse&lt;br /&gt;
File:Church_Brittany_Large.jpg|'''Church_Brittany'''&amp;lt;br /&amp;gt;  The church (as feautred in [[Maps: Training Grounds|Training Grounds]] and [[Maps: Canyon|Canyon]])|alt=Church_Brittany&lt;br /&gt;
File:House_Dutch1_Large.jpg|'''House_Dutch1'''&amp;lt;br /&amp;gt;  Dutch house variant 1|alt=House_Dutch1&lt;br /&gt;
File:House_Dutch2_Kitchen_Large.jpg|'''House_Dutch2_Kitchen'''&amp;lt;br /&amp;gt;  Dutch house variant 2 (kitchen)|alt=House_Dutch2_Kitchen&lt;br /&gt;
File:House_Dutch3_Large.jpg|'''House_Dutch3'''&amp;lt;br /&amp;gt;  Dutch house variant 3A|alt=House_Dutch3&lt;br /&gt;
File:House_Dutch3_2_Large.jpg|'''House_Dutch3_2'''&amp;lt;br /&amp;gt;  Dutch house variant 3B|alt=House_Dutch3_2&lt;br /&gt;
File:House_Dutch3_3_Large.jpg|'''House_Dutch3_3'''&amp;lt;br /&amp;gt;  Dutch house variant 3C|alt=House_Dutch3_3&lt;br /&gt;
File:House_Dutch4_Watermill_Large.jpg|'''House_Dutch4_Watermill'''&amp;lt;br /&amp;gt;  Dutch house variant 4 (Water Mill)|alt=House_Dutch4_Watermill&lt;br /&gt;
File:House1_Brittany_Large.jpg|'''House1_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 1 (Tiles)|alt=House1_Brittany&lt;br /&gt;
File:House1v2_Brittany_Large.jpg|'''House1v2_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 1 (Shingles)|alt=House1v2_Brittany&lt;br /&gt;
File:House2_Brittany_Large.jpg|'''House2_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 2 (Tiles)|alt=House2_Brittany&lt;br /&gt;
File:House2v2_Brittany_Large.jpg|'''House2v2_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 2 (Shingles)|alt=House2v2_Brittany&lt;br /&gt;
File:House3_Brittany_Large.jpg|'''House3_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 3 (Tiles)|alt=House3_Brittany&lt;br /&gt;
File:House4_Brittany_Large.jpg|'''House4_Brittany'''&amp;lt;br /&amp;gt;  Brittany house variant 4 (Tiles)|alt=House4_Brittany&lt;br /&gt;
File:Spain_House1_Large.jpg|'''Spain_House1'''&amp;lt;br /&amp;gt;  Spanish house variant 1|alt=Spain_House1&lt;br /&gt;
File:Spain_House2_Large.jpg|'''Spain_House2'''&amp;lt;br /&amp;gt;  Spanish house variant 2|alt=Spain_House2&lt;br /&gt;
File:StAugustine_House3_Large.jpg|'''StAugustine_House3'''&amp;lt;br /&amp;gt;  St Augustine house variant 1|alt=StAugustine_House3&lt;br /&gt;
File:StAugustine_House6_Large.jpg|'''StAugustine_House6'''&amp;lt;br /&amp;gt;  St Augustine house variant 2|alt=StAugustine_House6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Structures &amp;amp; Ruins==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Bridge_Large.jpg|'''Bridge'''&amp;lt;br /&amp;gt;  Stone bridge|alt=Bridge&lt;br /&gt;
File:Bridge_Destroyed_Large.jpg|'''Bridge_Destroyed'''&amp;lt;br /&amp;gt;  Destroyed stone bridge|alt=Bridge_Destroyed&lt;br /&gt;
File:Church_Brittany1_Entrance_Large.jpg|'''Church_Brittany1_Entrance'''&amp;lt;br /&amp;gt;  Church entrance|alt=Church_Brittany1_Entrance&lt;br /&gt;
File:Church_Brittany1_Platform_Large.jpg|'''Church_Brittany1_Platform'''&amp;lt;br /&amp;gt;  Parade ground (fits against Church)|alt=Church_Brittany1_Platform&lt;br /&gt;
File:Fence1_Pillar_Large.jpg|'''Fence1_Pillar'''&amp;lt;br /&amp;gt;  Green wooden fence post|alt=Fence1_Pillar&lt;br /&gt;
File:Fence1_Straight_Large.jpg|'''Fence1_Straight'''&amp;lt;br /&amp;gt;  Freen wooden fence panel|alt=Fence1_Straight&lt;br /&gt;
File:FencingWallVines3_Large.jpg|'''FencingWallVines3'''&amp;lt;br /&amp;gt;  Vine covered low stone wall|alt=FencingWallVines3&lt;br /&gt;
File:FencingWallVines3_Gateway_Large.jpg|'''FencingWallVines3_Gateway'''&amp;lt;br /&amp;gt;  Gate for low stone wall|alt=FencingWallVines3_Gateway&lt;br /&gt;
File:FieldWall_Large.jpg|'''FieldWall'''&amp;lt;br /&amp;gt;  A square wall to surround a field|alt=FieldWall&lt;br /&gt;
File:FortNapoleonTower1811_Large.jpg|'''FortNapoleonTower1811'''&amp;lt;br /&amp;gt;  A tower from Fort Napoleon|alt=FortNapoleonTower1811&lt;br /&gt;
File:Lighthouse_Large.jpg|'''Lighthouse'''&amp;lt;br /&amp;gt;  Lighthouse|alt=Lighthouse&lt;br /&gt;
File:MartelloTower_Large.jpg|'''MartelloTower'''&amp;lt;br /&amp;gt;  Martello Tower|alt=MartelloTower&lt;br /&gt;
File:MartelloTower_Cannon_Large.jpg|'''MartelloTower_Cannon'''&amp;lt;br /&amp;gt;  Martello Tower Cannon|alt=MartelloTower_Cannon&lt;br /&gt;
File:MartelloTower_Defence_Large.jpg|'''MartelloTower_Defence'''&amp;lt;br /&amp;gt;  Martello Tower defensive structures|alt=MartelloTower_Defence&lt;br /&gt;
File:National_Gate_Large.jpg|'''National_Gate'''&amp;lt;br /&amp;gt;  National Gate|alt=National_Gate&lt;br /&gt;
File:Ruins_AqeductRuin_Large.jpg|'''Ruins_AqeductRuin'''&amp;lt;br /&amp;gt;  Aqueduct Ruine Piece variant 1|alt=Ruins_AqeductRuin&lt;br /&gt;
File:Ruins_AqeductRuinPiece3_Large.jpg|'''Ruins_AqeductRuinPiece3'''&amp;lt;br /&amp;gt;  Aqueduct Ruine Piece variant 2|alt=Ruins_AqeductRuinPiece3&lt;br /&gt;
File:Ruins_AqeductRuinPiece4_Large.jpg|'''Ruins_AqeductRuinPiece4'''&amp;lt;br /&amp;gt;  Aqueduct Ruine Piece variant 3|alt=Ruins_AqeductRuinPiece4&lt;br /&gt;
File:Ruins_Bathouse1_Large.jpg|'''Ruins_Bathouse1'''&amp;lt;br /&amp;gt;  Ruined bathhouse|alt=Ruins_Bathouse1&lt;br /&gt;
File:Ruins_CityWall1_Large.jpg|'''Ruins_CityWall1'''&amp;lt;br /&amp;gt;  Ruined city walls variant 1|alt=Ruins_CityWall1&lt;br /&gt;
File:Ruins_CityWall2_Large.jpg|'''Ruins_CityWall2'''&amp;lt;br /&amp;gt;  Ruined city walls variant 2|alt=Ruins_CityWall2&lt;br /&gt;
File:Ruins_Coloumn5_Large.jpg|'''Ruins_Coloumn5'''&amp;lt;br /&amp;gt;  Stone column complete|alt=Ruins_Coloumn5&lt;br /&gt;
File:Ruins_Coloumn7_Large.jpg|'''Ruins_Coloumn7'''&amp;lt;br /&amp;gt;  Stone column base|alt=Ruins_Coloumn7&lt;br /&gt;
File:Ruins_TempleRound_Large.jpg|'''Ruins_TempleRound'''&amp;lt;br /&amp;gt;  Round ruined temple (as seen in [[Maps: Egypt|Tahir Desert]])|alt=Ruins_TempleRound&lt;br /&gt;
File:Ruins_TempleRoundPiece_Large.jpg|'''Ruins_TempleRoundPiece'''&amp;lt;br /&amp;gt;  Top of ruined temple|alt=Ruins_TempleRoundPiece&lt;br /&gt;
File:Ruins_Theater_Large.jpg|'''Ruins_Theater'''&amp;lt;br /&amp;gt;  Outer walls of ruined temple  (as seen in [[Maps: Egypt|Tahir Desert]])|alt=Ruins_Theater&lt;br /&gt;
File:Ruins_Wall1_Large.jpg|'''Ruins_Wall1'''&amp;lt;br /&amp;gt;  Ruined walls, variant 1|alt=Ruins_Wall1&lt;br /&gt;
File:Ruins_Wall2_Large.jpg|'''Ruins_Wall2'''&amp;lt;br /&amp;gt;  Ruined walls, variant 2|alt=Ruins_Wall2&lt;br /&gt;
File:Ruins_Wall4_Large.jpg|'''Ruins_Wall4'''&amp;lt;br /&amp;gt;  Ruined walls, variant 4|alt=Ruins_Wall4&lt;br /&gt;
File:Ruins_Wall7_Large.jpg|'''Ruins_Wall7'''&amp;lt;br /&amp;gt;  Ruined walls, variant 7|alt=Ruins_Wall7&lt;br /&gt;
File:Ruins_Wall9_Large.jpg|'''Ruins_Wall9'''&amp;lt;br /&amp;gt;  Ruined walls, variant 9|alt=Ruins_Wall9&lt;br /&gt;
File:ShipRamp_Large.jpg|'''ShipRamp'''&amp;lt;br /&amp;gt;  A log ship tamp|alt=ShipRamp&lt;br /&gt;
File:WalledCity_Gate_Large.jpg|'''WalledCity_Gate'''&amp;lt;br /&amp;gt;  Gate for a walled town|alt=WalledCity_Gate&lt;br /&gt;
File:WalledCity_StraightWall_Large.jpg|'''WalledCity_StraightWall'''&amp;lt;br /&amp;gt;  Walls for walled town|alt=WalledCity_StraightWall&lt;br /&gt;
File:Well_Large_Large.jpg|'''Well_Large'''&amp;lt;br /&amp;gt;  A large well|alt=Well_Large&lt;br /&gt;
File:Windmill1_Large.jpg|'''Windmill1'''&amp;lt;br /&amp;gt;  Round windmill|alt=Windmill1&lt;br /&gt;
File:Windmill1_Base_Large.jpg|'''Windmill1_Base'''&amp;lt;br /&amp;gt;  Round windmill base|alt=Windmill1_Base&lt;br /&gt;
File:Windmill2_Large.jpg|'''Windmill2'''&amp;lt;br /&amp;gt;  Square windmill|alt=Windmill2&lt;br /&gt;
File:Wooden_Fence1_Large.jpg|'''Wooden_Fence1'''&amp;lt;br /&amp;gt;  Small wooden fence|alt=Wooden_Fence1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Emplacements &amp;amp; Accessories==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:ChevauxDeFriseLarge_Large.jpg|'''ChevauxDeFriseLarge'''&amp;lt;br /&amp;gt;  Large Chevaux De Frise|alt=ChevauxDeFriseLarge&lt;br /&gt;
File:ChevauxDeFriseSmall_Large.jpg|'''ChevauxDeFriseSmall'''&amp;lt;br /&amp;gt;  Small Chevaux De Frise|alt=ChevauxDeFriseSmall&lt;br /&gt;
File:Earthworks_Large.jpg|'''Earthworks'''&amp;lt;br /&amp;gt;  Earthworks with sandbags|alt=Earthworks&lt;br /&gt;
File:Gabion_Large.jpg|'''Gabion'''&amp;lt;br /&amp;gt;  Gabion|alt=Gabion&lt;br /&gt;
File:InfantrySpikes_Large.jpg|'''InfantrySpikes'''&amp;lt;br /&amp;gt;  Infantry spikes|alt=InfantrySpikes&lt;br /&gt;
File:LadderLong_Large.jpg|'''LadderLong'''&amp;lt;br /&amp;gt;  Long ladder|alt=LadderLong&lt;br /&gt;
File:LadderShort_Large.jpg|'''LadderShort'''&amp;lt;br /&amp;gt;  Short ladder|alt=LadderShort&lt;br /&gt;
File:PalisadeGate_Large.jpg|'''PalisadeGate'''&amp;lt;br /&amp;gt;  Palisade gate|alt=PalisadeGate&lt;br /&gt;
File:PalisadeShootHole_Large.jpg|'''PalisadeShootHole'''&amp;lt;br /&amp;gt;  Palisade wall with shooter hole|alt=PalisadeShootHole&lt;br /&gt;
File:PalisadeSimple_Large.jpg|'''PalisadeSimple'''&amp;lt;br /&amp;gt;  High palisade wall|alt=PalisadeSimple&lt;br /&gt;
File:PalisadeWall_Large.jpg|'''PalisadeWall'''&amp;lt;br /&amp;gt;  Low palisade wall|alt=PalisadeWall&lt;br /&gt;
File:PierGroup_Destruction_Large.jpg|'''PierGroup_Destruction'''&amp;lt;br /&amp;gt;  Large raised pier|alt=PierGroup_Destruction&lt;br /&gt;
File:PlatformLong_Large.jpg|'''PlatformLong'''&amp;lt;br /&amp;gt;  Large wooden platform|alt=PlatformLong&lt;br /&gt;
File:PlatformShort_Large.jpg|'''PlatformShort'''&amp;lt;br /&amp;gt;  Small wooden platform|alt=PlatformShort&lt;br /&gt;
File:Sandbags_Large.jpg|'''Sandbags'''&amp;lt;br /&amp;gt;  Sandbags|alt=Sandbags&lt;br /&gt;
File:ShootingPlatform_Large.jpg|'''ShootingPlatform'''&amp;lt;br /&amp;gt;  Shooting platform|alt=ShootingPlatform&lt;br /&gt;
File:TargetDummy_Large.jpg|'''TargetDummy'''&amp;lt;br /&amp;gt;  Target dummy|alt=TargetDummy&lt;br /&gt;
File:TowerStaircase_Large.jpg|'''TowerStaircase'''&amp;lt;br /&amp;gt;  Wooden tower with stairs|alt=TowerStaircase&lt;br /&gt;
File:WickerWall_Group1_1_Large.jpg|'''WickerWall_Group1_1'''&amp;lt;br /&amp;gt;  A wall of Gabions|alt=WickerWall_Group1_1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Decorations==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:BarrelCollection_Group_Large.jpg|'''BarrelCollection_Group'''&amp;lt;br /&amp;gt;  Barrels variant 1|alt=BarrelCollection_Group&lt;br /&gt;
File:BarrelStack_Group_Large.jpg|'''BarrelStack_Group'''&amp;lt;br /&amp;gt;  Barrels variant 2|alt=BarrelStack_Group&lt;br /&gt;
File:Campfire_Large.jpg|'''Campfire'''&amp;lt;br /&amp;gt;  Campfire|alt=Campfire&lt;br /&gt;
File:Carpet1_Large.jpg|'''Carpet1'''&amp;lt;br /&amp;gt;  Carpet|alt=Carpet1&lt;br /&gt;
File:CartBale_Group_Large.jpg|'''CartBale_Group'''&amp;lt;br /&amp;gt;  A cart with bales and a scythe|alt=CartBale_Group&lt;br /&gt;
File:Christian_Cross_2_SeperateBase_Large.jpg|'''Christian_Cross_2_SeperateBase'''&amp;lt;br /&amp;gt;  A decorative cross|alt=Christian_Cross_2_SeperateBase&lt;br /&gt;
File:CiderPress_Group_Large.jpg|'''CiderPress_Group'''&amp;lt;br /&amp;gt;  A cider press|alt=CiderPress_Group&lt;br /&gt;
File:CrateBarrelStack_Group_Large.jpg|'''CrateBarrelStack_Group'''&amp;lt;br /&amp;gt;  Barrels and crates|alt=CrateBarrelStack_Group&lt;br /&gt;
File:Crates_Group_Large.jpg|'''Crates_Group'''&amp;lt;br /&amp;gt;  Crates variant 1|alt=Crates_Group&lt;br /&gt;
File:CratesLeaningAtWallStack_Group_Large.jpg|'''CratesLeaningAtWallStack_Group'''&amp;lt;br /&amp;gt;  Crates variant 2, leaning against a wall|alt=CratesLeaningAtWallStack_Group&lt;br /&gt;
File:Fire_Wall_W_Smoke_Large.jpg|'''Fire_Wall_W_Smoke'''&amp;lt;br /&amp;gt;  Large fire with smoke|alt=Fire_Wall_W_Smoke&lt;br /&gt;
File:FirewoodHacking_Group_Large.jpg|'''FirewoodHacking_Group'''&amp;lt;br /&amp;gt;  Firewood, stump, and axe|alt=FirewoodHacking_Group&lt;br /&gt;
File:Firewoodstack2_Group_Large.jpg|'''Firewoodstack2_Group'''&amp;lt;br /&amp;gt;  Piles of firewood|alt=Firewoodstack2_Group&lt;br /&gt;
File:FlagBritish_Large.jpg|'''FlagBritish'''&amp;lt;br /&amp;gt;  British Flag|alt=FlagBritish&lt;br /&gt;
File:FlagFrench_Large.jpg|'''FlagFrench'''&amp;lt;br /&amp;gt;  French Flag|alt=FlagFrench&lt;br /&gt;
File:FlagPrussian_Large.jpg|'''FlagPrussian'''&amp;lt;br /&amp;gt;  Prussian Flag|alt=FlagPrussian&lt;br /&gt;
File:Furnace1_Large.jpg|'''Furnace1'''&amp;lt;br /&amp;gt;  Small furnace|alt=Furnace1&lt;br /&gt;
File:GrainSlide_Large.jpg|'''GrainSlide'''&amp;lt;br /&amp;gt;  A grain slide|alt=GrainSlide&lt;br /&gt;
File:Lantern1_Large.jpg|'''Lantern1'''&amp;lt;br /&amp;gt;  Lantern, hanging from rope|alt=Lantern1&lt;br /&gt;
File:Lantern2_Large.jpg|'''Lantern2'''&amp;lt;br /&amp;gt;  Lantern, standing|alt=Lantern2&lt;br /&gt;
File:LanternHanging_Large.jpg|'''LanternHanging'''&amp;lt;br /&amp;gt;  Lantern, hanging from beam|alt=LanternHanging&lt;br /&gt;
File:Prop_Shrine1_Large.jpg|'''Prop_Shrine1'''&amp;lt;br /&amp;gt;  A small shrine|alt=Prop_Shrine1&lt;br /&gt;
File:Prop_Well1_Large.jpg|'''Prop_Well1'''&amp;lt;br /&amp;gt;  Well well well, what do we have here|alt=Prop_Well1&lt;br /&gt;
File:Slow_Fire_W_Smoke_Large.jpg|'''Slow_Fire_W_Smoke'''&amp;lt;br /&amp;gt;  Small fire with smoke|alt=Slow_Fire_W_Smoke&lt;br /&gt;
File:WheatBaleStack_Group_Large.jpg|'''WheatBaleStack_Group'''&amp;lt;br /&amp;gt;  Bales of wheat|alt=WheatBaleStack_Group&lt;br /&gt;
File:WheelBarrow_Group_Large.jpg|'''WheelBarrow_Group'''&amp;lt;br /&amp;gt;  Wheelbarrow with assorted props|alt=WheelBarrow_Group&lt;br /&gt;
File:WoodStack_Group_Large.jpg|'''WoodStack_Group'''&amp;lt;br /&amp;gt;  Stack of timber, variant 1|alt=WoodStack_Group&lt;br /&gt;
File:WoodStack2_Group_Large.jpg|'''WoodStack2_Group'''&amp;lt;br /&amp;gt;  Stack of timber, variant 2|alt=WoodStack2_Group&lt;br /&gt;
File:WoodWorkStack_Group_Large.jpg|'''WoodWorkStack_Group'''&amp;lt;br /&amp;gt;  Stack of timber, variant 3|alt=WoodWorkStack_Group&lt;br /&gt;
File:MusketStack_Large.jpg|'''MusketStack'''&amp;lt;br /&amp;gt;  A stack of muskets|alt=MusketStack&lt;br /&gt;
File:CrateLong_Red_Large.jpg|'''CrateLong_Red'''&amp;lt;br /&amp;gt;  Red crate|alt=CrateLong_Red&lt;br /&gt;
File:CrateLong_Brown_Large.jpg|'''CrateLong_Brown'''&amp;lt;br /&amp;gt;  Brown crate|alt=CrateLong_Brown&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Furniture==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Bench_Large.jpg|'''Bench'''&amp;lt;br /&amp;gt;  Bench|alt=Bench&lt;br /&gt;
File:Chair1_Large.jpg|'''Chair1'''&amp;lt;br /&amp;gt;  Chair variant 1|alt=Chair1&lt;br /&gt;
File:Chair2_Large.jpg|'''Chair2'''&amp;lt;br /&amp;gt;  Chair variant 2|alt=Chair2&lt;br /&gt;
File:Chair3_Large.jpg|'''Chair3'''&amp;lt;br /&amp;gt;  Chair variant 3|alt=Chair3&lt;br /&gt;
File:Chair4_Large.jpg|'''Chair4'''&amp;lt;br /&amp;gt;  Chair variant 4|alt=Chair4&lt;br /&gt;
File:Furniture1_Large.jpg|'''Furniture1'''&amp;lt;br /&amp;gt;  Glass cabinet|alt=Furniture1&lt;br /&gt;
File:Furniture2_Large.jpg|'''Furniture2'''&amp;lt;br /&amp;gt;  Chest of drawers, open|alt=Furniture2&lt;br /&gt;
File:Furniture4_Large.jpg|'''Furniture4'''&amp;lt;br /&amp;gt;  Wardrobe|alt=Furniture4&lt;br /&gt;
File:Furniture5_Large.jpg|'''Furniture5'''&amp;lt;br /&amp;gt;  Sprit cabinet|alt=Furniture5&lt;br /&gt;
File:Furniture6_Large.jpg|'''Furniture6'''&amp;lt;br /&amp;gt;  Chest of drawers, closed|alt=Furniture6&lt;br /&gt;
File:Grandfather_Clock_Large.jpg|'''Grandfather_Clock'''&amp;lt;br /&amp;gt;  Grandfather clock|alt=Grandfather_Clock&lt;br /&gt;
File:Piano1_Large.jpg|'''Piano1'''&amp;lt;br /&amp;gt;  Piano 1|alt=Piano1&lt;br /&gt;
File:Piano2_Large.jpg|'''Piano2'''&amp;lt;br /&amp;gt;  Piano 2|alt=Piano2&lt;br /&gt;
File:Table_1_Large.jpg|'''Table_1'''&amp;lt;br /&amp;gt;  Wooden table|alt=Table_1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trees==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:AlaskaCedar_Desktop_Large.jpg|'''AlaskaCedar_Desktop'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop&lt;br /&gt;
File:AlaskaCedar_Desktop_Bare_Large.jpg|'''AlaskaCedar_Desktop_Bare'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Bare&lt;br /&gt;
File:AlaskaCedar_Desktop_Bare2_Large.jpg|'''AlaskaCedar_Desktop_Bare2'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Bare2&lt;br /&gt;
File:AlaskaCedar_Desktop_Bare3_Large.jpg|'''AlaskaCedar_Desktop_Bare3'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Bare3&lt;br /&gt;
File:AlaskaCedar_Desktop_Broken_Large.jpg|'''AlaskaCedar_Desktop_Broken'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Broken&lt;br /&gt;
File:AlaskaCedar_Desktop_Young_Large.jpg|'''AlaskaCedar_Desktop_Young'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Young&lt;br /&gt;
File:AlaskaCedar_Desktop_Young2_Large.jpg|'''AlaskaCedar_Desktop_Young2'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Young2&lt;br /&gt;
File:AlaskaCedar_Desktop_Young3_Large.jpg|'''AlaskaCedar_Desktop_Young3'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop_Young3&lt;br /&gt;
File:AlaskaCedar_Desktop2_Large.jpg|'''AlaskaCedar_Desktop2'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop2&lt;br /&gt;
File:AlaskaCedar_Desktop3_Large.jpg|'''AlaskaCedar_Desktop3'''&amp;lt;br /&amp;gt;  A tree|alt=AlaskaCedar_Desktop3&lt;br /&gt;
File:Blue_Spruce_Desktop_Large.jpg|'''Blue_Spruce_Desktop'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop&lt;br /&gt;
File:Blue_Spruce_Desktop_Bare_Large.jpg|'''Blue_Spruce_Desktop_Bare'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Bare&lt;br /&gt;
File:Blue_Spruce_Desktop_Bare2_Large.jpg|'''Blue_Spruce_Desktop_Bare2'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Bare2&lt;br /&gt;
File:Blue_Spruce_Desktop_Winter_Large.jpg|'''Blue_Spruce_Desktop_Winter'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Winter&lt;br /&gt;
File:Blue_Spruce_Desktop_Winter_Broken1_Large.jpg|'''Blue_Spruce_Desktop_Winter_Broken1'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Winter_Broken1&lt;br /&gt;
File:Blue_Spruce_Desktop_Winter2_Large.jpg|'''Blue_Spruce_Desktop_Winter2'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Winter2&lt;br /&gt;
File:Blue_Spruce_Desktop_Winter3_Large.jpg|'''Blue_Spruce_Desktop_Winter3'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop_Winter3&lt;br /&gt;
File:Blue_Spruce_Desktop2_Large.jpg|'''Blue_Spruce_Desktop2'''&amp;lt;br /&amp;gt;  A tree|alt=Blue_Spruce_Desktop2&lt;br /&gt;
File:BostonFern_Low_Large.jpg|'''BostonFern_Low'''&amp;lt;br /&amp;gt;  A tree|alt=BostonFern_Low&lt;br /&gt;
File:BostonFern_Low_NoFiddleHead_Large.jpg|'''BostonFern_Low_NoFiddleHead'''&amp;lt;br /&amp;gt;  A tree|alt=BostonFern_Low_NoFiddleHead&lt;br /&gt;
File:Cattail_Desktop_Large.jpg|'''Cattail_Desktop'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop&lt;br /&gt;
File:Cattail_Desktop_Cluster_Large.jpg|'''Cattail_Desktop_Cluster'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop_Cluster&lt;br /&gt;
File:Cattail_Desktop_Cluster_Full_Large.jpg|'''Cattail_Desktop_Cluster_Full'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop_Cluster_Full&lt;br /&gt;
File:Cattail_Desktop_Cluster_Winter_Large.jpg|'''Cattail_Desktop_Cluster_Winter'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop_Cluster_Winter&lt;br /&gt;
File:Cattail_Desktop_Cluster_WinterV4_Large.jpg|'''Cattail_Desktop_Cluster_WinterV4'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop_Cluster_WinterV4&lt;br /&gt;
File:Cattail_Desktop_Cluster_WinterV4_Snowy_Large.jpg|'''Cattail_Desktop_Cluster_WinterV4_Snowy'''&amp;lt;br /&amp;gt;  A tree|alt=Cattail_Desktop_Cluster_WinterV4_Snowy&lt;br /&gt;
File:DeadTrunk4_Large.jpg|'''DeadTrunk4'''&amp;lt;br /&amp;gt;  A tree|alt=DeadTrunk4&lt;br /&gt;
File:DeadTrunk5_Large.jpg|'''DeadTrunk5'''&amp;lt;br /&amp;gt;  A tree|alt=DeadTrunk5&lt;br /&gt;
File:DeadTrunk6_Large.jpg|'''DeadTrunk6'''&amp;lt;br /&amp;gt;  A tree|alt=DeadTrunk6&lt;br /&gt;
File:Peach_Small1_Large.jpg|'''Peach_Small1'''&amp;lt;br /&amp;gt;  A tree|alt=Peach_Small1&lt;br /&gt;
File:Peach_Small2_Large.jpg|'''Peach_Small2'''&amp;lt;br /&amp;gt;  A tree|alt=Peach_Small2&lt;br /&gt;
File:ScotsPine_Broken2_Dirt_Large.jpg|'''ScotsPine_Broken2_Dirt'''&amp;lt;br /&amp;gt;  A tree|alt=ScotsPine_Broken2_Dirt&lt;br /&gt;
File:ScotsPine_Desktop_Large.jpg|'''ScotsPine_Desktop'''&amp;lt;br /&amp;gt;  A tree|alt=ScotsPine_Desktop&lt;br /&gt;
File:ScotsPine_Desktop_Bare_Large.jpg|'''ScotsPine_Desktop_Bare'''&amp;lt;br /&amp;gt;  A tree|alt=ScotsPine_Desktop_Bare&lt;br /&gt;
File:White_Oak_Desktop_Large.jpg|'''White_Oak_Desktop'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop&lt;br /&gt;
File:White_Oak_Desktop_Young_Large.jpg|'''White_Oak_Desktop_Young'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop_Young&lt;br /&gt;
File:White_Oak_Desktop_Young_Broken2_Dirt_Large.jpg|'''White_Oak_Desktop_Young_Broken2_Dirt'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop_Young_Broken2_Dirt&lt;br /&gt;
File:White_Oak_Desktop_Young2_Large.jpg|'''White_Oak_Desktop_Young2'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop_Young2&lt;br /&gt;
File:White_Oak_Desktop_Young3_Large.jpg|'''White_Oak_Desktop_Young3'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop_Young3&lt;br /&gt;
File:White_Oak_Desktop_Young3_LightYellow_Large.jpg|'''White_Oak_Desktop_Young3_LightYellow'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop_Young3_LightYellow&lt;br /&gt;
File:White_Oak_Desktop2_Large.jpg|'''White_Oak_Desktop2'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop2&lt;br /&gt;
File:White_Oak_Desktop2_LightYellow_Large.jpg|'''White_Oak_Desktop2_LightYellow'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop2_LightYellow&lt;br /&gt;
File:White_Oak_Desktop2_Yellow_Large.jpg|'''White_Oak_Desktop2_Yellow'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop2_Yellow&lt;br /&gt;
File:White_Oak_Desktop3_Large.jpg|'''White_Oak_Desktop3'''&amp;lt;br /&amp;gt;  A tree|alt=White_Oak_Desktop3&lt;br /&gt;
File:Palmetto_1_Large.jpg|'''Palmetto_1'''&amp;lt;br /&amp;gt;  A palm tree|alt=Palmetto_1&lt;br /&gt;
File:Palmetto_2_Large.jpg|'''Palmetto_2'''&amp;lt;br /&amp;gt;  Also a palm tree|alt=Palmetto_2&lt;br /&gt;
File:CoconutPalm_1_Large.jpg|'''CoconutPalm_1'''&amp;lt;br /&amp;gt;  A coconut tree|alt=CoconutPalm_1&lt;br /&gt;
File:CoconutPalm_2_Large.jpg|'''CoconutPalm_2'''&amp;lt;br /&amp;gt;  A leaning coconut tree|alt=CoconutPalm_2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Plants==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Azalea_Dead1_Large.jpg|'''Azalea_Dead1'''&amp;lt;br /&amp;gt;  Low plants|alt=Azalea_Dead1&lt;br /&gt;
File:Azalea_Flowers_Pink_Low_Large.jpg|'''Azalea_Flowers_Pink_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=Azalea_Flowers_Pink_Low&lt;br /&gt;
File:Azalea_Flowers_White_Low_Large.jpg|'''Azalea_Flowers_White_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=Azalea_Flowers_White_Low&lt;br /&gt;
File:Azalea_Low_Large.jpg|'''Azalea_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=Azalea_Low&lt;br /&gt;
File:AzaleaPatch_Dead1_Large.jpg|'''AzaleaPatch_Dead1'''&amp;lt;br /&amp;gt;  Low plants|alt=AzaleaPatch_Dead1&lt;br /&gt;
File:AzaleaPatch_Flowers_Low_Large.jpg|'''AzaleaPatch_Flowers_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=AzaleaPatch_Flowers_Low&lt;br /&gt;
File:AzaleaPatch_Low_Large.jpg|'''AzaleaPatch_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=AzaleaPatch_Low&lt;br /&gt;
File:FalseSpirea_Cluster_Low_Large.jpg|'''FalseSpirea_Cluster_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=FalseSpirea_Cluster_Low&lt;br /&gt;
File:FalseSpirea_Low_Large.jpg|'''FalseSpirea_Low'''&amp;lt;br /&amp;gt;  Low plants|alt=FalseSpirea_Low&lt;br /&gt;
File:HedgeTall_Large.jpg|'''HedgeTall'''&amp;lt;br /&amp;gt;  A hedge|alt=HedgeTall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Terrain==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Rock_Group_09_Large.jpg|'''Rock_Group_09'''&amp;lt;br /&amp;gt;  Rocks|alt=Rock_Group_09&lt;br /&gt;
File:Rock_Group_12_Large.jpg|'''Rock_Group_12'''&amp;lt;br /&amp;gt;  Rocks|alt=Rock_Group_12&lt;br /&gt;
File:Rock_Group_13_Large.jpg|'''Rock_Group_13'''&amp;lt;br /&amp;gt;  Rocks|alt=Rock_Group_13&lt;br /&gt;
File:Rock_Group_21_Large.jpg|'''Rock_Group_21'''&amp;lt;br /&amp;gt;  Rocks|alt=Rock_Group_21&lt;br /&gt;
File:Rock_Group_22_Large.jpg|'''Rock_Group_22'''&amp;lt;br /&amp;gt;  Rocks|alt=Rock_Group_22&lt;br /&gt;
File:SandstoneRock_Group_09_Large.jpg|'''SandstoneRock_Group_09'''&amp;lt;br /&amp;gt;  Rocks|alt=SandstoneRock_Group_09&lt;br /&gt;
File:SandstoneRock_Group_12_Large.jpg|'''SandstoneRock_Group_12'''&amp;lt;br /&amp;gt;  Rocks|alt=SandstoneRock_Group_12&lt;br /&gt;
File:SandstoneRock_Group_13_Large.jpg|'''SandstoneRock_Group_13'''&amp;lt;br /&amp;gt;  Rocks|alt=SandstoneRock_Group_13&lt;br /&gt;
File:SandstoneRock_Group_21_Large.jpg|'''SandstoneRock_Group_21'''&amp;lt;br /&amp;gt;  Rocks|alt=SandstoneRock_Group_21&lt;br /&gt;
File:SandstoneRock_Group_22_Large.jpg|'''SandstoneRock_Group_22'''&amp;lt;br /&amp;gt;  Rocks|alt=SandstoneRock_Group_22&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Particle Effects==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:ButterFly_Particles_Large.jpg|'''ButterFly_Particles'''&amp;lt;br /&amp;gt;  White Butterflies|alt=ButterFly_Particles&lt;br /&gt;
File:Flie_Particles_Large.jpg|'''Flie_Particles'''&amp;lt;br /&amp;gt;  Flies|alt=Flie_Particles&lt;br /&gt;
File:Leaves_Large.jpg|'''Leaves'''&amp;lt;br /&amp;gt;  Leaves|alt=Leaves&lt;br /&gt;
File:PurpleButterFly_Particles_Large.jpg|'''PurpleButterFly_Particles'''&amp;lt;br /&amp;gt;  Purple Butterflies|alt=PurpleButterFly_Particles&lt;br /&gt;
File:RedButterFly_Particles_Large.jpg|'''RedButterFly_Particles'''&amp;lt;br /&amp;gt;  Red Butterflies|alt=RedButterFly_Particles&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Church_Doors_Large.jpg|'''Church_Doors'''&amp;lt;br /&amp;gt;  Church doors|alt=Church_Doors&lt;br /&gt;
File:Door1_Large.jpg|'''Door1'''&amp;lt;br /&amp;gt;  Building door|alt=Door1&lt;br /&gt;
File:Fort_Doors2_Large.jpg|'''Fort_Doors2'''&amp;lt;br /&amp;gt;  Fort doors|alt=Fort_Doors2&lt;br /&gt;
File:Fort_Salettes_Large.jpg|'''Fort_Salettes'''&amp;lt;br /&amp;gt;  Fort Salettes.  Seriously.|alt=Fort_Salettes&lt;br /&gt;
File:Fort_Winston_Large.jpg|'''Fort_Winston'''&amp;lt;br /&amp;gt;  Fort Winston|alt=Fort_Winston&lt;br /&gt;
File:FortChristiana_Large.jpg|'''FortChristiana'''&amp;lt;br /&amp;gt;  Fort Christiana|alt=FortChristiana&lt;br /&gt;
File:Ladder_Usable_Large.jpg|'''Ladder_Usable'''&amp;lt;br /&amp;gt;  A useable ladder|alt=Ladder_Usable&lt;br /&gt;
File:Lanternbox_Large.jpg|'''Lanternbox'''&amp;lt;br /&amp;gt;  A Lantern Box (Fixed)|alt=Lanternbox&lt;br /&gt;
File:LanternboxMoveable_Large.jpg|'''LanternboxMoveable'''&amp;lt;br /&amp;gt;  A Lantern Box (Moveable)|alt=LanternboxMoveable&lt;br /&gt;
File:PlayerCollision_Large.jpg|'''PlayerCollision'''&amp;lt;br /&amp;gt;  This is an invisible collision wall|alt=PlayerCollision&lt;br /&gt;
File:ShipCollision_Large.jpg|'''ShipCollision'''&amp;lt;br /&amp;gt;  A long wooden wall|alt=ShipCollision&lt;br /&gt;
File:SouthSeaCastle_Large.jpg|'''SouthSeaCastle'''&amp;lt;br /&amp;gt;  South sea castle|alt=SouthSeaCastle&lt;br /&gt;
File:Spyglassbox_Large.jpg|'''Spyglassbox'''&amp;lt;br /&amp;gt;  Spyglass box (Fixed)|alt=Spyglassbox&lt;br /&gt;
File:SpyglassboxMoveable_Large.jpg|'''SpyglassboxMoveable'''&amp;lt;br /&amp;gt;  Spyglass box (Moveable)|alt=SpyglassboxMoveable&lt;br /&gt;
File:Greenscreen_Large.jpg|'''Greenscreen'''&amp;lt;br /&amp;gt;  A large greenscreen for chroma keying|alt=Greenscreen&lt;br /&gt;
File:Bluescreen_Large.jpg|'''Bluescreen'''&amp;lt;br /&amp;gt;  A large bluescreen for chroma keying|alt=Bluescreen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Changelog==&lt;br /&gt;
===[[Game_Version_0.3X#0.35|Version 0.35]]===&lt;br /&gt;
Added: &lt;br /&gt;
* Palmetto_1 &lt;br /&gt;
* Palmetto_2&lt;br /&gt;
* CoconutPalm_1&lt;br /&gt;
* CoconutPalm_2&lt;br /&gt;
* MusketStack&lt;br /&gt;
* CrateLong_Red&lt;br /&gt;
* CrateLong_Brown&lt;br /&gt;
* Greenscreen&lt;br /&gt;
* Bluescreen&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2630</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2630"/>
		<updated>2023-09-04T16:16:39Z</updated>

		<summary type="html">&lt;p&gt;Stan: 2.12 update to main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2023-09-04''' - [[Game Version 2.X#2.12|Game Version 2.12]] released ([https://store.steampowered.com/news/app/589290/view/6250485953060293919 Howitzer &amp;amp; UI])&lt;br /&gt;
* '''2022-12-20''' - [[Game Version 2.X#2.11|Game Version 2.11]] released ([https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 Austrian Empire])&lt;br /&gt;
* '''2022-10-21''' - [[Game Version 2.X#2.10|Game Version 2.10]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 Bug Fixes])&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 More Unlocks! Muppet, Jolly &amp;amp; Hammer])&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmas Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Ships]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2629</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2629"/>
		<updated>2023-09-04T16:16:10Z</updated>

		<summary type="html">&lt;p&gt;Stan: 2.12 UI Update changelogs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.&lt;br /&gt;
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.&lt;br /&gt;
* Player Cards! Customise your personal player card with unique unlockable banners, portraits, titles and medals. Keep an eye out for future updates for more on this front.&lt;br /&gt;
* Random Map Vote! Not too keen on the current selection of maps available? Cast your vote for a random map. This function is customisable via server configuration commands. We’re sure it will come in handy when hosting events.&lt;br /&gt;
* A Fresh UI! From the moment you launch the game and all the way until you finish a match, you’ll see a whole new UI that has been designed and created to further improve the user experience and provide much-needed modularity for future updates that the old UI simply didn’t allow for.&lt;br /&gt;
* Customisable UI! Change the position of the health bar, game chat, minimap and kill feed to your preference. Come this update you’re also able to adjust the game chat’s font size as well as the minimap’s size. &lt;br /&gt;
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts. &lt;br /&gt;
* Seasonal Regiment Leaderboards! Compete in a seasonal race to the top alongside fellows in your regiment. Regiments that gather the highest score through participating in public events or playing on official servers will appear at the top of the registry list.&lt;br /&gt;
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.&lt;br /&gt;
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.&lt;br /&gt;
* Enlisted Service. An enlisted will no longer count as part of a regiment’s strength if they haven’t logged in 30 days. Inactive individuals will still remain members of the regiment and will be counted once more as part of the regiment’s strength should they become active.&lt;br /&gt;
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.&lt;br /&gt;
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.&lt;br /&gt;
* A wider selection of crosshairs has been made available.&lt;br /&gt;
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.&lt;br /&gt;
* Introduced dynamic artillery spawn sections configurable by server configuration commands. You can also set randomised artillery to spawn on map load through this new function.&lt;br /&gt;
* The new addition of the administrator role provides access rights to everything in the regiment with the exception of disbanding the regiment, promoting others to the administrator role or kicking the regiment’s owner. That’s mutiny, Sir!&lt;br /&gt;
* Redesigned and redeveloped from the ground up Holdfast’s regiment registry, leaderboards and stats backend systems to improve stability and allow for the future expansion of content.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
* You are now able to set to default keybinds and settings.&lt;br /&gt;
* You are now able to search through the game’s keybinds and settings.&lt;br /&gt;
* You now automatically join a server after downloading mods.&lt;br /&gt;
* You can now access the regiment registry from the escape menu whilst playing a match.&lt;br /&gt;
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.&lt;br /&gt;
* Increased maximum amount of ships visible in the naval UI from 7 to 16.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
* You are no longer able to place squad camps in water.&lt;br /&gt;
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.&lt;br /&gt;
* Increased movement and rotation speed of field guns.&lt;br /&gt;
* Reduced the field gun’s cannonball bounce damage.&lt;br /&gt;
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.&lt;br /&gt;
* Players are now able to zoom while aiming cannons.&lt;br /&gt;
* Rockets are now able to damage a ship’s hull.&lt;br /&gt;
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.&lt;br /&gt;
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.&lt;br /&gt;
* Improved visibility of mortar trails.&lt;br /&gt;
* Your squadmates are now highlighted in green on the scoreboard.&lt;br /&gt;
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.&lt;br /&gt;
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.&lt;br /&gt;
* Added a mortar for the defenders to use on Fort Al Farid.&lt;br /&gt;
* Moved the A spawn point behind the spike defences on Balamor Bay.&lt;br /&gt;
* The large cannon atop the tower on Balamor Bay now has a better line of sight.&lt;br /&gt;
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.&lt;br /&gt;
* Introduced more obstructions covering the left flank on Heroes Landing.&lt;br /&gt;
* Players now have more granular control over their character’s voice pitch.&lt;br /&gt;
* Removed multiple variations of grapeshot from ammo boxes. You can now simply load a grapeshot into a piece of your choosing and the grapeshot’s potency will be automatically determined based on the artillery piece you loaded it into. Ie. Grapeshot loaded into swivel guns are less powerful than those loaded into a moveable field gun.&lt;br /&gt;
* Redesigned the spray pattern for grapeshot to have more spray variation.&lt;br /&gt;
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.&lt;br /&gt;
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.&lt;br /&gt;
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.&lt;br /&gt;
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.&lt;br /&gt;
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.&lt;br /&gt;
* Introduced a new spawn menu with a twist.&lt;br /&gt;
&lt;br /&gt;
===Optimisation===&lt;br /&gt;
* Performed several server-side optimisations.&lt;br /&gt;
* Performed minor client-side optimisations.&lt;br /&gt;
* Performed a first-pass optimisation to reduce the game’s file size.&lt;br /&gt;
* Performed optimisations on mod-loaded terrains.&lt;br /&gt;
* Performed server optimisations to improve the game lobby’s robustness.&lt;br /&gt;
* Optimised shadows cast by certain structures.&lt;br /&gt;
* Optimised prop rendering on Port Nile.&lt;br /&gt;
&lt;br /&gt;
===Graphical===&lt;br /&gt;
* Performed a graphical pass on multiple game assets.&lt;br /&gt;
* Introduced new firing animations for artillery pieces.&lt;br /&gt;
* Introduced a camera shake effect for explosions.&lt;br /&gt;
* Improved the animation for when a player is moving the field gun.&lt;br /&gt;
* Introduced additional community-submitted regimental banners.&lt;br /&gt;
* Introduced new particle effects for grapeshot.&lt;br /&gt;
&lt;br /&gt;
===Server Configuration===&lt;br /&gt;
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import &amp;lt;relativeImportFilePath&amp;gt;''.&lt;br /&gt;
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.&lt;br /&gt;
* Configure the number of maps available to vote for by placing ''map_voting_max_choices &amp;lt;numberOfChoices&amp;gt;'' (range: 2-4) in the server configuration file.&lt;br /&gt;
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice &amp;lt;enable&amp;gt;'' (default: true) in the server configuration file.&lt;br /&gt;
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override &amp;lt;slotId&amp;gt; &amp;lt;ArtilleryType&amp;gt;'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.&lt;br /&gt;
* Use ''rc set cannonLoadingSpeedMultiplier &amp;lt;value&amp;gt;'' to increase all cannon loading speeds.&lt;br /&gt;
* Use ''rc set explosionKnockbackAngle &amp;lt;angle&amp;gt;'' to define the knockback angle from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackForceMultiplier &amp;lt;value&amp;gt;'' to increase the knockback force from explosions.&lt;br /&gt;
* Use ''rc set explosionKnockbackMaimedTime &amp;lt;time&amp;gt;'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.&lt;br /&gt;
* Use ''rc set shrapnelGroundLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.&lt;br /&gt;
* Use ''rc set shrapnelGroundDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that lands and then explodes in the ground (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelGroundForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that lands and then explodes in the ground (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneLethalRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players die from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneInjuryRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players take damage from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneKnockbackRange &amp;lt;value&amp;gt;'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.&lt;br /&gt;
* Use ''rc set shrapnelAirborneDamage &amp;lt;value&amp;gt;'' to set how much damage players take when caught in the injury radius from a shot that explodes in the air (damage is constant irrelevant of distance to the explosion).&lt;br /&gt;
* Use ''rc set shrapnelAirborneForce &amp;lt;value&amp;gt;'' to set the strength of the knockback from a shot that explodes in the air (knockback strength is also higher the closer you are to the explosion).&lt;br /&gt;
* Use ''rc set killerPlayerCardDuration &amp;lt;time&amp;gt;'' to define the minimum time the player card will show.&lt;br /&gt;
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.&lt;br /&gt;
* Use ''rc carbonPlayers &amp;lt;player_id&amp;gt; &amp;lt;score&amp;gt; &amp;lt;reason that allows spaces&amp;gt;'' command to add score to bots.&lt;br /&gt;
* Use ''rc set allowSpawnedPlayersSpectateOnly &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowed &amp;lt;true/false&amp;gt;'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.&lt;br /&gt;
* Use ''rc set freeflightCameraAllowedPostPermaDeath &amp;lt;value&amp;gt;'' to allow players in a single-life game mode to only be able to use the freeflight camera after they die. If the user is an admin, they can freely spectate.&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
* Introduced the following SDK props.&lt;br /&gt;
:» Prop_ww1_large_wood_sign&lt;br /&gt;
:» Prop_ww1_wood_sign&lt;br /&gt;
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable&lt;br /&gt;
:» Environment_ww1_soil_edge_01&lt;br /&gt;
:» Environment_ww1_soil_edge_02&lt;br /&gt;
:» Environment_ww1_soil_edge_03&lt;br /&gt;
:» Prop_ww1_hanging_cloth&lt;br /&gt;
:» Artillery_Movable_FieldGun_Howitzer_Destructible_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod&lt;br /&gt;
:» Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Long_Mod&lt;br /&gt;
:» Prop_White_Wooden_Sign_Short_Mod&lt;br /&gt;
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreen_Mod&lt;br /&gt;
:» Functional_SpawnMenuCharacterScreenEmpty_Mod&lt;br /&gt;
* Exposed the following feature for modders through IHoldfastSharedMethods3.&lt;br /&gt;
:» ''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.&lt;br /&gt;
:» ''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.&lt;br /&gt;
:» ''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.&lt;br /&gt;
:» ''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.&lt;br /&gt;
:» ''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.&lt;br /&gt;
:» ''void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);'' - This will be called when a player connects to a server. This is server only. Here’s the normal flow: OnPlayerConnected &amp;gt; Tell the player to loading screen &amp;gt; Player picks faction and class &amp;gt; OnPlayerJoined.&lt;br /&gt;
:» ''void OnPlayerDisconnected(int playerId);'' - This will be called when a player leaves a server. This is server only. Unlike OnPlayerLeave, this happens even on people that didn't spawn in.&lt;br /&gt;
:&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.&lt;br /&gt;
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.&lt;br /&gt;
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.&lt;br /&gt;
* Solved a visual bug where cannon wheels would snap to position when moved.&lt;br /&gt;
* Solved an issue with the bayonet going invisible when attaching or detaching.&lt;br /&gt;
* Solved an issue with naming conventions for certain Austrian uniforms.&lt;br /&gt;
* Solved an issue with snow coverage flickering on the screen.&lt;br /&gt;
* Solved an issue that could sometimes cause the game to crash when mounted.&lt;br /&gt;
* Solved multiple issues with horse saddles.&lt;br /&gt;
* Solved an issue with the officer line marker drawing over carriable flags.&lt;br /&gt;
* Solved an issue with the conquest flag order on Arendan River.&lt;br /&gt;
* Solved an issue with floating ladders on Fort Darial.&lt;br /&gt;
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.&lt;br /&gt;
* Solved multiple issues on Al Uddin Ruins with missing script objects.&lt;br /&gt;
* Patched more pathways on Glacier preventing unruly fellows from going over the border.&lt;br /&gt;
* Solved an issue with one of the buildings floating on Fort Imraan.&lt;br /&gt;
* Solved an issue with destruction on Hills of Tyrol.&lt;br /&gt;
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.&lt;br /&gt;
* Solved an issue with collision detection in one of the tunnels on Freurlund.&lt;br /&gt;
* Solved an issue with collision detection on one of the bunkers in Sacrifice.&lt;br /&gt;
* Solved an issue with a gap being present on the border of Martello Tower.&lt;br /&gt;
* Performed various small fixes on Countryside.&lt;br /&gt;
* Solved an issue with a flag floating on Fort Pierre.&lt;br /&gt;
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.&lt;br /&gt;
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.&lt;br /&gt;
* Solved an issue with swimming on Island Plains.&lt;br /&gt;
* Solved an issue with spawn icons for South Sea Castle being incorrect.&lt;br /&gt;
* Solved an issue with shadows on Aunby Valley.&lt;br /&gt;
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.&lt;br /&gt;
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.&lt;br /&gt;
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.&lt;br /&gt;
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.&lt;br /&gt;
* Solved an issue where players could sometimes detach their player camera and go into free flight.&lt;br /&gt;
* Solved an issue with cliff mod LODs culling too soon.&lt;br /&gt;
* Solved issues with multiple incorrect naming conventions on SDK props.&lt;br /&gt;
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.&lt;br /&gt;
* Solved multiple issues with normals on desert structures.&lt;br /&gt;
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.&lt;br /&gt;
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.&lt;br /&gt;
* Solved an issue with sappers being unable to build their emplacements in certain locations.&lt;br /&gt;
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.&lt;br /&gt;
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.&lt;br /&gt;
* Solved multiple issues with capture point indicators.&lt;br /&gt;
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show.  &lt;br /&gt;
* Solved multiple other minor issues.&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2575</id>
		<title>Remote Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2575"/>
		<updated>2023-07-04T11:42:25Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Game Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers settings that can be reached through the in-game console (bound to F1 by default).  While there are more console commands possible, these are the most commonly used and useful ones.&lt;br /&gt;
&lt;br /&gt;
==Using The Console==&lt;br /&gt;
===Logging In As Admin===&lt;br /&gt;
All commands will require login with the admin password first (see [[Server Hosting#Basic Configuration &amp;amp; Starting the Server|Server Hosting]] for how to set the &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt;).  You only need to log on once per session (i.e. each time you reconnect to a server, but not on map rotation).  The command to login is below and is case sensitive.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc login &amp;lt;server_admin_password&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you donât see any console output confirming the login, hit F1 a couple of times to close and reopen the console.&lt;br /&gt;
&lt;br /&gt;
===Sending Remote Commands===&lt;br /&gt;
All commands  are prefixed with &amp;lt;code&amp;gt;rc &amp;lt;/code&amp;gt; to distinguish them from console commands that run on your local game only.  For example, &amp;lt;code&amp;gt;rc help&amp;lt;/code&amp;gt; prints the list of rc commands and some descriptive help text.  If you just type &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; you would only get the ''local'' console commands rather than the remote commands.&lt;br /&gt;
&lt;br /&gt;
The console also has auto completion by pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; for most commands (if not all arguments).  This means that you can type a partial command, hit &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;, and it will complete the rest of the command up to the point where there is no ambiguity.  This is handy if you can only remember the start of the command, or to correct the case used for commands as the console is case sensitive.&lt;br /&gt;
&lt;br /&gt;
''Examples:''&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc set drawFir&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc set drawFirearmTrajectories&amp;lt;/code&amp;gt;&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc carbonPlayers force&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc carbonPlayers forceInput&amp;lt;/code&amp;gt; as it cannot choose between &amp;lt;code&amp;gt;forceInputRotation&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;forceInputAxis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Sending Multiple Commands Per Line===&lt;br /&gt;
If you want to run multiple commands in a single line, they can be issued with a semi-colon (&amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt;) separating each command, as below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc &amp;lt;command1&amp;gt;; &amp;lt;command2&amp;gt;; &amp;lt;command3&amp;gt;; &amp;lt;command4&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to broadcast a message to begin fighting, turn off god mode, and enable firing as separate commands, you would have to enter the following lines:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!&lt;br /&gt;
rc set characterGodMode 1&lt;br /&gt;
rc set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To issue this as a single line command, you would write it as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delayed Execution Commands===&lt;br /&gt;
If you want to run a command at a specific time in the current map, you can issue a &amp;lt;code&amp;gt;delayed&amp;lt;/code&amp;gt; command to run at a specified time.  This takes the format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed &amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time parameter is issued in ''seconds'', and will activate when the in-game clock reaches the specified time.  So a time of 300 will activate when the clock hits 5:00.  Multiple commands can be queued up in this way to activate at a set time.  On servers with unlimited clocks, the time will never be reached so the command will activate immediately.&lt;br /&gt;
&lt;br /&gt;
For example, if you want to issue the All Charge command in a linebattle at the 8 minute mark, with a warning at 10:00, you could use the commands:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed 600 broadcast All charge at 08:00&lt;br /&gt;
rc delayed 480 broadcast All Charge!  No Firing!&lt;br /&gt;
rc delayed 480 set allowFiring false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Some commands take arguments that determine how they behave.  You've already seen one example of this - the ''server_admin_password above'' is an argument to the ''login'' command.  Another would be setting God Mode on the servers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;   Enables god mode, the argument is ''1''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 0&amp;lt;/code&amp;gt;  Disables god mode, the argument is ''0''. &lt;br /&gt;
&lt;br /&gt;
Where commands take arguments, they will be listed in angle brackets (&amp;lt;code&amp;gt;&amp;lt;argument&amp;gt;&amp;lt;/code&amp;gt;).  In some cases, arguments are optional.  These will be surrounded by square brackets (&amp;lt;code&amp;gt;[&amp;lt;optionalArgument&amp;gt;]&amp;lt;/code&amp;gt;).  Where more than one optional argument is available, all arguments up to the desired argument must be given.&lt;br /&gt;
&lt;br /&gt;
e.g. For a command of the form &amp;lt;code&amp;gt;rc command &amp;lt;argument1&amp;gt; [&amp;lt;optional1&amp;gt;] [&amp;lt;optional2&amp;gt;] [&amp;lt;optional3&amp;gt;]&amp;lt;/code&amp;gt;, to use &amp;lt;code&amp;gt;&amp;lt;optional2&amp;gt;&amp;lt;/code&amp;gt;, we must also provide &amp;lt;code&amp;gt;&amp;lt;optional1&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
Arguments will be listed in the form &amp;lt;code&amp;gt;''argument'' (type): description&amp;lt;/code&amp;gt;, where ''argument'' is the name of the argument, ''type'' indicates the form the argument takes, and finally a ''description'' of the argument.  Possible types of argument are:&lt;br /&gt;
{|&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;width:100px;&amp;quot; |String: ||Any amount of text&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Boolean: ||&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Integer: ||A non-floating point number (i.e. no decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Float: ||A floating point number (i.e. has decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |List: ||A specific list of options that will be provided (e.g. faction choices of British, Prussian, or French)&lt;br /&gt;
|}&lt;br /&gt;
''Notes:''&lt;br /&gt;
* Some arguments will require numbers representing a position or rotation.  These can be worked out in game by typing &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; in the console to give the current player's position and rotation.&lt;br /&gt;
* Some arguments will require the ID of a player.  This is visible in the Admin/Mute Players Window (reached by pressing &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; by default), or by using the command &amp;lt;code&amp;gt;rc playerlist&amp;lt;/code&amp;gt;.&lt;br /&gt;
* All remote commands can be added into your [[Server Configuration]] file for each map rotation, so you can automatically run commands when the map is selected.  For example, you may want to always spawn 100 bots on a certain map for training purposes.&lt;br /&gt;
===Top Level Commands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
|game &amp;lt;[[Maps|MapName]]&amp;gt; &amp;lt;mapRotationIndexToOverload&amp;gt; [&amp;lt;[[Game_Modes|GameMode]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;]&lt;br /&gt;
|Change level to &amp;lt;[[Maps|MapName]]&amp;gt; using the settings defined in &amp;lt;mapRotationIndexToOverload&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Optional overloads &amp;lt;[[Game_Modes|GameMode]]&amp;gt;, &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; and &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc game BlackForest 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
:* [[Maps|MapName]] (String): Name of the map, same as in a server config file&lt;br /&gt;
:* &amp;lt;mapRotationIndexToOverload&amp;gt; (Integer): map rotation number&lt;br /&gt;
:* [[Game_Modes|GameMode]] (String): game mode to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|AttackerFaction]] (String): attacking faction to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|DefendingFaction]] (String): defending faction to use (optional)&lt;br /&gt;
|-&lt;br /&gt;
|help [&amp;lt;command&amp;gt;]&lt;br /&gt;
|Display help text about console commands&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc help get&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (String): Optionally provide another command name to get further help on that specific command.&lt;br /&gt;
|-&lt;br /&gt;
|broadcast &amp;lt;message&amp;gt;&lt;br /&gt;
|Send an admin message to all players on the server (can also be done in Admin chat with &amp;lt;code&amp;gt;/bc &amp;lt;message&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc broadcast Live at 18:30&amp;lt;/code&amp;gt;&lt;br /&gt;
|''message'' (String): The text you want to broadcast.  Subsequent calls to this will immediately replace the current message.&lt;br /&gt;
|-&lt;br /&gt;
|carbonPlayers &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;] &lt;br /&gt;
|Bot controls.  For more details see the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|See the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|-&lt;br /&gt;
|cls&lt;br /&gt;
|Clear the console.  Useful if you're recording and want to clear your admin password before starting.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fileReloader &amp;lt;fileType&amp;gt;&lt;br /&gt;
|Allows reloading of server configuration files without a server reboot.  Useful for refreshing ban lists or tweaking [[Server_Configuration|map rotations]].&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc fileReloader serverConfigFile&amp;lt;/code&amp;gt;&lt;br /&gt;
|''fileType'' (List): One of the following options.&lt;br /&gt;
:* serverConfigFile: The [[Server_Configuration|Server Configuration]] file&lt;br /&gt;
:* blackWhiteLists: The blacklist / whitelist&lt;br /&gt;
:* bannedPlayers: Banned players file&lt;br /&gt;
:* mutePlayersVoip: The VOIP muted players file&lt;br /&gt;
:* mutePlayersChat: The chat muted players file&lt;br /&gt;
:* all: Loads all but the Server Configuration.&lt;br /&gt;
|-&lt;br /&gt;
|get [&amp;lt;variable&amp;gt;]&lt;br /&gt;
|Fetches the value of a server setting (or all values if no variable provided).  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc get characterGodMode&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
|-&lt;br /&gt;
|mapRotation &amp;lt;index&amp;gt;&lt;br /&gt;
|Switches to the map configuration specified in the [[Server_Configuration|Server Configuration]] file.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc mapRotation 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''index'' (Integer): The number of the rotation to switch to.  The first in the file is 1, the second 2, etc.&lt;br /&gt;
|- &lt;br /&gt;
|playerlist [mode]&lt;br /&gt;
|List the players connected to the server&lt;br /&gt;
|''mode'' (String): One of the following options:&lt;br /&gt;
:* connected: (default) List players that are connected to the server (both spawned and not spawned in)&lt;br /&gt;
:* ingame: List players that are currently mid-round (spawned in)&lt;br /&gt;
:* not-ingame: List players who aren't in-game (not spawned in, not on scoreboard)&lt;br /&gt;
|-&lt;br /&gt;
|scorelog&lt;br /&gt;
|Prints out a score log including a list of who killed who&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|serverAdmin &amp;lt;command&amp;gt; &amp;lt;ID&amp;gt;&lt;br /&gt;
|Server admin commands.  All generally accessible through the in-game &amp;quot;P&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc serverAdmin slay 14&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (List): One of the following commands.&lt;br /&gt;
:* ban&lt;br /&gt;
:* kick&lt;br /&gt;
:* chatMute&lt;br /&gt;
:* chatUnmute&lt;br /&gt;
:* voipMute&lt;br /&gt;
:* voipUnmute&lt;br /&gt;
:* permChatMute&lt;br /&gt;
:* permVoipMute&lt;br /&gt;
:* slay&lt;br /&gt;
:* slap&lt;br /&gt;
:* say&lt;br /&gt;
&lt;br /&gt;
''ID'' (Integer): The ID of the player to affect&lt;br /&gt;
|-&lt;br /&gt;
|set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|Sets the value of a server setting.  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
''value'' (?): The value and its type will depend on the variable used.&lt;br /&gt;
|-&lt;br /&gt;
|teleport &amp;lt;target/s&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
|Teleports a specified player / set of players to another position on the map.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc teleport me 200.5,11.1,435&amp;lt;/code&amp;gt;&lt;br /&gt;
|''target/s'' (Integer): The ID of the player&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''target/s'' (String): Either ''me'', ''all'', ''defending'', or ''attacking''&lt;br /&gt;
&lt;br /&gt;
''destination'' (Floats): The X,Y,Z co-ordinate in space for the teleport - the Y co-ordinate is height, so try to drop them gently!&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''destination'' (String): Can be set to ''me'' to spawn on the player&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| emplacementLimit &amp;lt;emplacement&amp;gt; &amp;lt;side&amp;gt; &amp;lt;limit&amp;gt;&lt;br /&gt;
| Sets the number of emplacements of a particular type that are buildable for each team&lt;br /&gt;
| ''emplacement'' (List): An [[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&lt;br /&gt;
&lt;br /&gt;
''side'' (List): Either ''attacking'' or ''defending''&lt;br /&gt;
&lt;br /&gt;
''limit'' (Integer): The limit to set&lt;br /&gt;
|- &lt;br /&gt;
| restart &amp;lt;parameter&amp;gt;&lt;br /&gt;
| Restarts the server based on a parameter&lt;br /&gt;
| ''parameter'' (List): Either ''status'', ''now'', or ''cancel''&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesSpawn &amp;lt;numhorses&amp;gt; [&amp;lt;faction&amp;gt;] [&amp;lt;cavalryClass&amp;gt;]&lt;br /&gt;
| Spawns riderless horses&lt;br /&gt;
| ''numhorses'' (Integer): The number to spawn&lt;br /&gt;
&lt;br /&gt;
''faction'' (List): ''British'', ''French'', or ''Prussian''&lt;br /&gt;
&lt;br /&gt;
''cavalryClass'' (List): ''Dragoon'' or ''Hussar''&lt;br /&gt;
|- &lt;br /&gt;
| vehiclesDespawn &amp;lt;ID&amp;gt;&lt;br /&gt;
| Despawn a horse&lt;br /&gt;
| ''ID' (Integer): The ID of the horse to despawn.&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesManager &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
| Server management for spawned horses (similar to bot controls)&lt;br /&gt;
| See section  on [[#Horse Bot Commands|Horse Bot Commands]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuration Variables===&lt;br /&gt;
There are a number of server-side variables that can be tweaked which affect how the game behaves.  These generally carry over between map rotations, so once they're set they can only be reset manually or by restarting the server.  A recommendation for server owners would be to add the appropriate commands to set defaults into their starter map rotation (such as Training Grounds) so that they can restore the settings without a restart.  See [[Server Configuration]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;lt;code&amp;gt;rc get&amp;lt;/code&amp;gt; will list the full set of variables and their current values.  The ones listed below are those likely to be of use to server admins.  &lt;br /&gt;
&lt;br /&gt;
As of [[Game_Version_0.3X#0.38|version 0.38]], all settings below can be reset to their default values by issuing the command &amp;lt;code&amp;gt;rc set default&amp;lt;/code&amp;gt;.  This is useful to insert into specific [[Server_Configuration|map rotations]] as an easy reset.&lt;br /&gt;
====Game Settings====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| default || Resets all settings to default. || Does not take an argument || N/A&lt;br /&gt;
|-&lt;br /&gt;
| characterGodMode &amp;lt;setting&amp;gt; || GOD MODE for characters || setting (List): ''0'' to enable, ''1'' to enable for all players, ''2'' to enable for attackers, ''3'' to enable for defenders || ''0''&lt;br /&gt;
|-&lt;br /&gt;
| allowFriendlyDamageDefences &amp;lt;enable&amp;gt; || If enabled, friendly players may destroy the emplacements created by their own faction || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterFallDamageEnabled &amp;lt;enable&amp;gt; || Toggles players' fall damage || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| forceFirstPersonMode &amp;lt;enable&amp;gt;  || Toggles forced first person mode || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowArtyFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot artillery || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| meleeArenaAllowShooting &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms in meleearena || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawCannonPathTrajectories &amp;lt;enable&amp;gt; || Draw Cannon Path Trajectories || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawFirearmTrajectories &amp;lt;enable&amp;gt; || Broadcasts debug info to the clients when a player shoots a firearm.  If you want to clear existing trajectories, get people to shoot into the ground in first person (i.e. bury the trajectories) before turning off. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| broadcastMeleeDebugDataStrikeInfo &amp;lt;enable&amp;gt; || Broadcasts hit info for the melee debug data to debug melee strikes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowPreviewAnimations &amp;lt;enable&amp;gt; || Allows usage of the preview animations on the clients (dance, etc...) || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| lanternsAsProjectiles &amp;lt;enable&amp;gt; || Allows usage of hand held lanterns as artillery projectiles || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| maxDistanceAllowedForHealing &amp;lt;distance&amp;gt; || Specifies the max distance for surgeon heals || distance (Float): The healing distance || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| fullPlayerHealingProcessTime &amp;lt;time&amp;gt; || Specifies the full time in seconds for a full healing process to finish || time (Float): The time in seconds || ''10''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;enable&amp;gt; || Specifies whether voice chat is enabled or not || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|faction]]&amp;gt; || Specifies whether voice chat is enabled for a certain faction || enable ([[Server_Configuration_Enums#Attacking Or Defending|faction]]): ''Attacking'' to enable for attackers only, ''Defending'' to enable for defenders only. || ''Both''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChat3D &amp;lt;enable&amp;gt; || Specifies the spatial settings of the Voice Chat players || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| attackingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the attacking faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| defendingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the defending faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| spawnSectionsCapturable &amp;lt;enable&amp;gt; || Toggles the ability to make spawn capture points capturable || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| autoWeatherRotation &amp;lt;enable&amp;gt; || Specifies whether the server switches the weather automatically at random intervals || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterRespawnTime &amp;lt;time&amp;gt; || Instructs the clients to change the respawn time.  If lower than 5 may still show a 5s progress bar. || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
|characterDynamicRespawnTime&lt;br /&gt;
|Instructs the clients to change the respawn time. This also affects tents and table respawn times, unlike ''characterRespawnTime''.&lt;br /&gt;
|time (Float): The time in seconds&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
| explosionScaleMultiplier &amp;lt;multiplier&amp;gt; || Specifies the explosion scale multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ragdollForceMultiplier &amp;lt;multiplier&amp;gt; || Specifies the ragdoll effects multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| orderSystemEnabled &amp;lt;enable&amp;gt; || Toggles the officer order system.  Defaults to true. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| instantBuildMode &amp;lt;enable&amp;gt; || Toggles instant emplacement building. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| crouchToStrikeDelay &amp;lt;time&amp;gt; || Set minimum delay between going from crouch to melee strike (Default: 0.1 = transition time from crouch to combat stance). || time (Float): The time in seconds || ''0.1''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToIdleDelay &amp;lt;time&amp;gt; || The duration it takes for a pressed block to return to idle ('block lingering') || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockLingerToStrikeMinDelay &amp;lt;time&amp;gt; || The duration after which you are allowed to exit 'block lingering' to perform a strike (default 0.05). Lower to make feints quicker, increase to slow down feinting. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToBlockWindow &amp;lt;time&amp;gt; || Time window in which you are allowed to directly switch to a block after letting go off another block. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| show_serverperformance_warning &amp;lt;enable&amp;gt; || Toggles the server performance indicators. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| roundEndPlayerWin &amp;lt;playerID&amp;gt; || Forces a round to end with a win condition on a certain player. ||&lt;br /&gt;
|-&lt;br /&gt;
| roundEndFactionWin &amp;lt;faction&amp;gt; [&amp;lt;reason&amp;gt;] || Forces a round to end with a win condition on a certain faction. || [[Server Configuration Enums#Faction|faction]] (list): Faction name&lt;br /&gt;
[[Server Configuration Enums#Faction Round Winner Reason|reason]] (list): Check your ''reason'' is valid for current gamemode.&lt;br /&gt;
|-&lt;br /&gt;
|shouldUnlockMouse &amp;lt;enable&amp;gt;&lt;br /&gt;
|client side command, toggles displaying the mouse cursor (disabling camera controls while this is set to true)&lt;br /&gt;
|enable (Boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
|longRangeHeadshotDamage&lt;br /&gt;
|Set the amount of damage headshots deal on long range. 0 = none, 1.0 = all health (instant kill/default). Long Range = 150*m or beyond. &lt;br /&gt;
|Multiplier (float): Normalized range of 0 to 1&lt;br /&gt;
|1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavalry Management====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForAll &amp;lt;enable&amp;gt; || Allows all characters to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForOfficer &amp;lt;enable&amp;gt; || Allows officers to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| useSpecialHorseVariants &amp;lt;enable&amp;gt; || Spawn the holiest of horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterDismounted &amp;lt;time&amp;gt; || Despawn time for a horse after the death/dismount of his rider. || time (Float): The time in seconds || ''30''&lt;br /&gt;
|-&lt;br /&gt;
| secondsSpawnedBeforeDespawn &amp;lt;time&amp;gt; || Defines the time a horse needs to have been alive before it gets despawned. || time (Float): The time in seconds || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterHealthUpdated &amp;lt;time&amp;gt; || 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. || time (Float): The time in seconds || ''15''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowCollisionSlowdown  &amp;lt;enable&amp;gt; || If the horse hits another obstacle (tree/wall/rock/other horse) should the horse slow down/stop. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageRearing &amp;lt;enable&amp;gt; || If the horse is hit by damage should the horse do the rearing animation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageSlowdown &amp;lt;enable&amp;gt; || If the horse is hit by damage, should the horse be slowed down || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
|vehicleDamageResistanceMultiplier&lt;br /&gt;
|Scales the damage to the horse from any damage source&lt;br /&gt;
|multiplier (float): A multiplier value&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicleAirForwardMultiplier&lt;br /&gt;
|Multiplier for the jump forward of the horses&lt;br /&gt;
|multiplier (float): A multiplier value&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|vehicleJumpHeightMultiplier&lt;br /&gt;
|Multiplier for the jump height of the horses.&lt;br /&gt;
|multiplier (float): A multiplier value&lt;br /&gt;
|1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Character Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterJumpForce &amp;lt;force&amp;gt; || The jump force of the characters || force (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunSpeed &amp;lt;multiplier&amp;gt; || The run speed of the characters (multiplies with below options) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunForwardSpeed &amp;lt;multiplier&amp;gt; || The forward run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkSpeed &amp;lt;multiplier&amp;gt; || The walk speed of the characters (multiplies with below options).  This will also apply when walking while holding objects (e.g. ammo boxes) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkForwardSpeed &amp;lt;multiplier&amp;gt; || The forward walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|}&lt;br /&gt;
====Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterInfiniteFirearmAmmo &amp;lt;enable&amp;gt; || Toggles infinite firearm ammo for testing purposes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponDamageScale &amp;lt;scale&amp;gt; || Sets the scale of the damage that weapons do (NOT CURRENTLY WORKING) || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponApplyHorizontalDeviation &amp;lt;enable&amp;gt; || Specifies whether the firearm weapons apply horizontal deviation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponFirearmApplyDrop &amp;lt;enable&amp;gt; || Specifies whether hand weapons can damage DamageableObjects ''(does not appear to be implemented)'' || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
|characterWeaponInfiniteRange&lt;br /&gt;
|Toggles infinite firearm ranges for testing purposes or custom gamemodes&lt;br /&gt;
|enable (Boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockStunTime &amp;lt;time&amp;gt; || The duration of a melee block stun || time (Float): The time in seconds || ''0.8''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || ''0.35''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeInterruptedStunTime &amp;lt;time&amp;gt; || The duration of a melee interrupted stun || time (Float): The time in seconds || ''0.4''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedTime &amp;lt;time&amp;gt; || The duration of a maim || time (Float): The time in seconds || ''1.5''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackMaimedTime &amp;lt;time&amp;gt; || The duration of a maim from secondary attack (shove/kick) || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedMovementTime &amp;lt;time&amp;gt; || The duration of a maim movement || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackTime &amp;lt;time&amp;gt; || The duration of a secondary attack duration || time (Float): The time in seconds || ''0.85''&lt;br /&gt;
|-&lt;br /&gt;
| secondaryAttackCooldownDuration &amp;lt;time&amp;gt; || The duration of the cooldown between secondary attacks || time (Float): The time in seconds || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| meleeChambering &amp;lt;enable&amp;gt; || Toggles melee chambering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowBlocking &amp;lt;enable&amp;gt; || Make it possible to disable melee blocks || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowWeaponHoldSwapOverride &amp;lt;enable&amp;gt; || Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterExplosiveFirearms &amp;lt;enable&amp;gt; || Enables or disables the ability for firearms to shoot exploading projectiles. || enable (Boolean): ''true'' to enable, ''false'' to disable|| ''false''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover speed.  Note this will also affect cannon recoil! || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| allowAmmoSelectorUIDebugShow &amp;lt;enable&amp;gt; || Allows players to use the debugging ammo selector panel.  This is bound to ''O'' by default and will open an instant artillery ammo selection panel. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| pathProjectileVelocity &amp;lt;value&amp;gt; || Sets the path velocity of the rocket projectile with given input || value (Float): Value to set || ''145''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileVelocity &amp;lt;value&amp;gt; || Sets the velocity of the rocket projectile with given input || value (Float): Value to set || ''22''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileGravity &amp;lt;value&amp;gt; || Change gravity of the rocket || value (Float): Value to set || ''40''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDamageRadius &amp;lt;value&amp;gt; || The radius of the rocket projectile's impact || value (Float): Value to set || ''3''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileRandomizedInterval &amp;lt;value&amp;gt; || The frequency of random positioning of the projectile in seconds || value (Float): Value to set || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDeviation &amp;lt;value&amp;gt; || Set a positive value that can be used to randomize the flight deviation || value (Float): Value to set || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileDamageRadius &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar aoe damage || value (Float): Value to set || ''3.5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileVelocity &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar projectile velocity || value (Float): Value to set || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| artyProjectileBounceSpeedReduction &amp;lt;value&amp;gt; || Set a positive value that can be used for bounce slowdowns || value (Float): Value to set || ''0.666''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Naval====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| shipDrivingFieldsScale &amp;lt;scale&amp;gt; || Specifies the scale of the fields that are used when driving ships. Multiplies their speed. || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| shipFlyMode &amp;lt;enable&amp;gt; || Interplentary travel! Enable ships to fly. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| windDirectionAffectsShipSpeed &amp;lt;enable&amp;gt; || Specifies whether the wind direction affects the speed of the ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTime &amp;lt;time&amp;gt; || Rowboat spawning action duration || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTimeWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning action duration while sinking || time (Float): The time in seconds || ''0.5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns || time (Float): The time in seconds || ''120''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawnsWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns while sinking || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| shipSailWindUnitMultiplier &amp;lt;multiplier&amp;gt; || Wind affect potency on the sails multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning rowboats to end || time (Float): The time in seconds|| ''30''&lt;br /&gt;
|-&lt;br /&gt;
| gunboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning gunboats to end || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| allowShipStealing &amp;lt;enable&amp;gt; || Allow the enemy to steer enemy ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| autoKillableBoatCooldownTimer &amp;lt;time&amp;gt; || Time it takes for rowboats and gunboats to destroy themselves after no player interaction || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| renderOcean &amp;lt;enable&amp;gt; || Toggles the ocean rendering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weather Settings===&lt;br /&gt;
These settings will allow you to change the time of day and weather of the current map. All weather and time of day are combined into presets.&lt;br /&gt;
&lt;br /&gt;
Weather presets may only be used on maps that fit their theme, for example you cannot use sand presets, on snow or forest maps. Modmap may use all presets.&lt;br /&gt;
&lt;br /&gt;
These commands should be prefixed with &amp;lt;code&amp;gt;rc nature&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set the wind direction to North, &amp;lt;code&amp;gt;rc nature wind North&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| preset &amp;lt;name&amp;gt;|| Set the weather to one of the defined presets || name (List): The name of the preset to select from the [[#Weather Presets|list here]]&lt;br /&gt;
|-&lt;br /&gt;
| wind &amp;lt;value&amp;gt; [&amp;lt;transitionTime&amp;gt;] || Set the direction of the wind Z (Does not appear to do much at the moment) || value (List): One of ''North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest''&lt;br /&gt;
&lt;br /&gt;
transitionTime (Float): The length of time in s for the change to happen over (defaults to 0s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Weather Presets=====&lt;br /&gt;
* Forest_Clear_Day&lt;br /&gt;
* Forest_Clear_Night&lt;br /&gt;
* Forest_Clear_Dawn&lt;br /&gt;
* Forest_Rain_Day&lt;br /&gt;
* Forest_Rain_Night&lt;br /&gt;
* Forest_Rain_Dawn&lt;br /&gt;
* Forest_Storm  &lt;br /&gt;
* Forest_Fog_Light&lt;br /&gt;
* Forest_Fog_Medium&lt;br /&gt;
* Forest_Fog_Heavy&lt;br /&gt;
* Snow_Clear_Day&lt;br /&gt;
* Snow_Clear_Night&lt;br /&gt;
* Snow_Clear_Dawn&lt;br /&gt;
* Snow_Snowing_Day&lt;br /&gt;
* Snow_Snowing_Night&lt;br /&gt;
* Snow_Snowing_Dawn&lt;br /&gt;
* Snow_Snowstorm&lt;br /&gt;
* Ocean_Clear_Dawn&lt;br /&gt;
* Ocean_Clear_Day&lt;br /&gt;
* Ocean_Clear_Night&lt;br /&gt;
* Ocean_Fog_Heavy&lt;br /&gt;
* Ocean_Fog_Light&lt;br /&gt;
* Ocean_Fog_Medium&lt;br /&gt;
* Ocean_Rain_Dawn&lt;br /&gt;
* Ocean_Rain_Day&lt;br /&gt;
* Ocean_Rain_Night&lt;br /&gt;
* Ocean_Storm&lt;br /&gt;
* Sand_Clear_Dawn&lt;br /&gt;
* Sand_Clear_Day&lt;br /&gt;
* Sand_Clear_Night&lt;br /&gt;
* Sand_Fog_Heavy&lt;br /&gt;
* Sand_Fog_Light&lt;br /&gt;
* Sand_Fog_Medium&lt;br /&gt;
* Sand_Sandstorm&lt;br /&gt;
* Snow_Fog_Heavy&lt;br /&gt;
* Snow_Fog_Light&lt;br /&gt;
* Snow_Fog_Medium&lt;br /&gt;
* Forest_Storm_Foggy&lt;br /&gt;
* Forest_Dark_Night&lt;br /&gt;
* Snow_Dark_Night&lt;br /&gt;
* Ocean_Dark_Night&lt;br /&gt;
&lt;br /&gt;
===Bot Commands===&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc carbonPlayers &amp;lt;/code&amp;gt;.  Note that most commands apply to all bots, except where a bot could literally not follow the command (non-flagbearers switching to a BearingFlag for example).&lt;br /&gt;
e.g. To spawn 50 bots you would issue the command &amp;lt;code&amp;gt;rc carbonPlayers spawn 50&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Most commands require prerequisites such as &amp;quot;be close to the object/horse/player&amp;quot;, have line of sight, or be the correct class.'''&lt;br /&gt;
&lt;br /&gt;
===== Bot commands =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| spawn &amp;lt;number&amp;gt; [&amp;lt;interval&amp;gt;] || Spawn a number of bots on the server.  Bots spawn (and respawn) as random classes and factions distributed across spawn points. || number (Integer): The number of bots to spawn interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| spawnSpecific &amp;lt;[[Server_Configuration_Enums#Faction|faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|class]]&amp;gt; [&amp;lt;name&amp;gt;] [&amp;lt;regiment tag&amp;gt;] [&amp;lt;uniform id&amp;gt;] || Spawns a specific bot. || Name needs to have no spaces, regiment requires someone from that regiment to be in the server&lt;br /&gt;
|-&lt;br /&gt;
| disperse || Randomly disperse bots over the map || N/A&lt;br /&gt;
|- &lt;br /&gt;
| join || Join all of the bots in the centre of the map || N/A&lt;br /&gt;
|-&lt;br /&gt;
| ignoreAutoControls &amp;lt;enable&amp;gt; || Toggles whether the bots will use the auto controls or be controlled directly through a script mod || Used by modding&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots shuffle around randomly, or respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forceInputRotation &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots spin around randomly, or respond to the value set by ''inputRotation'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the movement inputs for ALL bots || sideways (Float): The amount of strafe input in the range -1 to +1. Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
|-&lt;br /&gt;
| inputRotation &amp;lt;rotation&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the direction for ALL bots to face || direction (Float): The direction in degrees taken from North. i.e. 90 is East, 180 South, etc.&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; to see your character's current rotation.&lt;br /&gt;
|-&lt;br /&gt;
| playerAction &amp;lt;[[Server_Configuration_Enums#Player_Actions|action]]&amp;gt; [&amp;lt;playerId&amp;gt;] || Tells all bots, or a specific bot, to take a certain action || action (List): See the [[Server_Configuration_Enums#Player_Actions|list of actions]].&lt;br /&gt;
&lt;br /&gt;
Some actions require multiple actions in a sequence to take effect.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;rc carbonPlayers playerAction StartGestureAnimation PlayerGesturePray&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| switchWeapon [&amp;lt;weapon&amp;gt;] [&amp;lt;playerId&amp;gt;] || Tell all bots to switch to this weapon (if they have it in their loadout) || weapon (List): See the [[Server_Configuration_Enums#Weapon|list of weapons]]. &lt;br /&gt;
&lt;br /&gt;
With no argument will switch between fists and firearm.&lt;br /&gt;
|-&lt;br /&gt;
| switchNextWeapon [&amp;lt;playerId&amp;gt;]|| Tell all bots to switch to their next weapon in their loadout || N/A&lt;br /&gt;
|-&lt;br /&gt;
| autoWeaponSwitchToggle &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Tell all bots to auto switch their weapons || N/A&lt;br /&gt;
|-&lt;br /&gt;
| voicePhrase &amp;lt;phrase&amp;gt; [&amp;lt;playerId&amp;gt;]|| Bots will shout this phrase || phrase (List): See the [[Server_Configuration_Enums#Voice Phrases|list of voice phrases]].&lt;br /&gt;
|-&lt;br /&gt;
| randomVoicePhrase [&amp;lt;playerId&amp;gt;] || Bots will each shout a random phrase || N/A&lt;br /&gt;
|-&lt;br /&gt;
| equipCarryableItem &amp;lt;carryableObjectType&amp;gt; [&amp;lt;playerId&amp;gt;] [&amp;lt;inworldItemId&amp;gt;]|| Bots will equip a carryable object || carryableObjectType : See the [[Server_Configuration_Enums#Carryable Objects|List of carryable objects]]. &lt;br /&gt;
&lt;br /&gt;
inworldItemId is an optional field if you want to carry an existent inworld item (like an ammobox that will be placed when dropped). &lt;br /&gt;
|-&lt;br /&gt;
| pitch &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will pitch towards the value. Used for aiming and melee attacks. || value ranges from -1.5 (downmost) to 2 (upmost).&lt;br /&gt;
|-&lt;br /&gt;
| yaw &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will twist their body towards the value. Used on horses. || value ranges from -90 to 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
| setRunning &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will toggle their run mode. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| startHealing &amp;lt;healerId&amp;gt; &amp;lt;targetPlayerId&amp;gt; || Specific bot will try start healing someone else || N/A&lt;br /&gt;
|-&lt;br /&gt;
| stopHealing &amp;lt;healerId&amp;gt; || Specific bot will stop healing whoever he is currently healing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| instrumentPlay &amp;lt;playerId&amp;gt; &amp;lt;instrumentType&amp;gt; &amp;lt;songId&amp;gt; || Specific bot starts playing a song || instrumentType : See the [[Server_Configuration_Enums#Instruments|List of Instrument Types]], songId : See the [[Server_Configuration_Enums#Instrument_Songs|List of Songs]]&lt;br /&gt;
|-&lt;br /&gt;
| instrumentStop &amp;lt;playerId&amp;gt; || Specifies a bot to stop playing whatever song he's playing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| interactableObject &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;interactionType&amp;gt; &amp;lt;transitionId&amp;gt; || Allows a bot to interact with an inworld object || use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what actions are. Get the InteractionType and transitionid by mounting the object and pressing f2. Look for the &amp;quot;Activation Type&amp;quot; and the &amp;quot;Tranition Index&amp;quot; at the end. Get off the object and press f2 and use the new values to get them off.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot are floats&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingLadder &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xMoveRot is a float. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingRocket &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| mountVehicle &amp;lt;playerId&amp;gt; &amp;lt;vehicleId&amp;gt; [&amp;lt;mountTriggerId&amp;gt;] || Allows a bot to mount a vehicle || use the non-rc command &amp;quot;set showDebugVehicleSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what horse id's are.&lt;br /&gt;
|-&lt;br /&gt;
| dismountVehicle &amp;lt;playerId&amp;gt; || Allows a bot to dismount a vehicle || N/A&lt;br /&gt;
|-&lt;br /&gt;
| highCommandOrder &amp;lt;playerId&amp;gt; &amp;lt;highCommandOrderType&amp;gt; &amp;lt;bot position&amp;gt; &amp;lt;rotation y&amp;gt; || Allows a bot to create an order || highCommandOrderType: See the [[Server Configuration Enums#High Command Orders|List of Officer and Sergeant orders]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperChangeMode &amp;lt;playerId&amp;gt; &amp;lt;sapperMode&amp;gt; || Allows a bot to change his sapper build/deconstruct mode || sapperMode : See the [[Server_Configuration_Enums#Sapper_Build_Mode|List of sapper build modes]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperBuildItem &amp;lt;playerId&amp;gt; &amp;lt;emplacementType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation&amp;gt; &amp;lt;parentId&amp;gt; &amp;lt;socketId&amp;gt; || Allows a bot to build a sapper object || emplacementType : See the [[Server_Configuration_Enums#Emplacement_Type|List of sapper emplacement types]]. &lt;br /&gt;
&lt;br /&gt;
use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; and &amp;quot;set showDebugEmplacementSystem &amp;lt;enable&amp;gt;&amp;quot; to understand the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Horse Commands===&lt;br /&gt;
These commands will override '''ALL''' horses on the server, not just non-player horses.&lt;br /&gt;
&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc vehiclesManager&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set horse speed you would issue the command &amp;lt;code&amp;gt;rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt;  [&amp;lt;vehicleId&amp;gt;] || Sets the movement inputs for ALL horses|| sideways (Float): The amount of rotation input in the range -1 to +1.  Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
&lt;br /&gt;
interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| forceCappedSpeed &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Force a capped speed  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| cappedSpeed &amp;lt;speed&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the capped speed  || speed (float): The speed to set&lt;br /&gt;
|-&lt;br /&gt;
| forceRandomInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses input should be set randomly by ''forcedRandomInputAxisIntervalX '' and ''forcedRandomInputAxisIntervalY ''  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalX &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a X-axis (left/right) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalY &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a Y-axis (forward/backward) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| jumpAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to jump || N/A&lt;br /&gt;
|-&lt;br /&gt;
| rearAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to rear || N/A&lt;br /&gt;
|-&lt;br /&gt;
| listVehicles || Lists all active horses || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Naval===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| shiplist || List all spawned ships || N/A&lt;br /&gt;
|-&lt;br /&gt;
| spawnships &amp;lt;[[Server_Configuration_Enums#Ship_Type|ShipType]]&amp;gt; &amp;lt;number&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; [&amp;lt;colorvariation&amp;gt;] [&amp;lt;[[Server_Configuration_Enums#Ship_Name|shipnameindex]]&amp;gt;] || Spawns a number of ships for the given faction.  If no faction specified, will randomly choose between British and French || shiptype (List): A defined [[Server_Configuration_Enums#Ship_Type|Ship Type]]&lt;br /&gt;
&lt;br /&gt;
number (Integer): The number of ships to spawn&lt;br /&gt;
&lt;br /&gt;
faction (List): Either ''British'' or ''French''&lt;br /&gt;
&lt;br /&gt;
color variation (Integer): Determines the ship's color&lt;br /&gt;
&lt;br /&gt;
shipnameindex (Integer): Sets the ships name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| removeShips &amp;lt;ID&amp;gt; || Remove ships from the game || selection (List): Either ''all'' or the ID of the specific ship to remove&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
A quick reference of new/changed commands for Holdfast releases&lt;br /&gt;
===[[Game_Version_0.4X#0.40|Version 0.40 - 17th December 2019]]===&lt;br /&gt;
* Multiple changes for Cavalry&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.38|Version 0.38 - 11th October 2019]]===&lt;br /&gt;
* Added &amp;quot;default&amp;quot; command for resetting server&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.37|Version 0.37 - 20th September 2019]]===&lt;br /&gt;
* Added ability to issue multiple commands&lt;br /&gt;
* Added delayed commands&lt;br /&gt;
* Added allowFiring&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.36|Version 0.36 - 18th September 2019]]===&lt;br /&gt;
* Added forceFirstPersonMode &lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.34|Version 0.34 - 23rd August 2019]]===&lt;br /&gt;
* Added secondary attack options&lt;br /&gt;
* Improved teleport command&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.33|Version 0.33 - 26th July 2019]]===&lt;br /&gt;
* Added highPingIndicatorWarning setting&lt;br /&gt;
* Added orderSystemEnabled setting&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2574</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2574"/>
		<updated>2023-07-04T11:41:57Z</updated>

		<summary type="html">&lt;p&gt;Stan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
|HillsOfTyrol&lt;br /&gt;
|Hills of Tyrol&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristiana || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
|Egypt&lt;br /&gt;
|Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lisartvalley || Lisart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction Round Winner Reason===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Musket&lt;br /&gt;
|Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |MusketGuard&lt;br /&gt;
|Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |MusketUnbayonetted&lt;br /&gt;
|Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rifle&lt;br /&gt;
|Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Carbine&lt;br /&gt;
|Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Pistol&lt;br /&gt;
|Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Blunderbuss&lt;br /&gt;
|Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Sword&lt;br /&gt;
|Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |SwordOfficer&lt;br /&gt;
|Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |SwordCavalry&lt;br /&gt;
|Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Pike&lt;br /&gt;
|BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe2H&lt;br /&gt;
|Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe1H&lt;br /&gt;
|Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knife&lt;br /&gt;
|Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Spontoon&lt;br /&gt;
|Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|RamRod&lt;br /&gt;
|CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|Spade&lt;br /&gt;
|DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Rifle&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_RifleUnbayonetted&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Revolver&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Sword&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | WW1_Bludgeon&lt;br /&gt;
| Frontlines_British_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_TrenchKnife&lt;br /&gt;
| Frontlines_P1907_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_TrenchShovel&lt;br /&gt;
| Frontlines_Allied_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_ExplosiveGrenade&lt;br /&gt;
| Frontlines_MillsGrenade_MKII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_SmokeGrenade&lt;br /&gt;
| Frontlines_No37_MKI&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|-&lt;br /&gt;
|Austrian&lt;br /&gt;
|Austrian Empire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Command Orders ===&lt;br /&gt;
Possible orders for Officers and Sergeants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Officer&lt;br /&gt;
!Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| OfficerReinforce&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OfficerCharge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OfficerFormLine&lt;br /&gt;
|SergeantFormLine&lt;br /&gt;
|-&lt;br /&gt;
| OfficerBreakRankAndFollow&lt;br /&gt;
|SergeantBreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| OfficerFireAtWill&lt;br /&gt;
|SergeantFireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| OfficerMakeReady&lt;br /&gt;
|SergeantMakeReady&lt;br /&gt;
|-&lt;br /&gt;
| OfficerFire&lt;br /&gt;
|SergeantFire&lt;br /&gt;
|-&lt;br /&gt;
| OfficerCeaseFire&lt;br /&gt;
|SergeantCeaseFire&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|SergeantRally&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|MachineGunAmmo&lt;br /&gt;
|Loadable machine gun ammo&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|MachineGunAmmoBox&lt;br /&gt;
|Machine gun ammo crate&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Binoculars&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2498</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2498"/>
		<updated>2022-12-20T18:46:02Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Map Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
|HillsOfTyrol&lt;br /&gt;
|Hills of Tyrol&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristiana || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
|Egypt&lt;br /&gt;
|Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Musket&lt;br /&gt;
|Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |MusketGuard&lt;br /&gt;
|Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |MusketUnbayonetted&lt;br /&gt;
|Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rifle&lt;br /&gt;
|Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Carbine&lt;br /&gt;
|Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Pistol&lt;br /&gt;
|Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Blunderbuss&lt;br /&gt;
|Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Sword&lt;br /&gt;
|Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |SwordOfficer&lt;br /&gt;
|Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |SwordCavalry&lt;br /&gt;
|Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Pike&lt;br /&gt;
|BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe2H&lt;br /&gt;
|Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe1H&lt;br /&gt;
|Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knife&lt;br /&gt;
|Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Spontoon&lt;br /&gt;
|Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|RamRod&lt;br /&gt;
|CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|Spade&lt;br /&gt;
|DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Rifle&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_RifleUnbayonetted&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Revolver&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Sword&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | WW1_Bludgeon&lt;br /&gt;
| Frontlines_British_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_TrenchKnife&lt;br /&gt;
| Frontlines_P1907_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_TrenchShovel&lt;br /&gt;
| Frontlines_Allied_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_ExplosiveGrenade&lt;br /&gt;
| Frontlines_MillsGrenade_MKII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_SmokeGrenade&lt;br /&gt;
| Frontlines_No37_MKI&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|-&lt;br /&gt;
|Austrian&lt;br /&gt;
|Austrian Empire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|MachineGunAmmo&lt;br /&gt;
|Loadable machine gun ammo&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|MachineGunAmmoBox&lt;br /&gt;
|Machine gun ammo crate&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Binoculars&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2497</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2497"/>
		<updated>2022-12-20T18:44:23Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Map Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
|HillsOfTyrol&lt;br /&gt;
|Hills of Tyrol&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristiana || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Musket&lt;br /&gt;
|Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |MusketGuard&lt;br /&gt;
|Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |MusketUnbayonetted&lt;br /&gt;
|Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rifle&lt;br /&gt;
|Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Carbine&lt;br /&gt;
|Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Pistol&lt;br /&gt;
|Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Blunderbuss&lt;br /&gt;
|Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Sword&lt;br /&gt;
|Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |SwordOfficer&lt;br /&gt;
|Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |SwordCavalry&lt;br /&gt;
|Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Pike&lt;br /&gt;
|BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe2H&lt;br /&gt;
|Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe1H&lt;br /&gt;
|Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knife&lt;br /&gt;
|Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Spontoon&lt;br /&gt;
|Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|RamRod&lt;br /&gt;
|CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|Spade&lt;br /&gt;
|DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Rifle&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_RifleUnbayonetted&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Revolver&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Sword&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | WW1_Bludgeon&lt;br /&gt;
| Frontlines_British_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_TrenchKnife&lt;br /&gt;
| Frontlines_P1907_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_TrenchShovel&lt;br /&gt;
| Frontlines_Allied_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_ExplosiveGrenade&lt;br /&gt;
| Frontlines_MillsGrenade_MKII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_SmokeGrenade&lt;br /&gt;
| Frontlines_No37_MKI&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|-&lt;br /&gt;
|Austrian&lt;br /&gt;
|Austrian Empire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|MachineGunAmmo&lt;br /&gt;
|Loadable machine gun ammo&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|MachineGunAmmoBox&lt;br /&gt;
|Machine gun ammo crate&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Binoculars&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2496</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2496"/>
		<updated>2022-12-20T17:08:18Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.11]==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
'''The long-awaited Austrian faction is here! Ram your shot and prepare for battle with this latest addition to Holdfast.'''&lt;br /&gt;
:» Gorgeous new uniforms to portray this faction in all its glory.&lt;br /&gt;
:» Unique voice lines.&lt;br /&gt;
:» Unique music for a touch of pomp and circumstance.&lt;br /&gt;
'''Wobblebang’s debut brings you festive joy this Holiday season!'''&lt;br /&gt;
:» He’s doing his best to cleanse the land of Fred’s minion’s evil doing but unfortunately for us, however, someone has been letting him at the whisky again… so don’t expect much from him as he can be a little explosive at times.&lt;br /&gt;
'''Map Updates'''&lt;br /&gt;
*Hills of Tyrol is now playable across all Nations At War servers.&lt;br /&gt;
*The redoubt on Fort Al-Farid is now larger.&lt;br /&gt;
*Cannons on Fort Al-Farid have been moved to provide them with better elevation.&lt;br /&gt;
*Restricted access to certain locations on Fort Al-Farid that were previously only accessible by jumping.&lt;br /&gt;
*Boarded up entrances to building on Army Assault when Al Kimar Pyramids is in play.&lt;br /&gt;
*Players are no longer able to capture the Martello Tower point when standing at the back of the tower.&lt;br /&gt;
*Introduced additional objectives on Berkton Green.&lt;br /&gt;
===DLC Additions===&lt;br /&gt;
A Christmas gift from us at Anvil Game Studios! Following this release, owners of the game's Napoleonic uniform DLCs will be treated with a free upgrade to the DLC that will introduce additional uniforms from both Italy and Austria to the various packs.&lt;br /&gt;
&lt;br /&gt;
'''Austrian Empire'''&lt;br /&gt;
* K.K. IR 22 'Coburg' Overcoat - High Command DLC&lt;br /&gt;
* Ungariche Insurrection - Regiments of the Line DLC&lt;br /&gt;
* Servische Freikorps - Grenadier Regiments DLC&lt;br /&gt;
* Herzoglich Braunschweigisches Feldkorps - Regiments of the Guard DLC&lt;br /&gt;
'''Kingdom of Italy'''&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - High Command DLC&lt;br /&gt;
* Legione Reale Dalmata - Regiments of the Line DLC&lt;br /&gt;
* Battaglione Guardia Alla Città di Milano - Grenadier Regiments DLC&lt;br /&gt;
* Marinai Della Guardia Reale - Regiments of the Guard DLC&lt;br /&gt;
&lt;br /&gt;
===SDK Additions===&lt;br /&gt;
&lt;br /&gt;
* Replaced the ‘Creatures_Seagulls’ with ones that make an ambient sound and are more visually appealing.&lt;br /&gt;
&lt;br /&gt;
* Fixed the following assets with missing meshes. » Structure_ww1_trenches_firing_platform  » Prop_ww1_defences_trench-corner-piece&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with wrong material types being applied. » Structure_Desert_Modular_Door  » Structure_Door0v1_Destructible&lt;br /&gt;
'''Introduced the following new assets to the SDK'''&lt;br /&gt;
* Functional_Ammo_Depot&lt;br /&gt;
* Prop_Ammo_Depot_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_1_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_2_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_3_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_4_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_5_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_6_Non_Destructible_Populated&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_7_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Wall_8_Non_Destructible&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_House_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_1_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_2_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_3_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_4_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_5_Destroyed&lt;br /&gt;
* Structure_ww1_Ancient_Desert_Fort_Tower_6_Destroyed&lt;br /&gt;
* Functional_Audio_Enviro_Calm_River&lt;br /&gt;
* Functional_Audio_Enviro_Dock_Water_Slosh&lt;br /&gt;
* Functional_Audio_Enviro_River_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Seagulls&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Medium&lt;br /&gt;
* Functional_Audio_Enviro_Stream_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wasp_Nest&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall&lt;br /&gt;
* Functional_Audio_Enviro_Waterfall_Strong&lt;br /&gt;
* Functional_Audio_Enviro_Wheatfield&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks_Boats&lt;br /&gt;
* Functional_Audio_Enviro_Wood_Creaks&lt;br /&gt;
* Prop_ww1_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HeavyMortar_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerHeavy_Destroyed&lt;br /&gt;
* Prop_ww1_MoveableCannon_HowitzerLight_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunAllied_Destroyed&lt;br /&gt;
* Prop_ww1_MachineGunCentral_Destroyed&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* You can no longer host a server using the ‘Holdfast: Nations At War’ client. Kindly download the ‘Holdfast: Nations At War - Dedicated Server’ through Steam. This is visible under the ‘Tools’ category. Everything required to host a Holdfast server is now available as part of that package.&lt;br /&gt;
* Added vapuriloadtester.exe to the Windows dedicated server.&lt;br /&gt;
* Added example map rotations to Linux and Windows dedicated servers. Check the ‘''example_map_rotations''’ folder.&lt;br /&gt;
&lt;br /&gt;
=== Graphical Upgrades ===&lt;br /&gt;
'''Redesigned and retextured the following props.'''&lt;br /&gt;
* Chevauxs&lt;br /&gt;
* Guard Houses&lt;br /&gt;
* Guard Barriers&lt;br /&gt;
* Fishing Rods&lt;br /&gt;
* Fishing Nets&lt;br /&gt;
* Shipyard Wagon&lt;br /&gt;
* Wooden Boxes&lt;br /&gt;
* Cider Press&lt;br /&gt;
* House Furniture&lt;br /&gt;
* Shipyard Wood Props&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with collisions on the well present next to the tower on Martello Towers.&lt;br /&gt;
* Introduced more colliders to prevent players from sliding out the tunnel’s roof on Canyon.&lt;br /&gt;
* Solved an issue with one of the lanterns floating on Canyon.&lt;br /&gt;
* Solved an issue with certain spawn locations on Causeways being incorrectly placed.&lt;br /&gt;
* Capture points on Fort Al-Farid are now present in the correct order.&lt;br /&gt;
* Solved an issue on Al Kimar Pyramids where players could get stuck.&lt;br /&gt;
* Balamor Bay is no longer missing its background terrain.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
&lt;br /&gt;
* Performed several minor optimisations passes on multiple assets.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.10] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Solved an issue with Fort Schwarz causing clients and servers to become stuck&lt;br /&gt;
* Solved an issue with excessive logs in client console&lt;br /&gt;
* Solved several issues with head positions in the game&lt;br /&gt;
* Added additional logs on client connection&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2492</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2492"/>
		<updated>2022-12-20T14:35:37Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Faction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristiana || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Musket&lt;br /&gt;
|Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |MusketGuard&lt;br /&gt;
|Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |MusketUnbayonetted&lt;br /&gt;
|Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Rifle&lt;br /&gt;
|Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Carbine&lt;br /&gt;
|Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Pistol&lt;br /&gt;
|Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Blunderbuss&lt;br /&gt;
|Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; |Sword&lt;br /&gt;
|Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; |SwordOfficer&lt;br /&gt;
|Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |SwordCavalry&lt;br /&gt;
|Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Pike&lt;br /&gt;
|BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe2H&lt;br /&gt;
|Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Axe1H&lt;br /&gt;
|Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Knife&lt;br /&gt;
|Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Spontoon&lt;br /&gt;
|Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|RamRod&lt;br /&gt;
|CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
|Spade&lt;br /&gt;
|DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Rifle&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_RifleUnbayonetted&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Revolver&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_Sword&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | WW1_Bludgeon&lt;br /&gt;
| Frontlines_British_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | WW1_TrenchKnife&lt;br /&gt;
| Frontlines_P1907_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_TrenchShovel&lt;br /&gt;
| Frontlines_Allied_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_ExplosiveGrenade&lt;br /&gt;
| Frontlines_MillsGrenade_MKII&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WW1_SmokeGrenade&lt;br /&gt;
| Frontlines_No37_MKI&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|-&lt;br /&gt;
|Austrian&lt;br /&gt;
|Austrian Empire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|MachineGunAmmo&lt;br /&gt;
|Loadable machine gun ammo&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|MachineGunAmmoBox&lt;br /&gt;
|Machine gun ammo crate&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Binoculars&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2440</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2440"/>
		<updated>2022-10-20T18:46:46Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* 2.9 */  update missing changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Replaced and upgraded the hunting hut asset&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Experimental fix with an issue on Lamarsh Fen where props would flicker when upstairs.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborne.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with terrain inside Fort Christina being spikey.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Solved an issue with interactable ladder on Fort Schwarz still being interactable when ladder is destroyed.&lt;br /&gt;
* Solved an issue with Marre having props sunken into the floor near the church.&lt;br /&gt;
* Solved an issue with Marre having holes where the terrain and rock faces are supposed to connect.&lt;br /&gt;
* Solved an issue with Marquette causing server side reoccurring errors.&lt;br /&gt;
* Solved an issue with ammo depot building stage being too far in the ground.&lt;br /&gt;
* Solved various issues on maps with tunnels not having shadows.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2411</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2411"/>
		<updated>2022-09-17T22:20:43Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Map Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Unarmed&lt;br /&gt;
|- &lt;br /&gt;
| Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2403</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2403"/>
		<updated>2022-09-13T16:21:00Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2401</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2401"/>
		<updated>2022-09-13T14:12:22Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2377</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2377"/>
		<updated>2022-09-09T12:46:50Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Officer orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt;''' - The weapon(s) that the class will spawn with&lt;br /&gt;
&lt;br /&gt;
For multiple weapons add a space then another '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''':&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British grenadiers a rifle and give the French grenadiers a rifle, pike &amp;amp; sabre:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike Sword&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2376</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2376"/>
		<updated>2022-09-09T12:37:47Z</updated>

		<summary type="html">&lt;p&gt;Stan: Update weapon overrides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt;''' - The weapon(s) that the class will spawn with&lt;br /&gt;
&lt;br /&gt;
For multiple weapons add a space then another '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''':&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British grenadiers a rifle and give the French grenadiers a rifle, pike &amp;amp; sabre:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike Sword&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2375</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2375"/>
		<updated>2022-09-09T12:31:38Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Weapon Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musicians&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Bayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Bayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2374</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2374"/>
		<updated>2022-09-09T12:31:21Z</updated>

		<summary type="html">&lt;p&gt;Stan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musicians&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon classes&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Bayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Bayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2373</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2373"/>
		<updated>2022-09-09T12:30:03Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added weapon classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musicians&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon classes&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Bayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Bayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2296</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2296"/>
		<updated>2022-05-14T15:19:56Z</updated>

		<summary type="html">&lt;p&gt;Stan: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Drummer&lt;br /&gt;
| Drummer&lt;br /&gt;
|-&lt;br /&gt;
| Fifer&lt;br /&gt;
| Fifer&lt;br /&gt;
|-&lt;br /&gt;
| Bagpiper&lt;br /&gt;
| Bagpiper (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Violinist&lt;br /&gt;
| Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| CuirassierDragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2255</id>
		<title>Remote Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2255"/>
		<updated>2022-05-02T01:55:49Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added round end rc commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers settings that can be reached through the in-game console (bound to F1 by default).  While there are more console commands possible, these are the most commonly used and useful ones.&lt;br /&gt;
&lt;br /&gt;
==Using The Console==&lt;br /&gt;
===Logging In As Admin===&lt;br /&gt;
All commands will require login with the admin password first (see [[Server Hosting#Basic Configuration &amp;amp; Starting the Server|Server Hosting]] for how to set the &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt;).  You only need to log on once per session (i.e. each time you reconnect to a server, but not on map rotation).  The command to login is below and is case sensitive.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc login &amp;lt;server_admin_password&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you donât see any console output confirming the login, hit F1 a couple of times to close and reopen the console.&lt;br /&gt;
&lt;br /&gt;
===Sending Remote Commands===&lt;br /&gt;
All commands  are prefixed with &amp;lt;code&amp;gt;rc &amp;lt;/code&amp;gt; to distinguish them from console commands that run on your local game only.  For example, &amp;lt;code&amp;gt;rc help&amp;lt;/code&amp;gt; prints the list of rc commands and some descriptive help text.  If you just type &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; you would only get the ''local'' console commands rather than the remote commands.&lt;br /&gt;
&lt;br /&gt;
The console also has auto completion by pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; for most commands (if not all arguments).  This means that you can type a partial command, hit &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;, and it will complete the rest of the command up to the point where there is no ambiguity.  This is handy if you can only remember the start of the command, or to correct the case used for commands as the console is case sensitive.&lt;br /&gt;
&lt;br /&gt;
''Examples:''&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc set drawFir&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc set drawFirearmTrajectories&amp;lt;/code&amp;gt;&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc carbonPlayers force&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc carbonPlayers forceInput&amp;lt;/code&amp;gt; as it cannot choose between &amp;lt;code&amp;gt;forceInputRotation&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;forceInputAxis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Sending Multiple Commands Per Line===&lt;br /&gt;
If you want to run multiple commands in a single line, they can be issued with a semi-colon (&amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt;) separating each command, as below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc &amp;lt;command1&amp;gt;; &amp;lt;command2&amp;gt;; &amp;lt;command3&amp;gt;; &amp;lt;command4&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to broadcast a message to begin fighting, turn off god mode, and enable firing as separate commands, you would have to enter the following lines:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!&lt;br /&gt;
rc set characterGodMode 1&lt;br /&gt;
rc set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To issue this as a single line command, you would write it as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delayed Execution Commands===&lt;br /&gt;
If you want to run a command at a specific time in the current map, you can issue a &amp;lt;code&amp;gt;delayed&amp;lt;/code&amp;gt; command to run at a specified time.  This takes the format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed &amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time parameter is issued in ''seconds'', and will activate when the in-game clock reaches the specified time.  So a time of 300 will activate when the clock hits 5:00.  Multiple commands can be queued up in this way to activate at a set time.  On servers with unlimited clocks, the time will never be reached so the command will activate immediately.&lt;br /&gt;
&lt;br /&gt;
For example, if you want to issue the All Charge command in a linebattle at the 8 minute mark, with a warning at 10:00, you could use the commands:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed 600 broadcast All charge at 08:00&lt;br /&gt;
rc delayed 480 broadcast All Charge!  No Firing!&lt;br /&gt;
rc delayed 480 set allowFiring false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Some commands take arguments that determine how they behave.  You've already seen one example of this - the ''server_admin_password above'' is an argument to the ''login'' command.  Another would be setting God Mode on the servers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;   Enables god mode, the argument is ''1''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 0&amp;lt;/code&amp;gt;  Disables god mode, the argument is ''0''. &lt;br /&gt;
&lt;br /&gt;
Where commands take arguments, they will be listed in angle brackets (&amp;lt;code&amp;gt;&amp;lt;argument&amp;gt;&amp;lt;/code&amp;gt;).  In some cases, arguments are optional.  These will be surrounded by square brackets (&amp;lt;code&amp;gt;[&amp;lt;optionalArgument&amp;gt;]&amp;lt;/code&amp;gt;).  Where more than one optional argument is available, all arguments up to the desired argument must be given.&lt;br /&gt;
&lt;br /&gt;
e.g. For a command of the form &amp;lt;code&amp;gt;rc command &amp;lt;argument1&amp;gt; [&amp;lt;optional1&amp;gt;] [&amp;lt;optional2&amp;gt;] [&amp;lt;optional3&amp;gt;]&amp;lt;/code&amp;gt;, to use &amp;lt;code&amp;gt;&amp;lt;optional2&amp;gt;&amp;lt;/code&amp;gt;, we must also provide &amp;lt;code&amp;gt;&amp;lt;optional1&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
Arguments will be listed in the form &amp;lt;code&amp;gt;''argument'' (type): description&amp;lt;/code&amp;gt;, where ''argument'' is the name of the argument, ''type'' indicates the form the argument takes, and finally a ''description'' of the argument.  Possible types of argument are:&lt;br /&gt;
{|&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;width:100px;&amp;quot; |String: ||Any amount of text&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Boolean: ||&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Integer: ||A non-floating point number (i.e. no decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Float: ||A floating point number (i.e. has decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |List: ||A specific list of options that will be provided (e.g. faction choices of British, Prussian, or French)&lt;br /&gt;
|}&lt;br /&gt;
''Notes:''&lt;br /&gt;
* Some arguments will require numbers representing a position or rotation.  These can be worked out in game by typing &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; in the console to give the current player's position and rotation.&lt;br /&gt;
* Some arguments will require the ID of a player.  This is visible in the Admin/Mute Players Window (reached by pressing &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; by default), or by using the command &amp;lt;code&amp;gt;rc playerlist&amp;lt;/code&amp;gt;.&lt;br /&gt;
* All remote commands can be added into your [[Server Configuration]] file for each map rotation, so you can automatically run commands when the map is selected.  For example, you may want to always spawn 100 bots on a certain map for training purposes.&lt;br /&gt;
===Top Level Commands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
|game &amp;lt;[[Maps|MapName]]&amp;gt; &amp;lt;mapRotationIndexToOverload&amp;gt; [&amp;lt;[[Game_Modes|GameMode]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;]&lt;br /&gt;
|Change level to &amp;lt;[[Maps|MapName]]&amp;gt; using the settings defined in &amp;lt;mapRotationIndexToOverload&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Optional overloads &amp;lt;[[Game_Modes|GameMode]]&amp;gt;, &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; and &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc game BlackForest 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
:* [[Maps|MapName]] (String): Name of the map, same as in a server config file&lt;br /&gt;
:* &amp;lt;mapRotationIndexToOverload&amp;gt; (Integer): map rotation number&lt;br /&gt;
:* [[Game_Modes|GameMode]] (String): game mode to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|AttackerFaction]] (String): attacking faction to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|DefendingFaction]] (String): defending faction to use (optional)&lt;br /&gt;
|-&lt;br /&gt;
|help [&amp;lt;command&amp;gt;]&lt;br /&gt;
|Display help text about console commands&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc help get&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (String): Optionally provide another command name to get further help on that specific command.&lt;br /&gt;
|-&lt;br /&gt;
|broadcast &amp;lt;message&amp;gt;&lt;br /&gt;
|Send an admin message to all players on the server (can also be done in Admin chat with &amp;lt;code&amp;gt;/bc &amp;lt;message&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc broadcast Live at 18:30&amp;lt;/code&amp;gt;&lt;br /&gt;
|''message'' (String): The text you want to broadcast.  Subsequent calls to this will immediately replace the current message.&lt;br /&gt;
|-&lt;br /&gt;
|carbonPlayers &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
|Bot controls.  For more details see the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|See the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|-&lt;br /&gt;
|cls&lt;br /&gt;
|Clear the console.  Useful if you're recording and want to clear your admin password before starting.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fileReloader &amp;lt;fileType&amp;gt;&lt;br /&gt;
|Allows reloading of server configuration files without a server reboot.  Useful for refreshing ban lists or tweaking [[Server_Configuration|map rotations]].&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc fileReloader serverConfigFile&amp;lt;/code&amp;gt;&lt;br /&gt;
|''fileType'' (List): One of the following options.&lt;br /&gt;
:* serverConfigFile: The [[Server_Configuration|Server Configuration]] file&lt;br /&gt;
:* blackWhiteLists: The blacklist / whitelist&lt;br /&gt;
:* bannedPlayers: Banned players file&lt;br /&gt;
:* bannedMachines: Banned machines file&lt;br /&gt;
:* mutePlayersVoip: The VOIP muted players file&lt;br /&gt;
:* mutePlayersChat: The chat muted players file&lt;br /&gt;
:* all: Loads all but the Server Configuration.&lt;br /&gt;
|-&lt;br /&gt;
|get [&amp;lt;variable&amp;gt;]&lt;br /&gt;
|Fetches the value of a server setting (or all values if no variable provided).  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc get characterGodMode&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
|-&lt;br /&gt;
|mapRotation &amp;lt;index&amp;gt;&lt;br /&gt;
|Switches to the map configuration specified in the [[Server_Configuration|Server Configuration]] file.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc mapRotation 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''index'' (Integer): The number of the rotation to switch to.  The first in the file is 1, the second 2, etc.&lt;br /&gt;
|- &lt;br /&gt;
|playerlist [mode]&lt;br /&gt;
|List the players connected to the server&lt;br /&gt;
|''mode'' (String): One of the following options:&lt;br /&gt;
:* connected: (default) List players that are connected to the server (both spawned and not spawned in)&lt;br /&gt;
:* ingame: List players that are currently mid-round (spawned in)&lt;br /&gt;
:* not-ingame: List players who aren't in-game (not spawned in, not on scoreboard)&lt;br /&gt;
|-&lt;br /&gt;
|scorelog&lt;br /&gt;
|Prints out a score log including a list of who killed who&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|serverAdmin &amp;lt;command&amp;gt; &amp;lt;ID&amp;gt;&lt;br /&gt;
|Server admin commands.  All generally accessible through the in-game &amp;quot;P&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc serverAdmin slay 14&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (List): One of the following commands.&lt;br /&gt;
:* ban&lt;br /&gt;
:* kick&lt;br /&gt;
:* chatMute&lt;br /&gt;
:* chatUnmute&lt;br /&gt;
:* voipMute&lt;br /&gt;
:* voipUnmute&lt;br /&gt;
:* permChatMute&lt;br /&gt;
:* permVoipMute&lt;br /&gt;
:* slay&lt;br /&gt;
:* slap&lt;br /&gt;
&lt;br /&gt;
''ID'' (Integer): The ID of the player to affect&lt;br /&gt;
|-&lt;br /&gt;
|set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|Sets the value of a server setting.  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
''value'' (?): The value and its type will depend on the variable used.&lt;br /&gt;
|-&lt;br /&gt;
|teleport &amp;lt;target/s&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
|Teleports a specified player / set of players to another position on the map.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc teleport me 200.5,11.1,435&amp;lt;/code&amp;gt;&lt;br /&gt;
|''target/s'' (Integer): The ID of the player&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''target/s'' (String): Either ''me'', ''all'', ''defending'', or ''attacking''&lt;br /&gt;
&lt;br /&gt;
''destination'' (Floats): The X,Y,Z co-ordinate in space for the teleport - the Y co-ordinate is height, so try to drop them gently!&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''destination'' (String): Can be set to ''me'' to spawn on the player&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| emplacementLimit &amp;lt;emplacement&amp;gt; &amp;lt;side&amp;gt; &amp;lt;limit&amp;gt;&lt;br /&gt;
| Sets the number of emplacements of a particular type that are buildable for each team&lt;br /&gt;
| ''emplacement'' (List): An [[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&lt;br /&gt;
&lt;br /&gt;
''side'' (List): Either ''attacking'' or ''defending''&lt;br /&gt;
&lt;br /&gt;
''limit'' (Integer): The limit to set&lt;br /&gt;
|- &lt;br /&gt;
| restart &amp;lt;parameter&amp;gt;&lt;br /&gt;
| Restarts the server based on a parameter&lt;br /&gt;
| ''parameter'' (List): Either ''status'', ''now'', or ''cancel''&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesSpawn &amp;lt;numhorses&amp;gt; [&amp;lt;faction&amp;gt;] [&amp;lt;cavalryClass&amp;gt;]&lt;br /&gt;
| Spawns riderless horses&lt;br /&gt;
| ''numhorses'' (Integer): The number to spawn&lt;br /&gt;
&lt;br /&gt;
''faction'' (List): ''British'', ''French'', or ''Prussian''&lt;br /&gt;
&lt;br /&gt;
''cavalryClass'' (List): ''CuirassierDragoon'' or ''Hussar''&lt;br /&gt;
|- &lt;br /&gt;
| vehiclesDespawn &amp;lt;ID&amp;gt;&lt;br /&gt;
| Despawn a horse&lt;br /&gt;
| ''ID' (Integer): The ID of the horse to despawn.&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesManager &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
| Server management for spawned horses (similar to bot controls)&lt;br /&gt;
| See section  on [[#Horse Bot Commands|Horse Bot Commands]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuration Variables===&lt;br /&gt;
There are a number of server-side variables that can be tweaked which affect how the game behaves.  These generally carry over between map rotations, so once they're set they can only be reset manually or by restarting the server.  A recommendation for server owners would be to add the appropriate commands to set defaults into their starter map rotation (such as Training Grounds) so that they can restore the settings without a restart.  See [[Server Configuration]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;lt;code&amp;gt;rc get&amp;lt;/code&amp;gt; will list the full set of variables and their current values.  The ones listed below are those likely to be of use to server admins.  &lt;br /&gt;
&lt;br /&gt;
As of [[Game_Version_0.3X#0.38|version 0.38]], all settings below can be reset to their default values by issuing the command &amp;lt;code&amp;gt;rc set default&amp;lt;/code&amp;gt;.  This is useful to insert into specific [[Server_Configuration|map rotations]] as an easy reset.&lt;br /&gt;
====Game Settings====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| default || Resets all settings to default. || Does not take an argument || N/A&lt;br /&gt;
|-&lt;br /&gt;
| characterGodMode &amp;lt;setting&amp;gt; || GOD MODE for characters || setting (List): ''0'' to enable, ''1'' to enable for all players, ''2'' to enable for attackers, ''3'' to enable for defenders || ''0''&lt;br /&gt;
|-&lt;br /&gt;
| allowFriendlyDamageDefences &amp;lt;enable&amp;gt; || If enabled, friendly players may destroy the emplacements created by their own faction || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterFallDamageEnabled &amp;lt;enable&amp;gt; || Toggles players' fall damage || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| forceFirstPersonMode &amp;lt;enable&amp;gt;  || Toggles forced first person mode || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowArtyFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot artillery || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| meleeArenaAllowShooting &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms in meleearena || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawCannonPathTrajectories &amp;lt;enable&amp;gt; || Draw Cannon Path Trajectories || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawFirearmTrajectories &amp;lt;enable&amp;gt; || Broadcasts debug info to the clients when a player shoots a firearm.  If you want to clear existing trajectories, get people to shoot into the ground in first person (i.e. bury the trajectories) before turning off. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| broadcastMeleeDebugDataStrikeInfo &amp;lt;enable&amp;gt; || Broadcasts hit info for the melee debug data to debug melee strikes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowPreviewAnimations &amp;lt;enable&amp;gt; || Allows usage of the preview animations on the clients (dance, etc...) || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| lanternsAsProjectiles &amp;lt;enable&amp;gt; || Allows usage of hand held lanterns as artillery projectiles || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| maxDistanceAllowedForHealing &amp;lt;distance&amp;gt; || Specifies the max distance for surgeon heals || distance (Float): The healing distance || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| fullPlayerHealingProcessTime &amp;lt;time&amp;gt; || Specifies the full time in seconds for a full healing process to finish || time (Float): The time in seconds || ''10''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;enable&amp;gt; || Specifies whether voice chat is enabled or not || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|faction]]&amp;gt; || Specifies whether voice chat is enabled for a certain faction || enable ([[Server_Configuration_Enums#Attacking Or Defending|faction]]): ''Attacking'' to enable for attackers only, ''Defending'' to enable for defenders only. || ''Both''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChat3D &amp;lt;enable&amp;gt; || Specifies the spatial settings of the Voice Chat players || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| attackingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the attacking faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| defendingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the defending faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| spawnSectionsCapturable &amp;lt;enable&amp;gt; || Toggles the ability to make spawn capture points capturable || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| autoWeatherRotation &amp;lt;enable&amp;gt; || Specifies whether the server switches the weather automatically at random intervals || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterRespawnTime &amp;lt;time&amp;gt; || Instructs the clients to change the respawn time.  If lower than 5 may still show a 5s progress bar. || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| explosionScaleMultiplier &amp;lt;multiplier&amp;gt; || Specifies the explosion scale multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ragdollForceMultiplier &amp;lt;multiplier&amp;gt; || Specifies the ragdoll effects multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| orderSystemEnabled &amp;lt;enable&amp;gt; || Toggles the officer order system.  Defaults to true. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| instantBuildMode &amp;lt;enable&amp;gt; || Toggles instant emplacement building. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| crouchToStrikeDelay &amp;lt;time&amp;gt; || Set minimum delay between going from crouch to melee strike (Default: 0.1 = transition time from crouch to combat stance). || time (Float): The time in seconds || ''0.1''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToIdleDelay &amp;lt;time&amp;gt; || The duration it takes for a pressed block to return to idle ('block lingering') || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockLingerToStrikeMinDelay &amp;lt;time&amp;gt; || The duration after which you are allowed to exit 'block lingering' to perform a strike (default 0.05). Lower to make feints quicker, increase to slow down feinting. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToBlockWindow &amp;lt;time&amp;gt; || Time window in which you are allowed to directly switch to a block after letting go off another block. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| show_serverperformance_warning &amp;lt;enable&amp;gt; || Toggles the server performance indicators. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| roundEndPlayerWin &amp;lt;playerID&amp;gt; || Forces a round to end with a win condition on a certain player. ||&lt;br /&gt;
|-&lt;br /&gt;
| roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt; || Forces a round to end with a win condition on a certain faction. || enable ([[Server_Configuration_Enums#Attacking Or Defending|faction]]): ''Attacking'' to trigger attacking win, ''Defending'' to trigger defending win. reason ([[Server_Configuration_Enums#Misc|reason]]) Check your ''reason'' is valid for current gamemode.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavalry Management====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForAll &amp;lt;enable&amp;gt; || Allows all characters to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForOfficer &amp;lt;enable&amp;gt; || Allows officers to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| useSpecialHorseVariants &amp;lt;enable&amp;gt; || Spawn the holiest of horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterDismounted &amp;lt;time&amp;gt; || Despawn time for a horse after the death/dismount of his rider. || time (Float): The time in seconds || ''30''&lt;br /&gt;
|-&lt;br /&gt;
| secondsSpawnedBeforeDespawn &amp;lt;time&amp;gt; || Defines the time a horse needs to have been alive before it gets despawned. || time (Float): The time in seconds || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterHealthUpdated &amp;lt;time&amp;gt; || 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. || time (Float): The time in seconds || ''15''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowCollisionSlowdown  &amp;lt;enable&amp;gt; || If the horse hits another obstacle (tree/wall/rock/other horse) should the horse slow down/stop. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageRearing &amp;lt;enable&amp;gt; || If the horse is hit by damage should the horse do the rearing animation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageSlowdown &amp;lt;enable&amp;gt; || If the horse is hit by damage, should the horse be slowed down || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Character Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterJumpForce &amp;lt;force&amp;gt; || The jump force of the characters || force (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunSpeed &amp;lt;multiplier&amp;gt; || The run speed of the characters (multiplies with below options) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunForwardSpeed &amp;lt;multiplier&amp;gt; || The forward run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkSpeed &amp;lt;multiplier&amp;gt; || The walk speed of the characters (multiplies with below options).  This will also apply when walking while holding objects (e.g. ammo boxes) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkForwardSpeed &amp;lt;multiplier&amp;gt; || The forward walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|}&lt;br /&gt;
====Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterInfiniteFirearmAmmo &amp;lt;enable&amp;gt; || Toggles infinite firearm ammo for testing purposes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponDamageScale &amp;lt;scale&amp;gt; || Sets the scale of the damage that weapons do (NOT CURRENTLY WORKING) || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponApplyHorizontalDeviation &amp;lt;enable&amp;gt; || Specifies whether the firearm weapons apply horizontal deviation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponFirearmApplyDrop &amp;lt;enable&amp;gt; || Specifies whether hand weapons can damage DamageableObjects ''(does not appear to be implemented)'' || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockStunTime &amp;lt;time&amp;gt; || The duration of a melee block stun || time (Float): The time in seconds || ''0.8''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || ''0.35''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeInterruptedStunTime &amp;lt;time&amp;gt; || The duration of a melee interrupted stun || time (Float): The time in seconds || ''0.4''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedTime &amp;lt;time&amp;gt; || The duration of a maim || time (Float): The time in seconds || ''1.5''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackMaimedTime &amp;lt;time&amp;gt; || The duration of a maim from secondary attack (shove/kick) || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedMovementTime &amp;lt;time&amp;gt; || The duration of a maim movement || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackTime &amp;lt;time&amp;gt; || The duration of a secondary attack duration || time (Float): The time in seconds || ''0.85''&lt;br /&gt;
|-&lt;br /&gt;
| secondaryAttackCooldownDuration &amp;lt;time&amp;gt; || The duration of the cooldown between secondary attacks || time (Float): The time in seconds || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| meleeChambering &amp;lt;enable&amp;gt; || Toggles melee chambering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowBlocking &amp;lt;enable&amp;gt; || Make it possible to disable melee blocks || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowWeaponHoldSwapOverride &amp;lt;enable&amp;gt; || Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterExplosiveFirearms &amp;lt;enable&amp;gt; || Enables or disables the ability for firearms to shoot exploading projectiles. || enable (Boolean): ''true'' to enable, ''false'' to disable|| ''false''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover speed.  Note this will also affect cannon recoil! || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| allowAmmoSelectorUIDebugShow &amp;lt;enable&amp;gt; || Allows players to use the debugging ammo selector panel.  This is bound to ''O'' by default and will open an instant artillery ammo selection panel. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| pathProjectileVelocity &amp;lt;value&amp;gt; || Sets the path velocity of the rocket projectile with given input || value (Float): Value to set || ''145''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileVelocity &amp;lt;value&amp;gt; || Sets the velocity of the rocket projectile with given input || value (Float): Value to set || ''22''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileGravity &amp;lt;value&amp;gt; || Change gravity of the rocket || value (Float): Value to set || ''40''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDamageRadius &amp;lt;value&amp;gt; || The radius of the rocket projectile's impact || value (Float): Value to set || ''3''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileRandomizedInterval &amp;lt;value&amp;gt; || The frequency of random positioning of the projectile in seconds || value (Float): Value to set || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDeviation &amp;lt;value&amp;gt; || Set a positive value that can be used to randomize the flight deviation || value (Float): Value to set || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileDamageRadius &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar aoe damage || value (Float): Value to set || ''3.5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileVelocity &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar projectile velocity || value (Float): Value to set || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| artyProjectileBounceSpeedReduction &amp;lt;value&amp;gt; || Set a positive value that can be used for bounce slowdowns || value (Float): Value to set || ''0.666''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Naval====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| shipDrivingFieldsScale &amp;lt;scale&amp;gt; || Specifies the scale of the fields that are used when driving ships. Multiplies their speed. || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| shipFlyMode &amp;lt;enable&amp;gt; || Interplentary travel! Enable ships to fly. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| windDirectionAffectsShipSpeed &amp;lt;enable&amp;gt; || Specifies whether the wind direction affects the speed of the ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTime &amp;lt;time&amp;gt; || Rowboat spawning action duration || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTimeWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning action duration while sinking || time (Float): The time in seconds || ''0.5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns || time (Float): The time in seconds || ''120''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawnsWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns while sinking || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| shipSailWindUnitMultiplier &amp;lt;multiplier&amp;gt; || Wind affect potency on the sails multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning rowboats to end || time (Float): The time in seconds|| ''30''&lt;br /&gt;
|-&lt;br /&gt;
| gunboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning gunboats to end || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| allowShipStealing &amp;lt;enable&amp;gt; || Allow the enemy to steer enemy ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| autoKillableBoatCooldownTimer &amp;lt;time&amp;gt; || Time it takes for rowboats and gunboats to destroy themselves after no player interaction || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| renderOcean &amp;lt;enable&amp;gt; || Toggles the ocean rendering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weather Settings===&lt;br /&gt;
These settings will allow you to change the time of day and weather of the current map. All weather and time of day are combined into presets.&lt;br /&gt;
&lt;br /&gt;
Weather presets may only be used on maps that fit their theme, for example you cannot use sand presets, on snow or forest maps. Modmap may use all presets.&lt;br /&gt;
&lt;br /&gt;
These commands should be prefixed with &amp;lt;code&amp;gt;rc nature&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set the wind direction to North, &amp;lt;code&amp;gt;rc nature wind North&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| preset &amp;lt;name&amp;gt;|| Set the weather to one of the defined presets || name (List): The name of the preset to select from the [[#Weather Presets|list here]]&lt;br /&gt;
|-&lt;br /&gt;
| wind &amp;lt;value&amp;gt; [&amp;lt;transitionTime&amp;gt;] || Set the direction of the wind Z (Does not appear to do much at the moment) || value (List): One of ''North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest''&lt;br /&gt;
&lt;br /&gt;
transitionTime (Float): The length of time in s for the change to happen over (defaults to 0s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Weather Presets=====&lt;br /&gt;
* Forest_Clear_Day&lt;br /&gt;
* Forest_Clear_Night&lt;br /&gt;
* Forest_Clear_Dawn&lt;br /&gt;
* Forest_Rain_Day&lt;br /&gt;
* Forest_Rain_Night&lt;br /&gt;
* Forest_Rain_Dawn&lt;br /&gt;
* Forest_Storm&lt;br /&gt;
* Forest_Fog_Light&lt;br /&gt;
* Forest_Fog_Medium&lt;br /&gt;
* Forest_Fog_Heavy&lt;br /&gt;
* Snow_Clear_Day&lt;br /&gt;
* Snow_Clear_Night&lt;br /&gt;
* Snow_Clear_Dawn&lt;br /&gt;
* Snow_Snowing_Day&lt;br /&gt;
* Snow_Snowing_Night&lt;br /&gt;
* Snow_Snowing_Dawn&lt;br /&gt;
* Snow_Snowstorm&lt;br /&gt;
* Ocean_Clear_Dawn&lt;br /&gt;
* Ocean_Clear_Day&lt;br /&gt;
* Ocean_Clear_Night&lt;br /&gt;
* Ocean_Fog_Heavy&lt;br /&gt;
* Ocean_Fog_Light&lt;br /&gt;
* Ocean_Fog_Medium&lt;br /&gt;
* Ocean_Rain_Dawn&lt;br /&gt;
* Ocean_Rain_Day&lt;br /&gt;
* Ocean_Rain_Night&lt;br /&gt;
* Ocean_Storm&lt;br /&gt;
* Sand_Clear_Dawn&lt;br /&gt;
* Sand_Clear_Day&lt;br /&gt;
* Sand_Clear_Night&lt;br /&gt;
* Sand_Fog_Heavy&lt;br /&gt;
* Sand_Fog_Light&lt;br /&gt;
* Sand_Fog_Medium&lt;br /&gt;
* Sand_Sandstorm&lt;br /&gt;
* Snow_Fog_Heavy&lt;br /&gt;
* Snow_Fog_Light&lt;br /&gt;
* Snow_Fog_Medium&lt;br /&gt;
* Forest_Storm_Foggy&lt;br /&gt;
* Forest_Dark_Night&lt;br /&gt;
* Snow_Dark_Night&lt;br /&gt;
* Ocean_Dark_Night&lt;br /&gt;
&lt;br /&gt;
===Bot Commands===&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc carbonPlayers &amp;lt;/code&amp;gt;.  Note that most commands apply to all bots, except where a bot could literally not follow the command (non-flagbearers switching to a BearingFlag for example).&lt;br /&gt;
e.g. To spawn 50 bots you would issue the command &amp;lt;code&amp;gt;rc carbonPlayers spawn 50&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Most commands require prerequisites such as &amp;quot;be close to the object/horse/player&amp;quot;, have line of sight, or be the correct class.'''&lt;br /&gt;
&lt;br /&gt;
===== Bot commands =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| spawn &amp;lt;number&amp;gt; [&amp;lt;interval&amp;gt;] || Spawn a number of bots on the server.  Bots spawn (and respawn) as random classes and factions distributed across spawn points. || number (Integer): The number of bots to spawn interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| spawnSpecific &amp;lt;[[Server_Configuration_Enums#Faction|faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|class]]&amp;gt; [&amp;lt;name&amp;gt;] [&amp;lt;regiment tag&amp;gt;] [&amp;lt;uniform id&amp;gt;] || Spawns a specific bot. || Name needs to have no spaces, regiment requires someone from that regiment to be in the server&lt;br /&gt;
|-&lt;br /&gt;
| disperse || Randomly disperse bots over the map || N/A&lt;br /&gt;
|- &lt;br /&gt;
| join || Join all of the bots in the centre of the map || N/A&lt;br /&gt;
|-&lt;br /&gt;
| ignoreAutoControls &amp;lt;enable&amp;gt; || Toggles whether the bots will use the auto controls or be controlled directly through a script mod || Used by modding&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots shuffle around randomly, or respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forceInputRotation &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots spin around randomly, or respond to the value set by ''inputRotation'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the movement inputs for ALL bots || sideways (Float): The amount of strafe input in the range -1 to +1. Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
|-&lt;br /&gt;
| inputRotation &amp;lt;rotation&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the direction for ALL bots to face || direction (Float): The direction in degrees taken from North. i.e. 90 is East, 180 South, etc.&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; to see your character's current rotation.&lt;br /&gt;
|-&lt;br /&gt;
| playerAction &amp;lt;[[Server_Configuration_Enums#Player_Actions|action]]&amp;gt; [&amp;lt;playerId&amp;gt;] || Tells all bots, or a specific bot, to take a certain action || action (List): See the [[#Server_Configuration_Enums#Player_Actions|list of actions]].&lt;br /&gt;
&lt;br /&gt;
Some actions require multiple actions in a sequence to take effect.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;rc carbonPlayers playerAction StartGestureAnimation PlayerGesturePray&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| switchWeapon [&amp;lt;weapon&amp;gt;] [&amp;lt;playerId&amp;gt;] || Tell all bots to switch to this weapon (if they have it in their loadout) || weapon (List): See the [[Server_Configuration_Enums#Weapon|list of weapons]]. &lt;br /&gt;
&lt;br /&gt;
With no argument will switch between fists and firearm.&lt;br /&gt;
|-&lt;br /&gt;
| switchNextWeapon [&amp;lt;playerId&amp;gt;]|| Tell all bots to switch to their next weapon in their loadout || N/A&lt;br /&gt;
|-&lt;br /&gt;
| autoWeaponSwitchToggle &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Tell all bots to auto switch their weapons || N/A&lt;br /&gt;
|-&lt;br /&gt;
| voicePhrase &amp;lt;phrase&amp;gt; [&amp;lt;playerId&amp;gt;]|| Bots will shout this phrase || phrase (List): See the [[Server_Configuration_Enums#Voice Phrases|list of voice phrases]].&lt;br /&gt;
|-&lt;br /&gt;
| randomVoicePhrase [&amp;lt;playerId&amp;gt;] || Bots will each shout a random phrase || N/A&lt;br /&gt;
|-&lt;br /&gt;
| equipCarryableItem &amp;lt;carryableObjectType&amp;gt; [&amp;lt;playerId&amp;gt;] [&amp;lt;inworldItemId&amp;gt;]|| Bots will equip a carryable object || carryableObjectType : See the [[Server_Configuration_Enums#Carryable Objects|List of carryable objects]]. &lt;br /&gt;
&lt;br /&gt;
inworldItemId is an optional field if you want to carry an existent inworld item (like an ammobox that will be placed when dropped). &lt;br /&gt;
|-&lt;br /&gt;
| pitch &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will pitch towards the value. Used for aiming and melee attacks. || value ranges from -1.5 (downmost) to 2 (upmost).&lt;br /&gt;
|-&lt;br /&gt;
| yaw &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will twist their body towards the value. Used on horses. || value ranges from -90 to 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
| setRunning &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will toggle their run mode. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| startHealing &amp;lt;healerId&amp;gt; &amp;lt;targetPlayerId&amp;gt; || Specific bot will try start healing someone else || N/A&lt;br /&gt;
|-&lt;br /&gt;
| stopHealing &amp;lt;healerId&amp;gt; || Specific bot will stop healing whoever he is currently healing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| instrumentPlay &amp;lt;playerId&amp;gt; &amp;lt;instrumentType&amp;gt; &amp;lt;songId&amp;gt; || Specific bot starts playing a song || instrumentType : See the [[Server_Configuration_Enums#Instruments|List of Instrument Types]], songId : See the [[Server_Configuration_Enums#Instrument_Songs|List of Songs]]&lt;br /&gt;
|-&lt;br /&gt;
| instrumentStop &amp;lt;playerId&amp;gt; || Specifies a bot to stop playing whatever song he's playing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| interactableObject &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;interactionType&amp;gt; &amp;lt;transitionId&amp;gt; || Allows a bot to interact with an inworld object || use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what actions are.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot are floats&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingLadder &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xMoveRot is a float. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingRocket &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| mountVehicle &amp;lt;playerId&amp;gt; &amp;lt;vehicleId&amp;gt; [&amp;lt;mountTriggerId&amp;gt;] || Allows a bot to mount a vehicle || use the non-rc command &amp;quot;set showDebugVehiclesSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what horse id's are.&lt;br /&gt;
|-&lt;br /&gt;
| dismountVehicle &amp;lt;playerId&amp;gt; || Allows a bot to dismount a vehicle || N/A&lt;br /&gt;
|-&lt;br /&gt;
| officerOrder &amp;lt;playerId&amp;gt; &amp;lt;officerOrderType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation y&amp;gt; || Allows a bot to create an order || officerOrderType : See the [[Server_Configuration_Enums#Officer_Orders|List of officer orders]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperChangeMode &amp;lt;playerId&amp;gt; &amp;lt;sapperMode&amp;gt; || Allows a bot to change his sapper build/deconstruct mode || sapperMode : See the [[Server_Configuration_Enums#Sapper_Build_Mode|List of sapper build modes]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperBuildItem &amp;lt;playerId&amp;gt; &amp;lt;emplacementType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation&amp;gt; &amp;lt;parentId&amp;gt; &amp;lt;socketId&amp;gt; || Allows a bot to build a sapper object || emplacementType : See the [[Server_Configuration_Enums#Emplacement_Type|List of sapper emplacement types]]. &lt;br /&gt;
&lt;br /&gt;
use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; and &amp;quot;set showDebugEmplacementSystem &amp;lt;enable&amp;gt;&amp;quot; to understand the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Horse Commands===&lt;br /&gt;
These commands will override '''ALL''' horses on the server, not just non-player horses.&lt;br /&gt;
&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc vehiclesManager&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set horse speed you would issue the command &amp;lt;code&amp;gt;rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt;  [&amp;lt;vehicleId&amp;gt;] || Sets the movement inputs for ALL horses|| sideways (Float): The amount of rotation input in the range -1 to +1.  Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
&lt;br /&gt;
interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| forceCappedSpeed &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Force a capped speed  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| cappedSpeed &amp;lt;speed&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the capped speed  || speed (float): The speed to set&lt;br /&gt;
|-&lt;br /&gt;
| forceRandomInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses input should be set randomly by ''forcedRandomInputAxisIntervalX '' and ''forcedRandomInputAxisIntervalY ''  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalX &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a X-axis (left/right) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalY &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a Y-axis (forward/backward) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| jumpAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to jump || N/A&lt;br /&gt;
|-&lt;br /&gt;
| rearAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to rear || N/A&lt;br /&gt;
|-&lt;br /&gt;
| listVehicles || Lists all active horses || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Naval===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| shipList || List all spawned ships || N/A&lt;br /&gt;
|-&lt;br /&gt;
| spawnships &amp;lt;[[Server_Configuration_Enums#Ship_Type|ShipType]]&amp;gt; &amp;lt;number&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; [&amp;lt;colorvariation&amp;gt;] [&amp;lt;[[Server_Configuration_Enums#Ship_Name|shipnameindex]]&amp;gt;] || Spawns a number of ships for the given faction.  If no faction specified, will randomly choose between British and French || shiptype (List): A defined [[Server_Configuration_Enums#Ship_Type|Ship Type]]&lt;br /&gt;
&lt;br /&gt;
number (Integer): The number of ships to spawn&lt;br /&gt;
&lt;br /&gt;
faction (List): Either ''British'' or ''French''&lt;br /&gt;
&lt;br /&gt;
color variation (Integer): Determines the ship's color&lt;br /&gt;
&lt;br /&gt;
shipnameindex (Integer): Sets the ships name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| removeships &amp;lt;ID&amp;gt; || Remove ships from the game || selection (List): Either ''all'' or the ID of the specific ship to remove&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
A quick reference of new/changed commands for Holdfast releases&lt;br /&gt;
===[[Game_Version_0.4X#0.40|Version 0.40 - 17th December 2019]]===&lt;br /&gt;
* Multiple changes for Cavalry&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.38|Version 0.38 - 11th October 2019]]===&lt;br /&gt;
* Added &amp;quot;default&amp;quot; command for resetting server&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.37|Version 0.37 - 20th September 2019]]===&lt;br /&gt;
* Added ability to issue multiple commands&lt;br /&gt;
* Added delayed commands&lt;br /&gt;
* Added allowFiring&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.36|Version 0.36 - 18th September 2019]]===&lt;br /&gt;
* Added forceFirstPersonMode &lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.34|Version 0.34 - 23rd August 2019]]===&lt;br /&gt;
* Added secondary attack options&lt;br /&gt;
* Improved teleport command&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.33|Version 0.33 - 26th July 2019]]===&lt;br /&gt;
* Added highPingIndicatorWarning setting&lt;br /&gt;
* Added orderSystemEnabled setting&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2253</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2253"/>
		<updated>2022-04-29T13:18:33Z</updated>

		<summary type="html">&lt;p&gt;Stan: Updated gamemodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Drummer&lt;br /&gt;
| Drummer&lt;br /&gt;
|-&lt;br /&gt;
| Fifer&lt;br /&gt;
| Fifer&lt;br /&gt;
|-&lt;br /&gt;
| Bagpiper&lt;br /&gt;
| Bagpiper (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Violinist&lt;br /&gt;
| Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| CuirassierDragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword (Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2240</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2240"/>
		<updated>2022-04-25T21:33:08Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added capture_point_override&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change the amount of reinforcements per each objective in the Invasion gamemode.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1&lt;br /&gt;
capture_point_override B 175 30 1&lt;br /&gt;
capture_point_override C 350 30 1&lt;br /&gt;
capture_point_override D 450 30 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''' - The weapon(s) that the class will spawn with&lt;br /&gt;
&lt;br /&gt;
For multiple weapons add a space then another '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''':&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British grenadiers a rifle and give the French grenadiers a rifle, pike &amp;amp; sabre:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_override British Grenadier 4 2 Rifle_Pattern1800Infantry&lt;br /&gt;
starting_weapons_override French Grenadier 4 3 Rifle_Pattern1800Infantry BoardingPike_Variation1 Sabre_1796PatternLight&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set âships_presetâ index to 37 per map rotation before using the command below. This preset index doesnât contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Melee&amp;diff=2237</id>
		<title>Melee</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Melee&amp;diff=2237"/>
		<updated>2022-04-21T22:04:19Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added more melee information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Defense==&lt;br /&gt;
&lt;br /&gt;
Defending in Holdfast is straightforward. You can block in 4 directions; up, down, left, and right. You can block using muskets, swords, and boarding pikes. Other weapons such as the knife and axe are unable to block.&lt;br /&gt;
&lt;br /&gt;
====Up and down block:====&lt;br /&gt;
&lt;br /&gt;
The Up and down block are going to be your most used block directions due to the prevalence of muskets.&lt;br /&gt;
&lt;br /&gt;
To perform a block, move your mouse in the direction you want to block. I.e. if the incoming attack is a downward attack, you will have to move your mouse downwards then hold the right mouse button to block it. Even if a down attack is aimed at your head, only a down block will block it. The crosshair is a useful indicator of which direction you'll block in.&lt;br /&gt;
&lt;br /&gt;
Blocks happen near-instantaneously and have a very slight grace period after letting go of the right mouse button. &lt;br /&gt;
&lt;br /&gt;
When practicing block directions instead of moving your mouse the &amp;quot;expected&amp;quot; amount of distance for an up or down block you should exaggerate the movement. This helps you reliably block in your intended direction when you are actively moving and rotating while engaging in melee. &lt;br /&gt;
&lt;br /&gt;
As you become more familiar with blocking you will become better accustomed to the required amount of movement to perform a block.&lt;br /&gt;
&lt;br /&gt;
====Left and right block:====&lt;br /&gt;
&lt;br /&gt;
These blocks should only be utilized against a sword or Cavalry&lt;br /&gt;
&lt;br /&gt;
Everything from paragraph 2 from &amp;quot;Up and down block&amp;quot; is true for left and right blocking, except that you need to move your mouse leftwards to perform a left block, and rightwards to perform a right block.&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
Offense is quite similar to the mechanics discussed for defense, but with a few differences. &lt;br /&gt;
&lt;br /&gt;
====Up attack:====&lt;br /&gt;
&lt;br /&gt;
Similar to an up-block, this attack can be performed by moving your mouse up then pressing the left mouse button. Pressing and then letting go of the left mouse button results in you attacking right away while holding the left mouse button will cause you to hold your attack.&lt;br /&gt;
&lt;br /&gt;
====Down attack:====&lt;br /&gt;
&lt;br /&gt;
Similar to an down-block, this attack can be performed by moving your mouse down then pressing the left mouse button. Pressing and then letting go of the left mouse button results in you attacking right away while holding the left mouse button will cause you to hold your attack. &lt;br /&gt;
&lt;br /&gt;
====Left and Right attack:====&lt;br /&gt;
&lt;br /&gt;
These attacks can be performed by swords and your fists and can be performed by moving your mouse left or right respectively.&lt;br /&gt;
&lt;br /&gt;
==Damage mechanics:==&lt;br /&gt;
&lt;br /&gt;
Attacks can deal different amounts of damage depending on where you hit and how you hit in regards to standard line infantry. &lt;br /&gt;
&lt;br /&gt;
Action(s) | Hits to kill&lt;br /&gt;
&lt;br /&gt;
Upper body hit + no drag = 1&lt;br /&gt;
&lt;br /&gt;
Upper body hit + drag = 2&lt;br /&gt;
&lt;br /&gt;
Lower body hit + no drag = 2&lt;br /&gt;
&lt;br /&gt;
Lower body hit + drag = 2&lt;br /&gt;
&lt;br /&gt;
Fist hit to Non-grenadier/unbuffed Officer = 4&lt;br /&gt;
&lt;br /&gt;
Fist hit to grenadier/buffed officer = 5&lt;br /&gt;
&lt;br /&gt;
==Additional notes:==&lt;br /&gt;
&lt;br /&gt;
*Attacks have 2 phases: A windup, during which you cannot hit, and a &amp;quot;thrust&amp;quot; phase during which your character will thrust his weapon and can hit opponents. Attack also have a very small &amp;quot;linger&amp;quot; phase, where the bayonet isn't being thrusted anymore, however, it can still hit opponents.&lt;br /&gt;
*There is a built in sensitivity lock for all attacks, however, by blocking and then attacking(pressing right mouse button-&amp;gt;pressing left mouse button-&amp;gt;letting go of right mouse button) we can bypass this lock.&lt;br /&gt;
*Dragging your attack too much(moving it around, spinning) will cause you to deal less damage.&lt;br /&gt;
*While attacking your movement speed is slightly slower than when not attacking.&lt;br /&gt;
*Any player stabbed while aiming or reloading, will die in one hit regardless of melee weapon (fists does half of the players heath bar).&lt;br /&gt;
*The Officer and Medic class may receive a health increase when a Guard unit is near them. This will cause your stabs to do less damage each hit, this could require you to hit three hits to kill if you hit all lower body drags.&lt;br /&gt;
*The Grenadier also has a static melee resistance buff.&lt;br /&gt;
*Swords will also require three side/down hits against health buffed players.&lt;br /&gt;
*Sword up attack does more damage, it can however be harder to connect a hit with this attack.&lt;br /&gt;
*Any player using Grenadier/Line Infantry will one shot straight stab health buffed units with the Officer charge buff active.&lt;br /&gt;
*Guard will one shot straight stab health buffed units.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2236</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2236"/>
		<updated>2022-04-21T21:53:58Z</updated>

		<summary type="html">&lt;p&gt;Stan: Add map voting history count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''' - The weapon(s) that the class will spawn with&lt;br /&gt;
&lt;br /&gt;
For multiple weapons add a space then another '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''':&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British grenadiers a rifle and give the French grenadiers a rifle, pike &amp;amp; sabre:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_override British Grenadier 4 2 Rifle_Pattern1800Infantry&lt;br /&gt;
starting_weapons_override French Grenadier 4 3 Rifle_Pattern1800Infantry BoardingPike_Variation1 Sabre_1796PatternLight&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set âships_presetâ index to 37 per map rotation before using the command below. This preset index doesnât contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2235</id>
		<title>Remote Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2235"/>
		<updated>2022-04-21T21:42:23Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.3 remote console commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers settings that can be reached through the in-game console (bound to F1 by default).  While there are more console commands possible, these are the most commonly used and useful ones.&lt;br /&gt;
&lt;br /&gt;
==Using The Console==&lt;br /&gt;
===Logging In As Admin===&lt;br /&gt;
All commands will require login with the admin password first (see [[Server Hosting#Basic Configuration &amp;amp; Starting the Server|Server Hosting]] for how to set the &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt;).  You only need to log on once per session (i.e. each time you reconnect to a server, but not on map rotation).  The command to login is below and is case sensitive.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc login &amp;lt;server_admin_password&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you donât see any console output confirming the login, hit F1 a couple of times to close and reopen the console.&lt;br /&gt;
&lt;br /&gt;
===Sending Remote Commands===&lt;br /&gt;
All commands  are prefixed with &amp;lt;code&amp;gt;rc &amp;lt;/code&amp;gt; to distinguish them from console commands that run on your local game only.  For example, &amp;lt;code&amp;gt;rc help&amp;lt;/code&amp;gt; prints the list of rc commands and some descriptive help text.  If you just type &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; you would only get the ''local'' console commands rather than the remote commands.&lt;br /&gt;
&lt;br /&gt;
The console also has auto completion by pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; for most commands (if not all arguments).  This means that you can type a partial command, hit &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;, and it will complete the rest of the command up to the point where there is no ambiguity.  This is handy if you can only remember the start of the command, or to correct the case used for commands as the console is case sensitive.&lt;br /&gt;
&lt;br /&gt;
''Examples:''&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc set drawFir&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc set drawFirearmTrajectories&amp;lt;/code&amp;gt;&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc carbonPlayers force&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc carbonPlayers forceInput&amp;lt;/code&amp;gt; as it cannot choose between &amp;lt;code&amp;gt;forceInputRotation&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;forceInputAxis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Sending Multiple Commands Per Line===&lt;br /&gt;
If you want to run multiple commands in a single line, they can be issued with a semi-colon (&amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt;) separating each command, as below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc &amp;lt;command1&amp;gt;; &amp;lt;command2&amp;gt;; &amp;lt;command3&amp;gt;; &amp;lt;command4&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to broadcast a message to begin fighting, turn off god mode, and enable firing as separate commands, you would have to enter the following lines:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!&lt;br /&gt;
rc set characterGodMode 1&lt;br /&gt;
rc set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To issue this as a single line command, you would write it as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delayed Execution Commands===&lt;br /&gt;
If you want to run a command at a specific time in the current map, you can issue a &amp;lt;code&amp;gt;delayed&amp;lt;/code&amp;gt; command to run at a specified time.  This takes the format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed &amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time parameter is issued in ''seconds'', and will activate when the in-game clock reaches the specified time.  So a time of 300 will activate when the clock hits 5:00.  Multiple commands can be queued up in this way to activate at a set time.  On servers with unlimited clocks, the time will never be reached so the command will activate immediately.&lt;br /&gt;
&lt;br /&gt;
For example, if you want to issue the All Charge command in a linebattle at the 8 minute mark, with a warning at 10:00, you could use the commands:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed 600 broadcast All charge at 08:00&lt;br /&gt;
rc delayed 480 broadcast All Charge!  No Firing!&lt;br /&gt;
rc delayed 480 set allowFiring false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Some commands take arguments that determine how they behave.  You've already seen one example of this - the ''server_admin_password above'' is an argument to the ''login'' command.  Another would be setting God Mode on the servers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;   Enables god mode, the argument is ''1''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 0&amp;lt;/code&amp;gt;  Disables god mode, the argument is ''0''. &lt;br /&gt;
&lt;br /&gt;
Where commands take arguments, they will be listed in angle brackets (&amp;lt;code&amp;gt;&amp;lt;argument&amp;gt;&amp;lt;/code&amp;gt;).  In some cases, arguments are optional.  These will be surrounded by square brackets (&amp;lt;code&amp;gt;[&amp;lt;optionalArgument&amp;gt;]&amp;lt;/code&amp;gt;).  Where more than one optional argument is available, all arguments up to the desired argument must be given.&lt;br /&gt;
&lt;br /&gt;
e.g. For a command of the form &amp;lt;code&amp;gt;rc command &amp;lt;argument1&amp;gt; [&amp;lt;optional1&amp;gt;] [&amp;lt;optional2&amp;gt;] [&amp;lt;optional3&amp;gt;]&amp;lt;/code&amp;gt;, to use &amp;lt;code&amp;gt;&amp;lt;optional2&amp;gt;&amp;lt;/code&amp;gt;, we must also provide &amp;lt;code&amp;gt;&amp;lt;optional1&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
Arguments will be listed in the form &amp;lt;code&amp;gt;''argument'' (type): description&amp;lt;/code&amp;gt;, where ''argument'' is the name of the argument, ''type'' indicates the form the argument takes, and finally a ''description'' of the argument.  Possible types of argument are:&lt;br /&gt;
{|&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;width:100px;&amp;quot; |String: ||Any amount of text&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Boolean: ||&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Integer: ||A non-floating point number (i.e. no decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Float: ||A floating point number (i.e. has decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |List: ||A specific list of options that will be provided (e.g. faction choices of British, Prussian, or French)&lt;br /&gt;
|}&lt;br /&gt;
''Notes:''&lt;br /&gt;
* Some arguments will require numbers representing a position or rotation.  These can be worked out in game by typing &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; in the console to give the current player's position and rotation.&lt;br /&gt;
* Some arguments will require the ID of a player.  This is visible in the Admin/Mute Players Window (reached by pressing &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; by default), or by using the command &amp;lt;code&amp;gt;rc playerlist&amp;lt;/code&amp;gt;.&lt;br /&gt;
* All remote commands can be added into your [[Server Configuration]] file for each map rotation, so you can automatically run commands when the map is selected.  For example, you may want to always spawn 100 bots on a certain map for training purposes.&lt;br /&gt;
===Top Level Commands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
|game &amp;lt;[[Maps|MapName]]&amp;gt; &amp;lt;mapRotationIndexToOverload&amp;gt; [&amp;lt;[[Game_Modes|GameMode]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;]&lt;br /&gt;
|Change level to &amp;lt;[[Maps|MapName]]&amp;gt; using the settings defined in &amp;lt;mapRotationIndexToOverload&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Optional overloads &amp;lt;[[Game_Modes|GameMode]]&amp;gt;, &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; and &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc game BlackForest 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
:* [[Maps|MapName]] (String): Name of the map, same as in a server config file&lt;br /&gt;
:* &amp;lt;mapRotationIndexToOverload&amp;gt; (Integer): map rotation number&lt;br /&gt;
:* [[Game_Modes|GameMode]] (String): game mode to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|AttackerFaction]] (String): attacking faction to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|DefendingFaction]] (String): defending faction to use (optional)&lt;br /&gt;
|-&lt;br /&gt;
|help [&amp;lt;command&amp;gt;]&lt;br /&gt;
|Display help text about console commands&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc help get&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (String): Optionally provide another command name to get further help on that specific command.&lt;br /&gt;
|-&lt;br /&gt;
|broadcast &amp;lt;message&amp;gt;&lt;br /&gt;
|Send an admin message to all players on the server (can also be done in Admin chat with &amp;lt;code&amp;gt;/bc &amp;lt;message&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc broadcast Live at 18:30&amp;lt;/code&amp;gt;&lt;br /&gt;
|''message'' (String): The text you want to broadcast.  Subsequent calls to this will immediately replace the current message.&lt;br /&gt;
|-&lt;br /&gt;
|carbonPlayers &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
|Bot controls.  For more details see the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|See the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|-&lt;br /&gt;
|cls&lt;br /&gt;
|Clear the console.  Useful if you're recording and want to clear your admin password before starting.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fileReloader &amp;lt;fileType&amp;gt;&lt;br /&gt;
|Allows reloading of server configuration files without a server reboot.  Useful for refreshing ban lists or tweaking [[Server_Configuration|map rotations]].&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc fileReloader serverConfigFile&amp;lt;/code&amp;gt;&lt;br /&gt;
|''fileType'' (List): One of the following options.&lt;br /&gt;
:* serverConfigFile: The [[Server_Configuration|Server Configuration]] file&lt;br /&gt;
:* blackWhiteLists: The blacklist / whitelist&lt;br /&gt;
:* bannedPlayers: Banned players file&lt;br /&gt;
:* bannedMachines: Banned machines file&lt;br /&gt;
:* mutePlayersVoip: The VOIP muted players file&lt;br /&gt;
:* mutePlayersChat: The chat muted players file&lt;br /&gt;
:* all: Loads all but the Server Configuration.&lt;br /&gt;
|-&lt;br /&gt;
|get [&amp;lt;variable&amp;gt;]&lt;br /&gt;
|Fetches the value of a server setting (or all values if no variable provided).  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc get characterGodMode&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
|-&lt;br /&gt;
|mapRotation &amp;lt;index&amp;gt;&lt;br /&gt;
|Switches to the map configuration specified in the [[Server_Configuration|Server Configuration]] file.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc mapRotation 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''index'' (Integer): The number of the rotation to switch to.  The first in the file is 1, the second 2, etc.&lt;br /&gt;
|- &lt;br /&gt;
|playerlist [mode]&lt;br /&gt;
|List the players connected to the server&lt;br /&gt;
|''mode'' (String): One of the following options:&lt;br /&gt;
:* connected: (default) List players that are connected to the server (both spawned and not spawned in)&lt;br /&gt;
:* ingame: List players that are currently mid-round (spawned in)&lt;br /&gt;
:* not-ingame: List players who aren't in-game (not spawned in, not on scoreboard)&lt;br /&gt;
|-&lt;br /&gt;
|scorelog&lt;br /&gt;
|Prints out a score log including a list of who killed who&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|serverAdmin &amp;lt;command&amp;gt; &amp;lt;ID&amp;gt;&lt;br /&gt;
|Server admin commands.  All generally accessible through the in-game &amp;quot;P&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc serverAdmin slay 14&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (List): One of the following commands.&lt;br /&gt;
:* ban&lt;br /&gt;
:* kick&lt;br /&gt;
:* chatMute&lt;br /&gt;
:* chatUnmute&lt;br /&gt;
:* voipMute&lt;br /&gt;
:* voipUnmute&lt;br /&gt;
:* permChatMute&lt;br /&gt;
:* permVoipMute&lt;br /&gt;
:* slay&lt;br /&gt;
:* slap&lt;br /&gt;
&lt;br /&gt;
''ID'' (Integer): The ID of the player to affect&lt;br /&gt;
|-&lt;br /&gt;
|set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|Sets the value of a server setting.  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
''value'' (?): The value and its type will depend on the variable used.&lt;br /&gt;
|-&lt;br /&gt;
|teleport &amp;lt;target/s&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
|Teleports a specified player / set of players to another position on the map.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc teleport me 200.5,11.1,435&amp;lt;/code&amp;gt;&lt;br /&gt;
|''target/s'' (Integer): The ID of the player&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''target/s'' (String): Either ''me'', ''all'', ''defending'', or ''attacking''&lt;br /&gt;
&lt;br /&gt;
''destination'' (Floats): The X,Y,Z co-ordinate in space for the teleport - the Y co-ordinate is height, so try to drop them gently!&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''destination'' (String): Can be set to ''me'' to spawn on the player&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| emplacementLimit &amp;lt;emplacement&amp;gt; &amp;lt;side&amp;gt; &amp;lt;limit&amp;gt;&lt;br /&gt;
| Sets the number of emplacements of a particular type that are buildable for each team&lt;br /&gt;
| ''emplacement'' (List): An [[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&lt;br /&gt;
&lt;br /&gt;
''side'' (List): Either ''attacking'' or ''defending''&lt;br /&gt;
&lt;br /&gt;
''limit'' (Integer): The limit to set&lt;br /&gt;
|- &lt;br /&gt;
| restart &amp;lt;parameter&amp;gt;&lt;br /&gt;
| Restarts the server based on a parameter&lt;br /&gt;
| ''parameter'' (List): Either ''status'', ''now'', or ''cancel''&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesSpawn &amp;lt;numhorses&amp;gt; [&amp;lt;faction&amp;gt;] [&amp;lt;cavalryClass&amp;gt;]&lt;br /&gt;
| Spawns riderless horses&lt;br /&gt;
| ''numhorses'' (Integer): The number to spawn&lt;br /&gt;
&lt;br /&gt;
''faction'' (List): ''British'', ''French'', or ''Prussian''&lt;br /&gt;
&lt;br /&gt;
''cavalryClass'' (List): ''CuirassierDragoon'' or ''Hussar''&lt;br /&gt;
|- &lt;br /&gt;
| vehiclesDespawn &amp;lt;ID&amp;gt;&lt;br /&gt;
| Despawn a horse&lt;br /&gt;
| ''ID' (Integer): The ID of the horse to despawn.&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesManager &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
| Server management for spawned horses (similar to bot controls)&lt;br /&gt;
| See section  on [[#Horse Bot Commands|Horse Bot Commands]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuration Variables===&lt;br /&gt;
There are a number of server-side variables that can be tweaked which affect how the game behaves.  These generally carry over between map rotations, so once they're set they can only be reset manually or by restarting the server.  A recommendation for server owners would be to add the appropriate commands to set defaults into their starter map rotation (such as Training Grounds) so that they can restore the settings without a restart.  See [[Server Configuration]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;lt;code&amp;gt;rc get&amp;lt;/code&amp;gt; will list the full set of variables and their current values.  The ones listed below are those likely to be of use to server admins.  &lt;br /&gt;
&lt;br /&gt;
As of [[Game_Version_0.3X#0.38|version 0.38]], all settings below can be reset to their default values by issuing the command &amp;lt;code&amp;gt;rc set default&amp;lt;/code&amp;gt;.  This is useful to insert into specific [[Server_Configuration|map rotations]] as an easy reset.&lt;br /&gt;
====Game Settings====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| default || Resets all settings to default. || Does not take an argument || N/A&lt;br /&gt;
|-&lt;br /&gt;
| characterGodMode &amp;lt;setting&amp;gt; || GOD MODE for characters || setting (List): ''0'' to enable, ''1'' to enable for all players, ''2'' to enable for attackers, ''3'' to enable for defenders || ''0''&lt;br /&gt;
|-&lt;br /&gt;
| allowFriendlyDamageDefences &amp;lt;enable&amp;gt; || If enabled, friendly players may destroy the emplacements created by their own faction || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterFallDamageEnabled &amp;lt;enable&amp;gt; || Toggles players' fall damage || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| forceFirstPersonMode &amp;lt;enable&amp;gt;  || Toggles forced first person mode || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowArtyFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot artillery || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| meleeArenaAllowShooting &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms in meleearena || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawCannonPathTrajectories &amp;lt;enable&amp;gt; || Draw Cannon Path Trajectories || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawFirearmTrajectories &amp;lt;enable&amp;gt; || Broadcasts debug info to the clients when a player shoots a firearm.  If you want to clear existing trajectories, get people to shoot into the ground in first person (i.e. bury the trajectories) before turning off. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| broadcastMeleeDebugDataStrikeInfo &amp;lt;enable&amp;gt; || Broadcasts hit info for the melee debug data to debug melee strikes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowPreviewAnimations &amp;lt;enable&amp;gt; || Allows usage of the preview animations on the clients (dance, etc...) || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| lanternsAsProjectiles &amp;lt;enable&amp;gt; || Allows usage of hand held lanterns as artillery projectiles || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| maxDistanceAllowedForHealing &amp;lt;distance&amp;gt; || Specifies the max distance for surgeon heals || distance (Float): The healing distance || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| fullPlayerHealingProcessTime &amp;lt;time&amp;gt; || Specifies the full time in seconds for a full healing process to finish || time (Float): The time in seconds || ''10''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;enable&amp;gt; || Specifies whether voice chat is enabled or not || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|faction]]&amp;gt; || Specifies whether voice chat is enabled for a certain faction || enable ([[Server_Configuration_Enums#Attacking Or Defending|faction]]): ''Attacking'' to enable for attackers only, ''Defending'' to enable for defenders only. || ''Both''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChat3D &amp;lt;enable&amp;gt; || Specifies the spatial settings of the Voice Chat players || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| attackingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the attacking faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| defendingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the defending faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| spawnSectionsCapturable &amp;lt;enable&amp;gt; || Toggles the ability to make spawn capture points capturable || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| autoWeatherRotation &amp;lt;enable&amp;gt; || Specifies whether the server switches the weather automatically at random intervals || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterRespawnTime &amp;lt;time&amp;gt; || Instructs the clients to change the respawn time.  If lower than 5 may still show a 5s progress bar. || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| explosionScaleMultiplier &amp;lt;multiplier&amp;gt; || Specifies the explosion scale multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ragdollForceMultiplier &amp;lt;multiplier&amp;gt; || Specifies the ragdoll effects multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| orderSystemEnabled &amp;lt;enable&amp;gt; || Toggles the officer order system.  Defaults to true. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| instantBuildMode &amp;lt;enable&amp;gt; || Toggles instant emplacement building. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| crouchToStrikeDelay &amp;lt;time&amp;gt; || Set minimum delay between going from crouch to melee strike (Default: 0.1 = transition time from crouch to combat stance). || time (Float): The time in seconds || ''0.1''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToIdleDelay &amp;lt;time&amp;gt; || The duration it takes for a pressed block to return to idle ('block lingering') || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockLingerToStrikeMinDelay &amp;lt;time&amp;gt; || The duration after which you are allowed to exit 'block lingering' to perform a strike (default 0.05). Lower to make feints quicker, increase to slow down feinting. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToBlockWindow &amp;lt;time&amp;gt; || Time window in which you are allowed to directly switch to a block after letting go off another block. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| show_serverperformance_warning &amp;lt;enable&amp;gt; || Toggles the server performance indicators. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavalry Management====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForAll &amp;lt;enable&amp;gt; || Allows all characters to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForOfficer &amp;lt;enable&amp;gt; || Allows officers to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| useSpecialHorseVariants &amp;lt;enable&amp;gt; || Spawn the holiest of horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterDismounted &amp;lt;time&amp;gt; || Despawn time for a horse after the death/dismount of his rider. || time (Float): The time in seconds || ''30''&lt;br /&gt;
|-&lt;br /&gt;
| secondsSpawnedBeforeDespawn &amp;lt;time&amp;gt; || Defines the time a horse needs to have been alive before it gets despawned. || time (Float): The time in seconds || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterHealthUpdated &amp;lt;time&amp;gt; || 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. || time (Float): The time in seconds || ''15''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowCollisionSlowdown  &amp;lt;enable&amp;gt; || If the horse hits another obstacle (tree/wall/rock/other horse) should the horse slow down/stop. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageRearing &amp;lt;enable&amp;gt; || If the horse is hit by damage should the horse do the rearing animation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleAllowDamageSlowdown &amp;lt;enable&amp;gt; || If the horse is hit by damage, should the horse be slowed down || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Character Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterJumpForce &amp;lt;force&amp;gt; || The jump force of the characters || force (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunSpeed &amp;lt;multiplier&amp;gt; || The run speed of the characters (multiplies with below options) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunForwardSpeed &amp;lt;multiplier&amp;gt; || The forward run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkSpeed &amp;lt;multiplier&amp;gt; || The walk speed of the characters (multiplies with below options).  This will also apply when walking while holding objects (e.g. ammo boxes) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkForwardSpeed &amp;lt;multiplier&amp;gt; || The forward walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|}&lt;br /&gt;
====Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterInfiniteFirearmAmmo &amp;lt;enable&amp;gt; || Toggles infinite firearm ammo for testing purposes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponDamageScale &amp;lt;scale&amp;gt; || Sets the scale of the damage that weapons do (NOT CURRENTLY WORKING) || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponApplyHorizontalDeviation &amp;lt;enable&amp;gt; || Specifies whether the firearm weapons apply horizontal deviation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponFirearmApplyDrop &amp;lt;enable&amp;gt; || Specifies whether hand weapons can damage DamageableObjects ''(does not appear to be implemented)'' || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockStunTime &amp;lt;time&amp;gt; || The duration of a melee block stun || time (Float): The time in seconds || ''0.8''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || ''0.35''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeInterruptedStunTime &amp;lt;time&amp;gt; || The duration of a melee interrupted stun || time (Float): The time in seconds || ''0.4''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedTime &amp;lt;time&amp;gt; || The duration of a maim || time (Float): The time in seconds || ''1.5''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackMaimedTime &amp;lt;time&amp;gt; || The duration of a maim from secondary attack (shove/kick) || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedMovementTime &amp;lt;time&amp;gt; || The duration of a maim movement || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackTime &amp;lt;time&amp;gt; || The duration of a secondary attack duration || time (Float): The time in seconds || ''0.85''&lt;br /&gt;
|-&lt;br /&gt;
| secondaryAttackCooldownDuration &amp;lt;time&amp;gt; || The duration of the cooldown between secondary attacks || time (Float): The time in seconds || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| meleeChambering &amp;lt;enable&amp;gt; || Toggles melee chambering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowBlocking &amp;lt;enable&amp;gt; || Make it possible to disable melee blocks || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowWeaponHoldSwapOverride &amp;lt;enable&amp;gt; || Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterExplosiveFirearms &amp;lt;enable&amp;gt; || Enables or disables the ability for firearms to shoot exploading projectiles. || enable (Boolean): ''true'' to enable, ''false'' to disable|| ''false''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover speed.  Note this will also affect cannon recoil! || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| allowAmmoSelectorUIDebugShow &amp;lt;enable&amp;gt; || Allows players to use the debugging ammo selector panel.  This is bound to ''O'' by default and will open an instant artillery ammo selection panel. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| pathProjectileVelocity &amp;lt;value&amp;gt; || Sets the path velocity of the rocket projectile with given input || value (Float): Value to set || ''145''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileVelocity &amp;lt;value&amp;gt; || Sets the velocity of the rocket projectile with given input || value (Float): Value to set || ''22''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileGravity &amp;lt;value&amp;gt; || Change gravity of the rocket || value (Float): Value to set || ''40''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDamageRadius &amp;lt;value&amp;gt; || The radius of the rocket projectile's impact || value (Float): Value to set || ''3''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileRandomizedInterval &amp;lt;value&amp;gt; || The frequency of random positioning of the projectile in seconds || value (Float): Value to set || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDeviation &amp;lt;value&amp;gt; || Set a positive value that can be used to randomize the flight deviation || value (Float): Value to set || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileDamageRadius &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar aoe damage || value (Float): Value to set || ''3.5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileVelocity &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar projectile velocity || value (Float): Value to set || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| artyProjectileBounceSpeedReduction &amp;lt;value&amp;gt; || Set a positive value that can be used for bounce slowdowns || value (Float): Value to set || ''0.666''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Naval====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| shipDrivingFieldsScale &amp;lt;scale&amp;gt; || Specifies the scale of the fields that are used when driving ships. Multiplies their speed. || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| shipFlyMode &amp;lt;enable&amp;gt; || Interplentary travel! Enable ships to fly. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| windDirectionAffectsShipSpeed &amp;lt;enable&amp;gt; || Specifies whether the wind direction affects the speed of the ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTime &amp;lt;time&amp;gt; || Rowboat spawning action duration || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTimeWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning action duration while sinking || time (Float): The time in seconds || ''0.5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns || time (Float): The time in seconds || ''120''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawnsWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns while sinking || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| shipSailWindUnitMultiplier &amp;lt;multiplier&amp;gt; || Wind affect potency on the sails multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning rowboats to end || time (Float): The time in seconds|| ''30''&lt;br /&gt;
|-&lt;br /&gt;
| gunboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || The time it takes for the cooldown of spawning gunboats to end || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| allowShipStealing &amp;lt;enable&amp;gt; || Allow the enemy to steer enemy ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| autoKillableBoatCooldownTimer &amp;lt;time&amp;gt; || Time it takes for rowboats and gunboats to destroy themselves after no player interaction || time (Float): The time in seconds|| ''60''&lt;br /&gt;
|-&lt;br /&gt;
| renderOcean &amp;lt;enable&amp;gt; || Toggles the ocean rendering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weather Settings===&lt;br /&gt;
These settings will allow you to change the time of day and weather of the current map. All weather and time of day are combined into presets.&lt;br /&gt;
&lt;br /&gt;
Weather presets may only be used on maps that fit their theme, for example you cannot use sand presets, on snow or forest maps. Modmap may use all presets.&lt;br /&gt;
&lt;br /&gt;
These commands should be prefixed with &amp;lt;code&amp;gt;rc nature&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set the wind direction to North, &amp;lt;code&amp;gt;rc nature wind North&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| preset &amp;lt;name&amp;gt;|| Set the weather to one of the defined presets || name (List): The name of the preset to select from the [[#Weather Presets|list here]]&lt;br /&gt;
|-&lt;br /&gt;
| wind &amp;lt;value&amp;gt; [&amp;lt;transitionTime&amp;gt;] || Set the direction of the wind Z (Does not appear to do much at the moment) || value (List): One of ''North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest''&lt;br /&gt;
&lt;br /&gt;
transitionTime (Float): The length of time in s for the change to happen over (defaults to 0s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Weather Presets=====&lt;br /&gt;
* Forest_Clear_Day&lt;br /&gt;
* Forest_Clear_Night&lt;br /&gt;
* Forest_Clear_Dawn&lt;br /&gt;
* Forest_Rain_Day&lt;br /&gt;
* Forest_Rain_Night&lt;br /&gt;
* Forest_Rain_Dawn&lt;br /&gt;
* Forest_Storm&lt;br /&gt;
* Forest_Fog_Light&lt;br /&gt;
* Forest_Fog_Medium&lt;br /&gt;
* Forest_Fog_Heavy&lt;br /&gt;
* Snow_Clear_Day&lt;br /&gt;
* Snow_Clear_Night&lt;br /&gt;
* Snow_Clear_Dawn&lt;br /&gt;
* Snow_Snowing_Day&lt;br /&gt;
* Snow_Snowing_Night&lt;br /&gt;
* Snow_Snowing_Dawn&lt;br /&gt;
* Snow_Snowstorm&lt;br /&gt;
* Ocean_Clear_Dawn&lt;br /&gt;
* Ocean_Clear_Day&lt;br /&gt;
* Ocean_Clear_Night&lt;br /&gt;
* Ocean_Fog_Heavy&lt;br /&gt;
* Ocean_Fog_Light&lt;br /&gt;
* Ocean_Fog_Medium&lt;br /&gt;
* Ocean_Rain_Dawn&lt;br /&gt;
* Ocean_Rain_Day&lt;br /&gt;
* Ocean_Rain_Night&lt;br /&gt;
* Ocean_Storm&lt;br /&gt;
* Sand_Clear_Dawn&lt;br /&gt;
* Sand_Clear_Day&lt;br /&gt;
* Sand_Clear_Night&lt;br /&gt;
* Sand_Fog_Heavy&lt;br /&gt;
* Sand_Fog_Light&lt;br /&gt;
* Sand_Fog_Medium&lt;br /&gt;
* Sand_Sandstorm&lt;br /&gt;
* Snow_Fog_Heavy&lt;br /&gt;
* Snow_Fog_Light&lt;br /&gt;
* Snow_Fog_Medium&lt;br /&gt;
* Forest_Storm_Foggy&lt;br /&gt;
* Forest_Dark_Night&lt;br /&gt;
* Snow_Dark_Night&lt;br /&gt;
* Ocean_Dark_Night&lt;br /&gt;
&lt;br /&gt;
===Bot Commands===&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc carbonPlayers &amp;lt;/code&amp;gt;.  Note that most commands apply to all bots, except where a bot could literally not follow the command (non-flagbearers switching to a BearingFlag for example).&lt;br /&gt;
e.g. To spawn 50 bots you would issue the command &amp;lt;code&amp;gt;rc carbonPlayers spawn 50&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Most commands require prerequisites such as &amp;quot;be close to the object/horse/player&amp;quot;, have line of sight, or be the correct class.'''&lt;br /&gt;
&lt;br /&gt;
===== Bot commands =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| spawn &amp;lt;number&amp;gt; [&amp;lt;interval&amp;gt;] || Spawn a number of bots on the server.  Bots spawn (and respawn) as random classes and factions distributed across spawn points. || number (Integer): The number of bots to spawn interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| spawnSpecific &amp;lt;[[Server_Configuration_Enums#Faction|faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|class]]&amp;gt; [&amp;lt;name&amp;gt;] [&amp;lt;regiment tag&amp;gt;] [&amp;lt;uniform id&amp;gt;] || Spawns a specific bot. || Name needs to have no spaces, regiment requires someone from that regiment to be in the server&lt;br /&gt;
|-&lt;br /&gt;
| disperse || Randomly disperse bots over the map || N/A&lt;br /&gt;
|- &lt;br /&gt;
| join || Join all of the bots in the centre of the map || N/A&lt;br /&gt;
|-&lt;br /&gt;
| ignoreAutoControls &amp;lt;enable&amp;gt; || Toggles whether the bots will use the auto controls or be controlled directly through a script mod || Used by modding&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots shuffle around randomly, or respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forceInputRotation &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots spin around randomly, or respond to the value set by ''inputRotation'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the movement inputs for ALL bots || sideways (Float): The amount of strafe input in the range -1 to +1. Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
|-&lt;br /&gt;
| inputRotation &amp;lt;rotation&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the direction for ALL bots to face || direction (Float): The direction in degrees taken from North. i.e. 90 is East, 180 South, etc.&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; to see your character's current rotation.&lt;br /&gt;
|-&lt;br /&gt;
| playerAction &amp;lt;[[Server_Configuration_Enums#Player_Actions|action]]&amp;gt; [&amp;lt;playerId&amp;gt;] || Tells all bots, or a specific bot, to take a certain action || action (List): See the [[#Server_Configuration_Enums#Player_Actions|list of actions]].&lt;br /&gt;
&lt;br /&gt;
Some actions require multiple actions in a sequence to take effect.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;rc carbonPlayers playerAction StartGestureAnimation PlayerGesturePray&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| switchWeapon [&amp;lt;weapon&amp;gt;] [&amp;lt;playerId&amp;gt;] || Tell all bots to switch to this weapon (if they have it in their loadout) || weapon (List): See the [[Server_Configuration_Enums#Weapon|list of weapons]]. &lt;br /&gt;
&lt;br /&gt;
With no argument will switch between fists and firearm.&lt;br /&gt;
|-&lt;br /&gt;
| switchNextWeapon [&amp;lt;playerId&amp;gt;]|| Tell all bots to switch to their next weapon in their loadout || N/A&lt;br /&gt;
|-&lt;br /&gt;
| autoWeaponSwitchToggle &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Tell all bots to auto switch their weapons || N/A&lt;br /&gt;
|-&lt;br /&gt;
| voicePhrase &amp;lt;phrase&amp;gt; [&amp;lt;playerId&amp;gt;]|| Bots will shout this phrase || phrase (List): See the [[Server_Configuration_Enums#Voice Phrases|list of voice phrases]].&lt;br /&gt;
|-&lt;br /&gt;
| randomVoicePhrase [&amp;lt;playerId&amp;gt;] || Bots will each shout a random phrase || N/A&lt;br /&gt;
|-&lt;br /&gt;
| equipCarryableItem &amp;lt;carryableObjectType&amp;gt; [&amp;lt;playerId&amp;gt;] [&amp;lt;inworldItemId&amp;gt;]|| Bots will equip a carryable object || carryableObjectType : See the [[Server_Configuration_Enums#Carryable Objects|List of carryable objects]]. &lt;br /&gt;
&lt;br /&gt;
inworldItemId is an optional field if you want to carry an existent inworld item (like an ammobox that will be placed when dropped). &lt;br /&gt;
|-&lt;br /&gt;
| pitch &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will pitch towards the value. Used for aiming and melee attacks. || value ranges from -1.5 (downmost) to 2 (upmost).&lt;br /&gt;
|-&lt;br /&gt;
| yaw &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will twist their body towards the value. Used on horses. || value ranges from -90 to 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
| setRunning &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will toggle their run mode. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| startHealing &amp;lt;healerId&amp;gt; &amp;lt;targetPlayerId&amp;gt; || Specific bot will try start healing someone else || N/A&lt;br /&gt;
|-&lt;br /&gt;
| stopHealing &amp;lt;healerId&amp;gt; || Specific bot will stop healing whoever he is currently healing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| instrumentPlay &amp;lt;playerId&amp;gt; &amp;lt;instrumentType&amp;gt; &amp;lt;songId&amp;gt; || Specific bot starts playing a song || instrumentType : See the [[Server_Configuration_Enums#Instruments|List of Instrument Types]], songId : See the [[Server_Configuration_Enums#Instrument_Songs|List of Songs]]&lt;br /&gt;
|-&lt;br /&gt;
| instrumentStop &amp;lt;playerId&amp;gt; || Specifies a bot to stop playing whatever song he's playing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| interactableObject &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;interactionType&amp;gt; &amp;lt;transitionId&amp;gt; || Allows a bot to interact with an inworld object || use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what actions are.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot are floats&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingLadder &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xMoveRot is a float. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingRocket &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| mountVehicle &amp;lt;playerId&amp;gt; &amp;lt;vehicleId&amp;gt; [&amp;lt;mountTriggerId&amp;gt;] || Allows a bot to mount a vehicle || use the non-rc command &amp;quot;set showDebugVehiclesSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what horse id's are.&lt;br /&gt;
|-&lt;br /&gt;
| dismountVehicle &amp;lt;playerId&amp;gt; || Allows a bot to dismount a vehicle || N/A&lt;br /&gt;
|-&lt;br /&gt;
| officerOrder &amp;lt;playerId&amp;gt; &amp;lt;officerOrderType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation y&amp;gt; || Allows a bot to create an order || officerOrderType : See the [[Server_Configuration_Enums#Officer_Orders|List of officer orders]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperChangeMode &amp;lt;playerId&amp;gt; &amp;lt;sapperMode&amp;gt; || Allows a bot to change his sapper build/deconstruct mode || sapperMode : See the [[Server_Configuration_Enums#Sapper_Build_Mode|List of sapper build modes]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperBuildItem &amp;lt;playerId&amp;gt; &amp;lt;emplacementType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation&amp;gt; &amp;lt;parentId&amp;gt; &amp;lt;socketId&amp;gt; || Allows a bot to build a sapper object || emplacementType : See the [[Server_Configuration_Enums#Emplacement_Type|List of sapper emplacement types]]. &lt;br /&gt;
&lt;br /&gt;
use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; and &amp;quot;set showDebugEmplacementSystem &amp;lt;enable&amp;gt;&amp;quot; to understand the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Horse Commands===&lt;br /&gt;
These commands will override '''ALL''' horses on the server, not just non-player horses.&lt;br /&gt;
&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc vehiclesManager&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set horse speed you would issue the command &amp;lt;code&amp;gt;rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt;  [&amp;lt;vehicleId&amp;gt;] || Sets the movement inputs for ALL horses|| sideways (Float): The amount of strafe input in the range -1 to +1.  Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
&lt;br /&gt;
interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| forceCappedSpeed &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Force a capped speed  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| cappedSpeed &amp;lt;speed&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the capped speed  || speed (float): The speed to set&lt;br /&gt;
|-&lt;br /&gt;
| forceRandomInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses input should be set randomly by ''forcedRandomInputAxisIntervalX '' and ''forcedRandomInputAxisIntervalY ''  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalX &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a X-axis (left/right) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalY &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a Y-axis (forward/backward) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| jumpAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to jump || N/A&lt;br /&gt;
|-&lt;br /&gt;
| rearAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to rear || N/A&lt;br /&gt;
|-&lt;br /&gt;
| listVehicles || Lists all active horses || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Naval===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| shipList || List all spawned ships || N/A&lt;br /&gt;
|-&lt;br /&gt;
| spawnships &amp;lt;[[Server_Configuration_Enums#Ship_Type|ShipType]]&amp;gt; &amp;lt;number&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; [&amp;lt;colorvariation&amp;gt;] [&amp;lt;[[Server_Configuration_Enums#Ship_Name|shipnameindex]]&amp;gt;] || Spawns a number of ships for the given faction.  If no faction specified, will randomly choose between British and French || shiptype (List): A defined [[Server_Configuration_Enums#Ship_Type|Ship Type]]&lt;br /&gt;
&lt;br /&gt;
number (Integer): The number of ships to spawn&lt;br /&gt;
&lt;br /&gt;
faction (List): Either ''British'' or ''French''&lt;br /&gt;
&lt;br /&gt;
color variation (Integer): Determines the ship's color&lt;br /&gt;
&lt;br /&gt;
shipnameindex (Integer): Sets the ships name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| removeships &amp;lt;ID&amp;gt; || Remove ships from the game || selection (List): Either ''all'' or the ID of the specific ship to remove&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
A quick reference of new/changed commands for Holdfast releases&lt;br /&gt;
===[[Game_Version_0.4X#0.40|Version 0.40 - 17th December 2019]]===&lt;br /&gt;
* Multiple changes for Cavalry&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.38|Version 0.38 - 11th October 2019]]===&lt;br /&gt;
* Added &amp;quot;default&amp;quot; command for resetting server&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.37|Version 0.37 - 20th September 2019]]===&lt;br /&gt;
* Added ability to issue multiple commands&lt;br /&gt;
* Added delayed commands&lt;br /&gt;
* Added allowFiring&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.36|Version 0.36 - 18th September 2019]]===&lt;br /&gt;
* Added forceFirstPersonMode &lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.34|Version 0.34 - 23rd August 2019]]===&lt;br /&gt;
* Added secondary attack options&lt;br /&gt;
* Improved teleport command&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.33|Version 0.33 - 26th July 2019]]===&lt;br /&gt;
* Added highPingIndicatorWarning setting&lt;br /&gt;
* Added orderSystemEnabled setting&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2232</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2232"/>
		<updated>2022-04-21T18:54:06Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The [[Holdfast: Nations At War]] encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]]&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]]&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]]&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released (alongside [https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines &amp;quot;Big Update&amp;quot;])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released (alongside [https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released (alongside [[Factions#The_Kingdom_of_Italy|Kingdom of Italy]])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2230</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2230"/>
		<updated>2022-04-21T18:53:22Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2191</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2191"/>
		<updated>2022-04-02T03:22:40Z</updated>

		<summary type="html">&lt;p&gt;Stan: titles fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesOffensive|| Offensive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Drummer&lt;br /&gt;
| Drummer&lt;br /&gt;
|-&lt;br /&gt;
| Fifer&lt;br /&gt;
| Fifer&lt;br /&gt;
|-&lt;br /&gt;
| Bagpiper&lt;br /&gt;
| Bagpiper (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer (Only available for the British Empire)&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Violinist&lt;br /&gt;
| Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| CuirassierDragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword (Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2184</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2184"/>
		<updated>2022-03-05T18:39:58Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The [[Holdfast: Nations At War]] encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]]&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]]&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released (alongside [https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines &amp;quot;Big Update&amp;quot;])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released (alongside [https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released (alongside [[Factions#The_Kingdom_of_Italy|Kingdom of Italy]])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2183</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2183"/>
		<updated>2022-03-05T18:39:45Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2182</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2182"/>
		<updated>2022-03-03T16:47:32Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The [[Holdfast: Nations At War]] encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]]&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released (alongside [https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines &amp;quot;Big Update&amp;quot;])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released (alongside [https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released (alongside [[Factions#The_Kingdom_of_Italy|Kingdom of Italy]])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2181</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2181"/>
		<updated>2022-03-03T16:47:21Z</updated>

		<summary type="html">&lt;p&gt;Stan: Added 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2175</id>
		<title>Remote Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Remote_Console_Commands&amp;diff=2175"/>
		<updated>2022-03-01T17:20:39Z</updated>

		<summary type="html">&lt;p&gt;Stan: add slap to serverAdmin commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers settings that can be reached through the in-game console (bound to F1 by default).  While there are more console commands possible, these are the most commonly used and useful ones.&lt;br /&gt;
&lt;br /&gt;
==Using The Console==&lt;br /&gt;
===Logging In As Admin===&lt;br /&gt;
All commands will require login with the admin password first (see [[Server Hosting#Basic Configuration &amp;amp; Starting the Server|Server Hosting]] for how to set the &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt;).  You only need to log on once per session (i.e. each time you reconnect to a server, but not on map rotation).  The command to login is below and is case sensitive.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc login &amp;lt;server_admin_password&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you donât see any console output confirming the login, hit F1 a couple of times to close and reopen the console.&lt;br /&gt;
&lt;br /&gt;
===Sending Remote Commands===&lt;br /&gt;
All commands  are prefixed with &amp;lt;code&amp;gt;rc &amp;lt;/code&amp;gt; to distinguish them from console commands that run on your local game only.  For example, &amp;lt;code&amp;gt;rc help&amp;lt;/code&amp;gt; prints the list of rc commands and some descriptive help text.  If you just type &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; you would only get the ''local'' console commands rather than the remote commands.&lt;br /&gt;
&lt;br /&gt;
The console also has auto completion by pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; for most commands (if not all arguments).  This means that you can type a partial command, hit &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;, and it will complete the rest of the command up to the point where there is no ambiguity.  This is handy if you can only remember the start of the command, or to correct the case used for commands as the console is case sensitive.&lt;br /&gt;
&lt;br /&gt;
''Examples:''&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc set drawFir&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc set drawFirearmTrajectories&amp;lt;/code&amp;gt;&lt;br /&gt;
# Typing &amp;lt;code&amp;gt;rc carbonPlayers force&amp;lt;/code&amp;gt; and pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt; will automatically expand the command to read &amp;lt;code&amp;gt;rc carbonPlayers forceInput&amp;lt;/code&amp;gt; as it cannot choose between &amp;lt;code&amp;gt;forceInputRotation&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;forceInputAxis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Sending Multiple Commands Per Line===&lt;br /&gt;
If you want to run multiple commands in a single line, they can be issued with a semi-colon (&amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt;) separating each command, as below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc &amp;lt;command1&amp;gt;; &amp;lt;command2&amp;gt;; &amp;lt;command3&amp;gt;; &amp;lt;command4&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to broadcast a message to begin fighting, turn off god mode, and enable firing as separate commands, you would have to enter the following lines:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!&lt;br /&gt;
rc set characterGodMode 1&lt;br /&gt;
rc set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To issue this as a single line command, you would write it as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delayed Execution Commands===&lt;br /&gt;
If you want to run a command at a specific time in the current map, you can issue a &amp;lt;code&amp;gt;delayed&amp;lt;/code&amp;gt; command to run at a specified time.  This takes the format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed &amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time parameter is issued in ''seconds'', and will activate when the in-game clock reaches the specified time.  So a time of 300 will activate when the clock hits 5:00.  Multiple commands can be queued up in this way to activate at a set time.  On servers with unlimited clocks, the time will never be reached so the command will activate immediately.&lt;br /&gt;
&lt;br /&gt;
For example, if you want to issue the All Charge command in a linebattle at the 8 minute mark, with a warning at 10:00, you could use the commands:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rc delayed 600 broadcast All charge at 08:00&lt;br /&gt;
rc delayed 480 broadcast All Charge!  No Firing!&lt;br /&gt;
rc delayed 480 set allowFiring false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Console Commands==&lt;br /&gt;
Some commands take arguments that determine how they behave.  You've already seen one example of this - the ''server_admin_password above'' is an argument to the ''login'' command.  Another would be setting God Mode on the servers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;   Enables god mode, the argument is ''1''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rc set characterGodMode 0&amp;lt;/code&amp;gt;  Disables god mode, the argument is ''0''. &lt;br /&gt;
&lt;br /&gt;
Where commands take arguments, they will be listed in angle brackets (&amp;lt;code&amp;gt;&amp;lt;argument&amp;gt;&amp;lt;/code&amp;gt;).  In some cases, arguments are optional.  These will be surrounded by square brackets (&amp;lt;code&amp;gt;[&amp;lt;optionalArgument&amp;gt;]&amp;lt;/code&amp;gt;).  Where more than one optional argument is available, all arguments up to the desired argument must be given.&lt;br /&gt;
&lt;br /&gt;
e.g. For a command of the form &amp;lt;code&amp;gt;rc command &amp;lt;argument1&amp;gt; [&amp;lt;optional1&amp;gt;] [&amp;lt;optional2&amp;gt;] [&amp;lt;optional3&amp;gt;]&amp;lt;/code&amp;gt;, to use &amp;lt;code&amp;gt;&amp;lt;optional2&amp;gt;&amp;lt;/code&amp;gt;, we must also provide &amp;lt;code&amp;gt;&amp;lt;optional1&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
Arguments will be listed in the form &amp;lt;code&amp;gt;''argument'' (type): description&amp;lt;/code&amp;gt;, where ''argument'' is the name of the argument, ''type'' indicates the form the argument takes, and finally a ''description'' of the argument.  Possible types of argument are:&lt;br /&gt;
{|&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;width:100px;&amp;quot; |String: ||Any amount of text&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Boolean: ||&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Integer: ||A non-floating point number (i.e. no decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |Float: ||A floating point number (i.e. has decimals)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; |List: ||A specific list of options that will be provided (e.g. faction choices of British, Prussian, or French)&lt;br /&gt;
|}&lt;br /&gt;
''Notes:''&lt;br /&gt;
* Some arguments will require numbers representing a position or rotation.  These can be worked out in game by typing &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; in the console to give the current player's position and rotation.&lt;br /&gt;
* Some arguments will require the ID of a player.  This is visible in the Admin/Mute Players Window (reached by pressing &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; by default), or by using the command &amp;lt;code&amp;gt;rc playerlist&amp;lt;/code&amp;gt;.&lt;br /&gt;
* All remote commands can be added into your [[Server Configuration]] file for each map rotation, so you can automatically run commands when the map is selected.  For example, you may want to always spawn 100 bots on a certain map for training purposes.&lt;br /&gt;
===Top Level Commands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
|game &amp;lt;[[Maps|MapName]]&amp;gt; &amp;lt;mapRotationIndexToOverload&amp;gt; [&amp;lt;[[Game_Modes|GameMode]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;]&lt;br /&gt;
|Change level to &amp;lt;[[Maps|MapName]]&amp;gt; using the settings defined in &amp;lt;mapRotationIndexToOverload&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Optional overloads &amp;lt;[[Game_Modes|GameMode]]&amp;gt;, &amp;lt;[[Server_Configuration_Enums#Faction|AttackerFaction]]&amp;gt; and &amp;lt;[[Server_Configuration_Enums#Faction|DefendingFaction]]&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc game BlackForest 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
:* [[Maps|MapName]] (String): Name of the map, same as in a server config file&lt;br /&gt;
:* &amp;lt;mapRotationIndexToOverload&amp;gt; (Integer): map rotation number&lt;br /&gt;
:* [[Game_Modes|GameMode]] (String): game mode to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|AttackerFaction]] (String): attacking faction to use (optional)&lt;br /&gt;
:* [[Server_Configuration_Enums#Faction|DefendingFaction]] (String): defending faction to use (optional)&lt;br /&gt;
|-&lt;br /&gt;
|help [&amp;lt;command&amp;gt;]&lt;br /&gt;
|Display help text about console commands&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc help get&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (String): Optionally provide another command name to get further help on that specific command.&lt;br /&gt;
|-&lt;br /&gt;
|broadcast &amp;lt;message&amp;gt;&lt;br /&gt;
|Send an admin message to all players on the server (can also be done in Admin chat with &amp;lt;code&amp;gt;/bc &amp;lt;message&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc broadcast Live at 18:30&amp;lt;/code&amp;gt;&lt;br /&gt;
|''message'' (String): The text you want to broadcast.  Subsequent calls to this will immediately replace the current message.&lt;br /&gt;
|-&lt;br /&gt;
|carbonPlayers &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
|Bot controls.  For more details see the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|See the section on [[#Bot Commands|Bot Commands]]&lt;br /&gt;
|-&lt;br /&gt;
|cls&lt;br /&gt;
|Clear the console.  Useful if you're recording and want to clear your admin password before starting.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fileReloader &amp;lt;fileType&amp;gt;&lt;br /&gt;
|Allows reloading of server configuration files without a server reboot.  Useful for refreshing ban lists or tweaking [[Server_Configuration|map rotations]].&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc fileReloader serverConfigFile&amp;lt;/code&amp;gt;&lt;br /&gt;
|''fileType'' (List): One of the following options.&lt;br /&gt;
:* serverConfigFile: The [[Server_Configuration|Server Configuration]] file&lt;br /&gt;
:* blackWhiteLists: The blacklist / whitelist&lt;br /&gt;
:* bannedPlayers: Banned players file&lt;br /&gt;
:* bannedMachines: Banned machines file&lt;br /&gt;
:* mutePlayersVoip: The VOIP muted players file&lt;br /&gt;
:* mutePlayersChat: The chat muted players file&lt;br /&gt;
:* all: Loads all but the Server Configuration.&lt;br /&gt;
|-&lt;br /&gt;
|get [&amp;lt;variable&amp;gt;]&lt;br /&gt;
|Fetches the value of a server setting (or all values if no variable provided).  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc get characterGodMode&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
|-&lt;br /&gt;
|mapRotation &amp;lt;index&amp;gt;&lt;br /&gt;
|Switches to the map configuration specified in the [[Server_Configuration|Server Configuration]] file.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc mapRotation 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''index'' (Integer): The number of the rotation to switch to.  The first in the file is 1, the second 2, etc.&lt;br /&gt;
|- &lt;br /&gt;
|playerlist [mode]&lt;br /&gt;
|List the players connected to the server&lt;br /&gt;
|''mode'' (String): One of the following options:&lt;br /&gt;
:* connected: (default) List players that are connected to the server (both spawned and not spawned in)&lt;br /&gt;
:* ingame: List players that are currently mid-round (spawned in)&lt;br /&gt;
:* not-ingame: List players who aren't in-game (not spawned in, not on scoreboard)&lt;br /&gt;
|-&lt;br /&gt;
|scorelog&lt;br /&gt;
|Prints out a score log including a list of who killed who&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|serverAdmin &amp;lt;command&amp;gt; &amp;lt;ID&amp;gt;&lt;br /&gt;
|Server admin commands.  All generally accessible through the in-game &amp;quot;P&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc serverAdmin slay 14&amp;lt;/code&amp;gt;&lt;br /&gt;
|''command'' (List): One of the following commands.&lt;br /&gt;
:* ban&lt;br /&gt;
:* kick&lt;br /&gt;
:* chatMute&lt;br /&gt;
:* chatUnmute&lt;br /&gt;
:* voipMute&lt;br /&gt;
:* voipUnmute&lt;br /&gt;
:* permChatMute&lt;br /&gt;
:* permVoipMute&lt;br /&gt;
:* slay&lt;br /&gt;
:* slap&lt;br /&gt;
&lt;br /&gt;
''ID'' (Integer): The ID of the player to affect&lt;br /&gt;
|-&lt;br /&gt;
|set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|Sets the value of a server setting.  See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc set characterGodMode 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|''variable'' (List): See [[#Configuration Variables|Configuration Variables]]&lt;br /&gt;
&lt;br /&gt;
''value'' (?): The value and its type will depend on the variable used.&lt;br /&gt;
|-&lt;br /&gt;
|teleport &amp;lt;target/s&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
|Teleports a specified player / set of players to another position on the map.&lt;br /&gt;
&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;rc teleport me 200.5,11.1,435&amp;lt;/code&amp;gt;&lt;br /&gt;
|''target/s'' (Integer): The ID of the player&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''target/s'' (String): Either ''me'', ''all'', ''defending'', or ''attacking''&lt;br /&gt;
&lt;br /&gt;
''destination'' (Floats): The X,Y,Z co-ordinate in space for the teleport - the Y co-ordinate is height, so try to drop them gently!&lt;br /&gt;
&lt;br /&gt;
'''OR'''&lt;br /&gt;
&lt;br /&gt;
''destination'' (String): Can be set to ''me'' to spawn on the player&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| emplacementLimit &amp;lt;emplacement&amp;gt; &amp;lt;side&amp;gt; &amp;lt;limit&amp;gt;&lt;br /&gt;
| Sets the number of emplacements of a particular type that are buildable for each team&lt;br /&gt;
| ''emplacement'' (List): An [[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&lt;br /&gt;
&lt;br /&gt;
''side'' (List): Either ''attacking'' or ''defending''&lt;br /&gt;
&lt;br /&gt;
''limit'' (Integer): The limit to set&lt;br /&gt;
|- &lt;br /&gt;
| restart &amp;lt;parameter&amp;gt;&lt;br /&gt;
| Restarts the server based on a parameter&lt;br /&gt;
| ''parameter'' (List): Either ''status'', ''now'', or ''cancel''&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesSpawn &amp;lt;numhorses&amp;gt; [&amp;lt;faction&amp;gt;] [&amp;lt;cavalryClass&amp;gt;]&lt;br /&gt;
| Spawns riderless horses&lt;br /&gt;
| ''numhorses'' (Integer): The number to spawn&lt;br /&gt;
&lt;br /&gt;
''faction'' (List): ''British'', ''French'', or ''Prussian''&lt;br /&gt;
&lt;br /&gt;
''cavalryClass'' (List): ''CuirassierDragoon'' or ''Hussar''&lt;br /&gt;
|- &lt;br /&gt;
| vehiclesDespawn &amp;lt;ID&amp;gt;&lt;br /&gt;
| Despawn a horse&lt;br /&gt;
| ''ID' (Integer): The ID of the horse to despawn.&lt;br /&gt;
|-&lt;br /&gt;
| vehiclesManager &amp;lt;command&amp;gt; [&amp;lt;arguments&amp;gt;]&lt;br /&gt;
| Server management for spawned horses (similar to bot controls)&lt;br /&gt;
| See section  on [[#Horse Bot Commands|Horse Bot Commands]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuration Variables===&lt;br /&gt;
There are a number of server-side variables that can be tweaked which affect how the game behaves.  These generally carry over between map rotations, so once they're set they can only be reset manually or by restarting the server.  A recommendation for server owners would be to add the appropriate commands to set defaults into their starter map rotation (such as Training Grounds) so that they can restore the settings without a restart.  See [[Server Configuration]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;lt;code&amp;gt;rc get&amp;lt;/code&amp;gt; will list the full set of variables and their current values.  The ones listed below are those likely to be of use to server admins.  &lt;br /&gt;
&lt;br /&gt;
As of [[Game_Version_0.3X#0.38|version 0.38]], all settings below can be reset to their default values by issuing the command &amp;lt;code&amp;gt;rc set default&amp;lt;/code&amp;gt;.  This is useful to insert into specific [[Server_Configuration|map rotations]] as an easy reset.&lt;br /&gt;
====Game Settings====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| default || Resets all settings to default. || Does not take an argument || N/A&lt;br /&gt;
|-&lt;br /&gt;
| characterGodMode &amp;lt;setting&amp;gt; || GOD MODE for characters || setting (List): ''0'' to enable, ''1'' to enable for all players, ''2'' to enable for attackers, ''3'' to enable for defenders || ''0''&lt;br /&gt;
|-&lt;br /&gt;
| allowFriendlyDamageDefences &amp;lt;enable&amp;gt; || If enabled, friendly players may destroy the emplacements created by their own faction || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterFallDamageEnabled &amp;lt;enable&amp;gt; || Toggles players' fall damage || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| forceFirstPersonMode &amp;lt;enable&amp;gt;  || Toggles forced first person mode || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowFiring &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| meleeArenaAllowShooting &amp;lt;enable&amp;gt;  || Toggles the ability for players to shoot with firearms in meleearena || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawCannonPathTrajectories &amp;lt;enable&amp;gt; || Draw Cannon Path Trajectories || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| drawFirearmTrajectories &amp;lt;enable&amp;gt; || Broadcasts debug info to the clients when a player shoots a firearm.  If you want to clear existing trajectories, get people to shoot into the ground in first person (i.e. bury the trajectories) before turning off. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| broadcastMeleeDebugDataStrikeInfo &amp;lt;enable&amp;gt; || Broadcasts hit info for the melee debug data to debug melee strikes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| allowPreviewAnimations &amp;lt;enable&amp;gt; || Allows usage of the preview animations on the clients (dance, etc...) || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| lanternsAsProjectiles &amp;lt;enable&amp;gt; || Allows usage of hand held lanterns as artillery projectiles || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| maxDistanceAllowedForHealing &amp;lt;distance&amp;gt; || Specifies the max distance for surgeon heals || distance (Float): The healing distance || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| fullPlayerHealingProcessTime &amp;lt;time&amp;gt; || Specifies the full time in seconds for a full healing process to finish || time (Float): The time in seconds || ''10''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;enable&amp;gt; || Specifies whether voice chat is enabled or not || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChatEnabled &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|faction]]&amp;gt; || Specifies whether voice chat is enabled for a certain faction || enable ([[Server_Configuration_Enums#Attacking Or Defending|faction]]): ''Attacking'' to enable for attackers only, ''Defending'' to enable for defenders only. || ''Both''&lt;br /&gt;
|-&lt;br /&gt;
| voiceChat3D &amp;lt;enable&amp;gt; || Specifies the spatial settings of the Voice Chat players || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| attackingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the attacking faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| defendingFactionMaterialPoints &amp;lt;materials&amp;gt; || Set the material points for the defending faction (for Sapper building) || materials (Integer): The number of materials to assign || ''50''&lt;br /&gt;
|-&lt;br /&gt;
| spawnSectionsCapturable &amp;lt;enable&amp;gt; || Toggles the ability to make spawn capture points capturable || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| autoWeatherRotation &amp;lt;enable&amp;gt; || Specifies whether the server switches the weather automatically at random intervals || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterRespawnTime &amp;lt;time&amp;gt; || Instructs the clients to change the respawn time.  If lower than 5 may still show a 5s progress bar. || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| explosionScaleMultiplier &amp;lt;multiplier&amp;gt; || Specifies the explosion scale multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ragdollForceMultiplier &amp;lt;multiplier&amp;gt; || Specifies the ragdoll effects multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| orderSystemEnabled &amp;lt;enable&amp;gt; || Toggles the officer order system.  Defaults to true. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| instantBuildMode &amp;lt;enable&amp;gt; || Toggles instant emplacement building. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| crouchToStrikeDelay &amp;lt;time&amp;gt; || Set minimum delay between going from crouch to melee strike (Default: 0.1 = transition time from crouch to combat stance). || time (Float): The time in seconds || ''0.1''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToIdleDelay &amp;lt;time&amp;gt; || The duration it takes for a pressed block to return to idle ('block lingering') || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockLingerToStrikeMinDelay &amp;lt;time&amp;gt; || The duration after which you are allowed to exit 'block lingering' to perform a strike (default 0.05). Lower to make feints quicker, increase to slow down feinting. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockToBlockWindow &amp;lt;time&amp;gt; || Time window in which you are allowed to directly switch to a block after letting go off another block. || time (Float): The time in seconds || &lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || &lt;br /&gt;
|- &lt;br /&gt;
| show_serverperformance_warning &amp;lt;enable&amp;gt; || Toggles the server performance indicators. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavalry Management====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForAll &amp;lt;enable&amp;gt; || Allows all characters to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| vehicleHorseForOfficer &amp;lt;enable&amp;gt; || Allows officers to ride horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| useSpecialHorseVariants &amp;lt;enable&amp;gt; || Spawn the holiest of horses || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterDismounted &amp;lt;time&amp;gt; || Despawn time for a horse after the death/dismount of his rider. || time (Float): The time in seconds || ''30''&lt;br /&gt;
|-&lt;br /&gt;
| secondsSpawnedBeforeDespawn &amp;lt;time&amp;gt; || Defines the time a horse needs to have been alive before it gets despawned. || time (Float): The time in seconds || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| secondsToPassAfterHealthUpdated &amp;lt;time&amp;gt; || 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. || time (Float): The time in seconds || ''15''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Character Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterJumpForce &amp;lt;force&amp;gt; || The jump force of the characters || force (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunSpeed &amp;lt;multiplier&amp;gt; || The run speed of the characters (multiplies with below options) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunForwardSpeed &amp;lt;multiplier&amp;gt; || The forward run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterRunBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards run speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkSpeed &amp;lt;multiplier&amp;gt; || The walk speed of the characters (multiplies with below options).  This will also apply when walking while holding objects (e.g. ammo boxes) || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkForwardSpeed &amp;lt;multiplier&amp;gt; || The forward walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkStrafeSpeed &amp;lt;multiplier&amp;gt; || The strafe walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWalkBackwardsSpeed &amp;lt;multiplier&amp;gt; || The backwards walk speed of the characters || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| ladderMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies ladder mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover speed || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| rocketMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies rocket mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|}&lt;br /&gt;
====Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| characterInfiniteFirearmAmmo &amp;lt;enable&amp;gt; || Toggles infinite firearm ammo for testing purposes || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponDamageScale &amp;lt;scale&amp;gt; || Sets the scale of the damage that weapons do (NOT CURRENTLY WORKING) || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponApplyHorizontalDeviation &amp;lt;enable&amp;gt; || Specifies whether the firearm weapons apply horizontal deviation || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterWeaponFirearmApplyDrop &amp;lt;enable&amp;gt; || Specifies whether hand weapons can damage DamageableObjects ''(does not appear to be implemented)'' || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeBlockStunTime &amp;lt;time&amp;gt; || The duration of a melee block stun || time (Float): The time in seconds || ''0.8''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeHitOpponentStunTime &amp;lt;time&amp;gt; || The duration of a melee hit stun || time (Float): The time in seconds || ''0.35''&lt;br /&gt;
|-&lt;br /&gt;
| characterMeleeInterruptedStunTime &amp;lt;time&amp;gt; || The duration of a melee interrupted stun || time (Float): The time in seconds || ''0.4''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedTime &amp;lt;time&amp;gt; || The duration of a maim || time (Float): The time in seconds || ''1.5''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackMaimedTime &amp;lt;time&amp;gt; || The duration of a maim from secondary attack (shove/kick) || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterMaimedMovementTime &amp;lt;time&amp;gt; || The duration of a maim movement || time (Float): The time in seconds || ''0.45''&lt;br /&gt;
|-&lt;br /&gt;
| characterSecondaryAttackTime &amp;lt;time&amp;gt; || The duration of a secondary attack duration || time (Float): The time in seconds || ''0.85''&lt;br /&gt;
|-&lt;br /&gt;
| secondaryAttackCooldownDuration &amp;lt;time&amp;gt; || The duration of the cooldown between secondary attacks || time (Float): The time in seconds || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| meleeChambering &amp;lt;enable&amp;gt; || Toggles melee chambering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowBlocking &amp;lt;enable&amp;gt; || Make it possible to disable melee blocks || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| allowWeaponHoldSwapOverride &amp;lt;enable&amp;gt; || Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| characterExplosiveFirearms &amp;lt;enable&amp;gt; || Enables or disables the ability for firearms to shoot exploading projectiles. || enable (Boolean): ''true'' to enable, ''false'' to disable|| ''false''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverSpeedMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover speed.  Note this will also affect cannon recoil! || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| cannonMoverRotationMultiplier &amp;lt;multiplier&amp;gt; || Multiplies cannon mover rotation || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| allowAmmoSelectorUIDebugShow &amp;lt;enable&amp;gt; || Allows players to use the debugging ammo selector panel.  This is bound to ''O'' by default and will open an instant artillery ammo selection panel. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| pathProjectileVelocity &amp;lt;value&amp;gt; || Sets the path velocity of the rocket projectile with given input || value (Float): Value to set || ''145''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileVelocity &amp;lt;value&amp;gt; || Sets the velocity of the rocket projectile with given input || value (Float): Value to set || ''22''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileGravity &amp;lt;value&amp;gt; || Change gravity of the rocket || value (Float): Value to set || ''40''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDamageRadius &amp;lt;value&amp;gt; || The radius of the rocket projectile's impact || value (Float): Value to set || ''3''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileRandomizedInterval &amp;lt;value&amp;gt; || The frequency of random positioning of the projectile in seconds || value (Float): Value to set || ''2''&lt;br /&gt;
|-&lt;br /&gt;
| rocketProjectileDeviation &amp;lt;value&amp;gt; || Set a positive value that can be used to randomize the flight deviation || value (Float): Value to set || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileDamageRadius &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar aoe damage || value (Float): Value to set || ''3.5''&lt;br /&gt;
|-&lt;br /&gt;
| mortarProjectileVelocity &amp;lt;value&amp;gt; || Set a positive value that can be used for mortar projectile velocity || value (Float): Value to set || ''60''&lt;br /&gt;
|-&lt;br /&gt;
| artyProjectileBounceSpeedReduction &amp;lt;value&amp;gt; || Set a positive value that can be used for bounce slowdowns || value (Float): Value to set || ''0.666''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Naval====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
| shipDrivingFieldsScale &amp;lt;scale&amp;gt; || Specifies the scale of the fields that are used when driving ships. Multiplies their speed. || scale (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| shipFlyMode &amp;lt;enable&amp;gt; || Interplentary travel! Enable ships to fly. || enable (Boolean): ''true'' to enable, ''false'' to disable || ''false''&lt;br /&gt;
|-&lt;br /&gt;
| windDirectionAffectsShipSpeed &amp;lt;enable&amp;gt; || Specifies whether the wind direction affects the speed of the ships || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTime &amp;lt;time&amp;gt; || Rowboat spawning action duration || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatSpawnHoldInteractionTimeWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning action duration while sinking || time (Float): The time in seconds || ''0.5''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawns &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns || time (Float): The time in seconds || ''120''&lt;br /&gt;
|-&lt;br /&gt;
| rowboatCooldownBetweenSpawnsWhileSinking &amp;lt;time&amp;gt; || Rowboat spawning delay between spawns while sinking || time (Float): The time in seconds || ''5''&lt;br /&gt;
|-&lt;br /&gt;
| shipSailWindUnitMultiplier &amp;lt;multiplier&amp;gt; || Wind affect potency on the sails multiplier || multiplier (Float): A multiplier value || ''1''&lt;br /&gt;
|-&lt;br /&gt;
| renderOcean &amp;lt;enable&amp;gt; || Toggles the ocean rendering || enable (Boolean): ''true'' to enable, ''false'' to disable || ''true''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weather Settings===&lt;br /&gt;
These settings will allow you to change the time of day and weather of the current map. All weather and time of day are combined into presets.&lt;br /&gt;
&lt;br /&gt;
Weather presets may only be used on maps that fit their theme, for example you cannot use sand presets, on snow or forest maps. Modmap may use all presets.&lt;br /&gt;
&lt;br /&gt;
These commands should be prefixed with &amp;lt;code&amp;gt;rc nature&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set the wind direction to North, &amp;lt;code&amp;gt;rc nature wind North&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| preset &amp;lt;name&amp;gt;|| Set the weather to one of the defined presets || name (List): The name of the preset to select from the [[#Weather Presets|list here]]&lt;br /&gt;
|-&lt;br /&gt;
| wind &amp;lt;value&amp;gt; [&amp;lt;transitionTime&amp;gt;] || Set the direction of the wind Z (Does not appear to do much at the moment) || value (List): One of ''North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest''&lt;br /&gt;
&lt;br /&gt;
transitionTime (Float): The length of time in s for the change to happen over (defaults to 0s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Weather Presets=====&lt;br /&gt;
* Forest_Clear_Day&lt;br /&gt;
* Forest_Clear_Night&lt;br /&gt;
* Forest_Clear_Dawn&lt;br /&gt;
* Forest_Rain_Day&lt;br /&gt;
* Forest_Rain_Night&lt;br /&gt;
* Forest_Rain_Dawn&lt;br /&gt;
* Forest_Storm&lt;br /&gt;
* Forest_Fog_Light&lt;br /&gt;
* Forest_Fog_Medium&lt;br /&gt;
* Forest_Fog_Heavy&lt;br /&gt;
* Snow_Clear_Day&lt;br /&gt;
* Snow_Clear_Night&lt;br /&gt;
* Snow_Clear_Dawn&lt;br /&gt;
* Snow_Snowing_Day&lt;br /&gt;
* Snow_Snowing_Night&lt;br /&gt;
* Snow_Snowing_Dawn&lt;br /&gt;
* Snow_Snowstorm&lt;br /&gt;
* Ocean_Clear_Dawn&lt;br /&gt;
* Ocean_Clear_Day&lt;br /&gt;
* Ocean_Clear_Night&lt;br /&gt;
* Ocean_Fog_Heavy&lt;br /&gt;
* Ocean_Fog_Light&lt;br /&gt;
* Ocean_Fog_Medium&lt;br /&gt;
* Ocean_Rain_Dawn&lt;br /&gt;
* Ocean_Rain_Day&lt;br /&gt;
* Ocean_Rain_Night&lt;br /&gt;
* Ocean_Storm&lt;br /&gt;
* Sand_Clear_Dawn&lt;br /&gt;
* Sand_Clear_Day&lt;br /&gt;
* Sand_Clear_Night&lt;br /&gt;
* Sand_Fog_Heavy&lt;br /&gt;
* Sand_Fog_Light&lt;br /&gt;
* Sand_Fog_Medium&lt;br /&gt;
* Sand_Sandstorm&lt;br /&gt;
* Snow_Fog_Heavy&lt;br /&gt;
* Snow_Fog_Light&lt;br /&gt;
* Snow_Fog_Medium&lt;br /&gt;
* Forest_Storm_Foggy&lt;br /&gt;
* Forest_Dark_Night&lt;br /&gt;
* Snow_Dark_Night&lt;br /&gt;
* Ocean_Dark_Night&lt;br /&gt;
&lt;br /&gt;
===Bot Commands===&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc carbonPlayers &amp;lt;/code&amp;gt;.  Note that most commands apply to all bots, except where a bot could literally not follow the command (non-flagbearers switching to a BearingFlag for example).&lt;br /&gt;
e.g. To spawn 50 bots you would issue the command &amp;lt;code&amp;gt;rc carbonPlayers spawn 50&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Most commands require prerequisites such as &amp;quot;be close to the object/horse/player&amp;quot;, have line of sight, or be the correct class.'''&lt;br /&gt;
&lt;br /&gt;
===== Bot commands =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| spawn &amp;lt;number&amp;gt; [&amp;lt;interval&amp;gt;] || Spawn a number of bots on the server.  Bots spawn (and respawn) as random classes and factions distributed across spawn points. || number (Integer): The number of bots to spawn interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| spawnSpecific &amp;lt;faction&amp;gt; &amp;lt;class&amp;gt; [&amp;lt;name&amp;gt;] [&amp;lt;regiment tag&amp;gt;] [&amp;lt;uniform id&amp;gt;] || Spawns a specific bot. || Name needs to have no spaces, regiment requires someone from that regiment to be in the server&lt;br /&gt;
|-&lt;br /&gt;
| disperse || Randomly disperse bots over the map || N/A&lt;br /&gt;
|- &lt;br /&gt;
| join || Join all of the bots in the centre of the map || N/A&lt;br /&gt;
|-&lt;br /&gt;
| ignoreAutoControls &amp;lt;enable&amp;gt; || Toggles whether the bots will use the auto controls or be controlled directly through a script mod || Used by modding&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots shuffle around randomly, or respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forceInputRotation &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Toggles whether the bots spin around randomly, or respond to the value set by ''inputRotation'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the movement inputs for ALL bots || sideways (Float): The amount of strafe input in the range -1 to +1.  Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
|-&lt;br /&gt;
| inputRotation &amp;lt;rotation&amp;gt; [&amp;lt;playerId&amp;gt;] || Sets the direction for ALL bots to face || direction (Float): The direction in degrees taken from North. i.e. 90 is East, 180 South, etc.&lt;br /&gt;
|-&lt;br /&gt;
| playerAction &amp;lt;action&amp;gt; [&amp;lt;playerId&amp;gt;] || Tells all bots to take a certain action || action (List): See the [[#Bot Actions|list of actions]].&lt;br /&gt;
|-&lt;br /&gt;
| switchWeapon [&amp;lt;weapon&amp;gt;] [&amp;lt;playerId&amp;gt;] || Tell all bots to switch to this weapon (if they have it in their loadout) || weapon (List): See the [[Server_Configuration_Enums#Weapon|list of weapons]]. &lt;br /&gt;
&lt;br /&gt;
With no argument will switch between fists and firearm.&lt;br /&gt;
|-&lt;br /&gt;
| switchNextWeapon [&amp;lt;playerId&amp;gt;]|| Tell all bots to switch to their next weapon in their loadout || N/A&lt;br /&gt;
|-&lt;br /&gt;
| autoWeaponSwitchToggle &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Tell all bots to auto switch their weapons || N/A&lt;br /&gt;
|-&lt;br /&gt;
| voicePhrase &amp;lt;phrase&amp;gt; [&amp;lt;playerId&amp;gt;]|| Bots will should this phrase || phrase (List): See the [[Server_Configuration_Enums#Voice Phrases|list of voice phrases]].&lt;br /&gt;
|-&lt;br /&gt;
| randomVoicePhrase [&amp;lt;playerId&amp;gt;] || Bots will each shout a random phrase || N/A&lt;br /&gt;
|-&lt;br /&gt;
| equipCarryableItem &amp;lt;carryableObjectType&amp;gt; [&amp;lt;playerId&amp;gt;] [&amp;lt;inworldItemId&amp;gt;]|| Bots will equip a carryable object || carryableObjectType : See the [[Server_Configuration_Enums#Carryable Objects|List of carryable objects]]. &lt;br /&gt;
&lt;br /&gt;
inworldItemId is an optional field if you want to carry an existent inworld item (like an ammobox that will be placed when dropped). &lt;br /&gt;
|-&lt;br /&gt;
| pitch &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will pitch towards the value. Used for aiming and melee attacks. || value ranges from -1.5 (downmost) to 2 (upmost).&lt;br /&gt;
|-&lt;br /&gt;
| yaw &amp;lt;value&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will twist their body towards the value. Used on horses. || value ranges from -90 to 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
| setRunning &amp;lt;enable&amp;gt; [&amp;lt;playerId&amp;gt;] || Bots will toggle their run mode. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| startHealing &amp;lt;healerId&amp;gt; &amp;lt;targetPlayerId&amp;gt; || Specific bot will try start healing someone else || N/A&lt;br /&gt;
|-&lt;br /&gt;
| stopHealing &amp;lt;healerId&amp;gt; || Specific bot will stop healing whoever he is currently healing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| instrumentPlay &amp;lt;playerId&amp;gt; &amp;lt;instrumentType&amp;gt; &amp;lt;songId&amp;gt; || Specific bot starts playing a song || instrumentType : See the [[Server_Configuration_Enums#Instruments|List of Instrument Types]], songId : See the [[Server_Configuration_Enums#Instrument_Songs|List of Songs]]&lt;br /&gt;
|-&lt;br /&gt;
| instrumentStop &amp;lt;playerId&amp;gt; || Specifies a bot to stop playing whatever song he's playing || N/A&lt;br /&gt;
|-&lt;br /&gt;
| interactableObject &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;interactionType&amp;gt; &amp;lt;transitionId&amp;gt; || Allows a bot to interact with an inworld object || use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what actions are.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot are floats&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingCannon &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingLadder &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xMoveRot is a float. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| interactableObjectUpdateMovingRocket &amp;lt;playerId&amp;gt; &amp;lt;itemId&amp;gt; &amp;lt;shipId&amp;gt; &amp;lt;xAimRot&amp;gt; &amp;lt;yAimRot&amp;gt; &amp;lt;xMoveRot&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;rot&amp;gt; &amp;lt;visual pos&amp;gt; &amp;lt;visual rot&amp;gt; || Allows a bot to update an interaction || xAimRot, yAimRot, xMoveRot are floats. pos, rot, visual pos, visual rot are Vector3's written in the &amp;quot;x,y,z&amp;quot; format ie &amp;quot;0,0,0&amp;quot; as one string.&lt;br /&gt;
|-&lt;br /&gt;
| mountVehicle &amp;lt;playerId&amp;gt; &amp;lt;vehicleId&amp;gt; [&amp;lt;mountTriggerId&amp;gt;] || Allows a bot to mount a vehicle || use the non-rc command &amp;quot;set showDebugVehiclesSystem &amp;lt;enable&amp;gt;&amp;quot; to see details on what horse id's are.&lt;br /&gt;
|-&lt;br /&gt;
| dismountVehicle &amp;lt;playerId&amp;gt; || Allows a bot to dismount a vehicle || N/A&lt;br /&gt;
|-&lt;br /&gt;
| officerOrder &amp;lt;playerId&amp;gt; &amp;lt;officerOrderType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation y&amp;gt; || Allows a bot to create an order || officerOrderType : See the [[Server_Configuration_Enums#Officer_Orders|List of officer orders]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperChangeMode &amp;lt;playerId&amp;gt; &amp;lt;sapperMode&amp;gt; || Allows a bot to change his sapper build/deconstruct mode || sapperMode : See the [[Server_Configuration_Enums#Sapper_Build_Mode|List of sapper build modes]].&lt;br /&gt;
|-&lt;br /&gt;
| sapperBuildItem &amp;lt;playerId&amp;gt; &amp;lt;emplacementType&amp;gt; &amp;lt;position&amp;gt; &amp;lt;rotation&amp;gt; &amp;lt;parentId&amp;gt; &amp;lt;socketId&amp;gt; || Allows a bot to build a sapper object || emplacementType : See the [[Server_Configuration_Enums#Emplacement_Type|List of sapper emplacement types]]. &lt;br /&gt;
&lt;br /&gt;
use the non-rc command &amp;quot;set showDebugInteractionSystem &amp;lt;enable&amp;gt;&amp;quot; and &amp;quot;set showDebugEmplacementSystem &amp;lt;enable&amp;gt;&amp;quot; to understand the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Bot Actions =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| FireFirearm&lt;br /&gt;
|-&lt;br /&gt;
| Run&lt;br /&gt;
|-&lt;br /&gt;
| Crouch&lt;br /&gt;
|-&lt;br /&gt;
| PlayerAutoWalk&lt;br /&gt;
|-&lt;br /&gt;
| SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm&lt;br /&gt;
|-&lt;br /&gt;
| InterruptReloadFirearm || Cancels a reload action&lt;br /&gt;
|-&lt;br /&gt;
| FinishReloadFirearm&lt;br /&gt;
|-&lt;br /&gt;
| EnableCombatStance || Required for melee/blocking actions&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance || Required for aiming/reload actions&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeWeaponHold&lt;br /&gt;
|-&lt;br /&gt;
| StopMeleeWeaponHold&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteMeleeWeaponStrike || Requires a MeleeStrike&amp;lt;Direction&amp;gt; action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh || Requires a StartMeleeWeaponHold action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeLow || Requires a StartMeleeWeaponHold action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeLeft || Requires a StartMeleeWeaponHold action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeRight || Requires a StartMeleeWeaponHold action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock&lt;br /&gt;
|-&lt;br /&gt;
| StopMeleeBlock&lt;br /&gt;
|-&lt;br /&gt;
| ChangeMeleeBlock&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockHigh || Requires a StartMeleeBlock action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow || Requires a StartMeleeBlock action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLeft || Requires a StartMeleeBlock action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockRight || Requires a StartMeleeBlock action beforehand&lt;br /&gt;
|-&lt;br /&gt;
| FireDryFirearm || This happens when you try to fire without an ammo loaded in the chamber&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching&lt;br /&gt;
|-&lt;br /&gt;
| StopCrouching&lt;br /&gt;
|-&lt;br /&gt;
| StopGestureAnimation || Gestures might not work on bots&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceThriller&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceBelly&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureInstrumentBass&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureInstrumentGuitar&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGesturePointing&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureLookingHorizon&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack || Does the Kick/Shove/Knockback action&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteMusket&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGesturePresentArmsMusket&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGesturePoint&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWave&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureAttentionWave&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDancingTwerk&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureNorthernSoulFloorCombo&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureBackFlip&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach&lt;br /&gt;
|-&lt;br /&gt;
| InterruptBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| InterruptBayonetDetach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGesturePanic&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSitDown&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Horse Commands===&lt;br /&gt;
These commands will override '''ALL''' horses on the server, not just non-player horses.&lt;br /&gt;
&lt;br /&gt;
Holdfast has some fairly dumb bots.  While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill.  All commands are prefixed with &amp;lt;code&amp;gt;rc vehiclesManager&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
e.g. To set horse speed you would issue the command &amp;lt;code&amp;gt;rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; | Arguments&lt;br /&gt;
|-&lt;br /&gt;
| forceInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses respond to the value set by ''inputAxis'' || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| inputAxis &amp;lt;sideways&amp;gt; &amp;lt;forwards&amp;gt;  [&amp;lt;vehicleId&amp;gt;] || Sets the movement inputs for ALL horses|| sideways (Float): The amount of strafe input in the range -1 to +1.  Positive is to the right. &lt;br /&gt;
&lt;br /&gt;
forwards (Float): The amount of forward/backward input in the range -1 to +1.  Positive is forwards.&lt;br /&gt;
&lt;br /&gt;
interval (Integer): Seconds between each spawn.  Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
| forceCappedSpeed &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Force a capped speed  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| cappedSpeed &amp;lt;speed&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the capped speed  || speed (float): The speed to set&lt;br /&gt;
|-&lt;br /&gt;
| forceRandomInputAxis &amp;lt;enable&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Toggles whether the horses input should be set randomly by ''forcedRandomInputAxisIntervalX '' and ''forcedRandomInputAxisIntervalY ''  || enable (boolean): ''true'' to enable, ''false'' to disable&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalX &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a X-axis (left/right) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| forcedRandomInputAxisIntervalY &amp;lt;interval&amp;gt; [&amp;lt;vehicleId&amp;gt;] || Sets the time interval between randomly choosing a Y-axis (forward/backward) input || interval (Float): The time in seconds between changes.&lt;br /&gt;
|-&lt;br /&gt;
| jumpAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to jump || N/A&lt;br /&gt;
|-&lt;br /&gt;
| rearAction [&amp;lt;vehicleId&amp;gt;] || Requests a horse to rear || N/A&lt;br /&gt;
|-&lt;br /&gt;
| listVehicles || Lists all active horses || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Naval===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:400px;&amp;quot; class=&amp;quot;code&amp;quot; | Command&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
! Arguments&lt;br /&gt;
|-&lt;br /&gt;
| shipList || List all spawned ships || N/A&lt;br /&gt;
|-&lt;br /&gt;
| spawnships &amp;lt;[[Server_Configuration_Enums#Ship_Type|ShipType]]&amp;gt; &amp;lt;number&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; [&amp;lt;colorvariation&amp;gt;] [&amp;lt;[[Server_Configuration_Enums#Ship_Name|shipnameindex]]&amp;gt;] || Spawns a number of ships for the given faction.  If no faction specified, will randomly choose between British and French || shiptype (List): A defined [[Server_Configuration_Enums#Ship_Type|Ship Type]]&lt;br /&gt;
&lt;br /&gt;
number (Integer): The number of ships to spawn&lt;br /&gt;
&lt;br /&gt;
faction (List): Either ''British'' or ''French''&lt;br /&gt;
&lt;br /&gt;
color variation (Integer): Determines the ship's color&lt;br /&gt;
&lt;br /&gt;
shipnameindex (Integer): Sets the ships name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| removeships &amp;lt;ID&amp;gt; || Remove ships from the game || selection (List): Either ''all'' or the ID of the specific ship to remove&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
A quick reference of new/changed commands for Holdfast releases&lt;br /&gt;
===[[Game_Version_0.4X#0.40|Version 0.40 - 17th December 2019]]===&lt;br /&gt;
* Multiple changes for Cavalry&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.38|Version 0.38 - 11th October 2019]]===&lt;br /&gt;
* Added &amp;quot;default&amp;quot; command for resetting server&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.37|Version 0.37 - 20th September 2019]]===&lt;br /&gt;
* Added ability to issue multiple commands&lt;br /&gt;
* Added delayed commands&lt;br /&gt;
* Added allowFiring&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.36|Version 0.36 - 18th September 2019]]===&lt;br /&gt;
* Added forceFirstPersonMode &lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.34|Version 0.34 - 23rd August 2019]]===&lt;br /&gt;
* Added secondary attack options&lt;br /&gt;
* Improved teleport command&lt;br /&gt;
&lt;br /&gt;
===[[Game_Version_0.3X#0.33|Version 0.33 - 26th July 2019]]===&lt;br /&gt;
* Added highPingIndicatorWarning setting&lt;br /&gt;
* Added orderSystemEnabled setting&lt;/div&gt;</summary>
		<author><name>Stan</name></author>
	</entry>
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