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==[https://steamcommunity.com/games/589290/announcements 2.19]==
  
==[https://steamcommunity.com/games/589290/announcements/detail/3909752009314202982 2.15]==
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===Features & Improvements (60)===
  
===Features & Improvements (11)===
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* Introducing Drill Grounds. This behemoth of a map is the largest to date designed to offer the ultimate roleplay experience.
* Napoleon’s Rise DLC! Explore Napoleon’s rise to power through this cosmetic content dedicated to the Emperor himself Napoleon.
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* Bonnie Crags. A new linebattle map set in the rocky landscapes of the Scottish coastlines.
Unlock Napoleon's very own uniform for the Infantry Officer class.
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* A complete redesign of all plains maps based on community feedback. They now feature interest points more fitting to the modern linebattle experience.
Unlock Napoleon's very own horse, Marengo.
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Dedborg Expanse (Grassy Plains 1)
Unlock the French Empire's French Republican Infantry uniform for the Line Infantry class.
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:» Champs D’Ambre (Grassy Plains 2)
Unlock the French Empire's Guides a Pied de Bonaparte uniform for the Light Infantry class.
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:» Westmill Brook (Grassy Plains 3)
Unlock the French Empire's Guard Chasseur-a-Cheval uniform for the Hussar class.
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:» Pinefield Marsh (Grassy Plains 4)
Unlock the First Consul Napoleon head.
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:» Eden Creek (Grassy Plains 5)
Unlock the Emperor Napoleon head.
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:» Costa Relitto (Island Plains 1)
Unlock the Authority Stance gesture animation.
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:» Fausberg Forest (Snowy Plains 1)
Unlock the Gentleman's Stroll gesture animation.
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:» Norsten Gorge (Snowy Plains 2)
Unlock the Lead Charge gesture animation.
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:» Kingly Lakes (Snowy Plains 3)
Unlock the Napoleon's Loyalist medal to display on your playercard.
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:» Antiquity (Ancient Plains 1)
Unlock the Pharaohs & Kings banner for your playercard.
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:» Oasis (Desert Plains 1 S)
Unlock the Le Tondu portrait for your playercard.
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:» Polar Woods (Snow Plains 1 S)
Unlock The Emperor title for your playercard.
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* Performed balancing changes on the following maps designed for linebattle play.
* 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.
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Tahir Desert
Featuring iconic songs spanning from the Napoleonic Wars to The Great War this soundtrack brings forth over 20 tracks (including instrumentals).
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:» Al Uddin Ruins
:» A music player is available both in the main menu and in-game so that you’ll never be without the choirs of war.
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:» Al Kimar Pyramids
* A new map featuring never-before-seen environments. Fight in the streets of Empire with this update’s release.
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Avignon
* A new rendering pipeline. Introducing DLSS, FSR 2.0 alongside improved graphical fidelity.
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* An overhaul to the first-person camera featuring improved animations for one’s trusty black-powder firearms.
* Major game engine upgrade. Exposes our development team to new tools to further optimise the game.
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* All Napoleonic firearms have been freshly re-modelled and re-textured bringing much-needed justice to these great weapons of the era.
* Medal indicating the individual's soldier rank now shows in player names.
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* Firearm tracers providing a visual aid to help you make any required adjustments for your next shot.
* 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.
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* Feature-full controller support providing alternative modes of play on both PC and Steamdeck.
* Improved Holdfast’s audio-scape. Player movement sounds representative of the equipment an individual is carrying, new aiming sounds and many more.
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Navigate to the game’s settings to adjust sensitivity settings and multiple other options.
Additional audio master volumes are now present.
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* Officer and Captain classes now have the brand new 'Personal Courier' ability allowing them to communicate with one another across the battlefield.
* A steam whistle is now present on WW1 Gunboats.
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* Players that receive the ‘Charge’ buff from an Officer will now shout a warcry or patriotic cheer. Vive L'Empereur!
* The exclusive_modded_uniforms can now be set to be attacker, defender or faction-specific.
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* Keep track of promotions, newly joined recruits, regiment administrative actions and more with the new regiment history function.
* Introduced several regiment banners as per the community’s requests.
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* You can now hover on a regiment’s or player’s score in the leaderboards to see their full points to the decimal.
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* A customisable new main menu allowing you to represent the faction of your preference.
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* Heavily expanded on the toolset available to event hosts and server administrators.  
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Use the raygun to target a player in the game world quickly.
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:» Quick-action hotkeys for all the different administrative actions in the ‘Round Players’ menu.
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Introduced the ability to temporarily mute an individual through voice chat.
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Introduce the ability to temporarily mute an individual through chat.
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:» A section dedicated to ‘Regiment Players’ to assist event hosts with balancing teams.
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A section dedicated to ‘Unspawned Players’ enabling administrators to take action against players who have yet to join the round.
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:» A section dedicated to ‘Admin Players’ listing all administrators logged in with privileges.
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A new tab dedicated to rulesets.
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The ability to issue a broadcast admin message that shows both in the game’s chat and the centre screen through UI.
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Redesigned the broadcast admin message UI enabling players to more easily recognise messages from administrators.
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The ability to issue an admin message that shows only in the game chat through UI.
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The ability to issue polls with multiple configurable options.
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:» The ability to change weather settings during a round.
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The ability to end the round with multiple configurable options.
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:» The ability to trigger an all-charge with multiple configurable options including defining if you want to block pistols and cannons from firing.
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The ability to cancel an all-charge.
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:» A new UI indicating when all-charge is active.
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:» The ability to change wind direction when a naval game mode is in play with multiple configurable options.
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:» The ability to change the ship’s speed through UI.
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:» The ability to change maps with multiple configurable options.
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A new tab showing kill-log history providing administrators with the ability to slay the aggressor or revive the victim.
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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.  
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:» Introduced several search boxes across the admin panel.
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* Enemies now show on the minimap during an all-charge.
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* 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.
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* A message now displays in the admin chat when another administrator logs in.
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* 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.
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:» Insert ‘fol_enabled true’ in every map rotation to enable the built-in system.
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:» 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.
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Navigate to the Holdfast Wiki for instructions on how to configure this system - [[Admin Features]]
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* You can now view your selection of equipped weapons in the game by pressing the middle mouse button.
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* 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 & Select’ or ‘Hold & Release’ for both controller and keyboard.
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:» Weapon Wheel (Middle Mouse)
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:» Voices & Gestures (V)
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:» Officer Orders (Q)
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:» Music Selection (Q)
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:» In-World Object Interaction (E)
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* Customise your selection of voices and gestures when using a radial UI through the barracks or before spawning.
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:» Use the new copy function to copy your configured gestures from other classes.
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* Ability to preview weapons in the barracks you have yet to unlock.
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* A new piece of user interface informing players of all the different game controls.
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* Improved Steam Deck support compatibility.
  
===Gameplay Additions (2)===
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===Gameplay Additions (12)===
* Removed colliders from small branches present on Canyon.
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* Port Nile is back in the official server map rotation. We’ll continue monitoring performance.
* Reduced the number of trees on Fort Imperial to improve cannon visibility.
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* Switched the default ‘Nations At War’ crosshair to ‘Tooth’.
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* The ladder inside the tower present on Glacier is now climbable.
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* The kill-feed now continues to show on the player’s death screen.
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* Ammo carriages to refill ammunition are now present in every HQ spawn.
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* Hit particles from firearms on terrain are now more visible.
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* Adjusted the snow footsteps volume.
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* Enlisted a preventive measure towards players being able to stop a cannon from moving by placing a Sapper barrel in front of it.
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* Captains now have access to Officer’s chat.
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* Captains now come equipped with an Officer’s Sword rather than a Sword.
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* Buildings on linebattle maps playing on the Army Assault game mode specifically used for event-play are no longer accessible.
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* You are now able to adjust sensitivity for radial menu selections.
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:» Go to ‘Game’ > Search for ‘Radial Selection Sensitivity’
  
===Optimisation (12)===
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===Optimisations (5)===
* 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.
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* 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.
* Improved RAM utilisation reducing crashing instances for low-end machines.
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:» Go to ‘Video’ > Set ‘Mod Uniforms’ to Off
* A significant reduction in file size. We’ve brought the game down from 43.6 Gigs to 17 Gigs.
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* Eliminated a number of memory leaks.
* 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.
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* Improved the occlusion culling system.
* Multiple optimisations targeting game load times.
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* Optimised various game elements to improve CPU utilisations.
* Optimised the Loyalist Edition DLC file size.
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* Improved performance on various maps.
* Solved several instances of errors cropping up on maps across the game’s Napoleonic and WW1 fronts.
 
* Introduced new Potato and Ultra presets.
 
:» 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.
 
:» Ultra - Those blessed with decent machines can enjoy Holdfast in all its glory with this new graphics preset.
 
* VRAM budget now gets more intelligently assigned according to the user’s PC specifications.
 
* 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.
 
* Performed several optimisations to Holdfast’s debug F2 console.
 
* Optimisations targeting horse saddles.
 
  
===Quality of Life (10)===
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===Quality of Life (14)===
* Revisited Holdfast’s Chinese, Dutch, French, German, Italian, Polish, Portuguese-Brazil, Romanian, Russian, Spanish, Spanish-Latin American, Swedish and Turkish translations.
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* Introduced an indicator to inform players how to speak in voice chat.
:» 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, and Crontz.
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* Redesign the indicator that shows how to mute voice chat.
* Events rules shown to the right side of the screen now get hidden when pressing the ScrollLock key.
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* Introduced a hint instructing individuals how to switch to first-person.
* The target player health present in the P menu now automatically updates while the menu is open.
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* Empty servers will now immediately restart once the scheduled restart timer in a specific region triggers.
* The free-flight camera now respects the inverted camera movement settings.
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* Renamed ‘Holdfast: Nations At War - Play Testing’ to ‘Holdfast: Nations At War - Testing Branch’ providing a clearer indication of the purpose of this app.
* The respawn timer now continues going if the player toggles free roam in the death screen.
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* Redesigned all banners for the ‘Holdfast: Nations At War - Testing Branch’ to once more identify the purpose of this application from the get-go.
* The option to turn on HDD Mode is now available under the advanced video settings. Requires restart to apply.
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* 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.
* Results for the search function present in the P menu now automatically update with every key input.
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* Sappers and Engineers now show hints instructing them how to perform specific actions when placing an object.
* Video, Audio and Game options now feature descriptions.
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* Provided a clearer indication when an ability is on cooldown.
* Reduced the default main menu music volume.
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* Improved accuracy of sliders when editing the value directly.
* 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.
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* The indicator which identifies if the player’s voice chat is muted or not now also shows when spectating or in free-roam.
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* PM chat entries for automated admin actions that have their own chat entries no longer show in chat.
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* Administrators are now able to type in chat without spawning.
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* You are now able to continue walking or running when the ‘P’ menu is open.
  
===Graphical (15)===
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===Graphical (22)===
* Performed a massive graphical overhaul of every map in the game.
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* Redesigned the snow biome.
* Improved the killed by dreadnaught cannon recoil icon.
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* Improved first-person looks while on horseback.
* Improved the killed by barbed wire icon.
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* Updated all UI images for weapons across Nations At War and Frontlines.
* Improved the Frontlines officer ‘Q’ ability bar icon.
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* Introduced multiple regiment banners.
* Improved the Frontlines office minimap hint icon.
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* Graphically updated Marquette.
* Adjusted several in-world icon positions to improve visibility.
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* A rather peculiar icon now shows on the player’s death screen when they die with fall damage.
* Improved the rocket stack interaction icon.
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* Adjusted the labels on firearm depots to prevent overlapping.
* Improved the medal’s visibility on the scoreboard.
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* Selecting regiment members will now randomise between different heads in the character preview.
* Improved the visibility of your kills in the kill log.
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* Redesigned multiple UI elements visible in radials.
* Cleaned up the game sale countdown timers.
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* In-world interaction icons now fade out when a radial menu is open.
* Matched the size of all regiment banners across the game’s UI to maintain good resolution.
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* Adjusted the labels on every carriable flag to prevent overlapping.
* Enlarged the Frontline’s binoculars UI.
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* Improved the death icon when dying by fire.  
* Nature presets specific to city environments are now available.
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* Redesigned all the buff icons in the game.
* Updated Holdfast’s map loading screens to feature the game’s new graphical fidelity.
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* Redesigned all unlock icons for every cosmetic DLC.
* Changed Holdfast’s launch screen. It is now indicative of the new Napoleon Rise update.
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* Improved minimap hint icon resolution while on horseback.
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* UI blur will now be present when opening the Discord or Music Player widgets to improve readability.
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* Moved the performance warning indicators location.
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* The ScrollLock hotkey now also hides the player’s kill-feed.
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* Horse saddles now properly show in the character preview screens.
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* Improved the resolution of the plague kill-log icon.
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* Improved the ship kill-log icons.
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* Repositioned the mortar cam UI.
  
===Bug Fixes (98)===
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===Server Configuration (7)===
* Solved an issue with missing material references on Fort Imperial.
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* Introduced a new command to disable cannon recoil.
* Solved an issue which allowed individuals to walk underneath Fort Imperial.
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:» rc set cannonRecoilSpeedMultiplier true/false
* Solved an issue with missing material references on South Sea Castle.
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* Introduced a new command enabling administrators to define a name for a modded map. Use this to replace ‘Custom Mod Map’ names.
* Solved an issue with the Austrian faction having no piano tunes available to play. Isn’t that sad?
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:» map_name_override MapName
* Solved multiple issues with Holdfast launching on Steam Deck.
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* 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.
* Solved an instance which prevented players from leaving their regiment.
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:» include_officer_only_chat true/false
* Solved an issue with the blunderbuss being able to register only a maximum of 2 shots as damage per player.
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* Introduce more logging by admin actions in the admin_actions file.
* Experimental fix for an issue that causes players to get stuck on spawn.
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* Obsolete maps now come with fallbacks to prevent server configuration files from breaking.
* Solved an issue with the free roam camera not starting from the player’s death position when accessed from the faction selection screen.
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* Hard-set the maximum player count limit to 250. Anything above those numbers will cause major performance degradation.
* Solved an issue with regiment administrators being unable to see enlistment requests.
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:» Holdfast officially supports up to 200 players and we're unable to provide support above those numbers.
* Solved an issue where sometimes the button to accept a recruit wouldn’t be visible.
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* Revised the network broadcast mode settings. They're now split into 'Standard' and 'Competitive'.
* Solved an instance which disallowed players to join a regiment that had already disbanded another.
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:» network_broadcast_mode standard - Use this to support high player count numbers on your server up to 250 players.
* Solved an issue where prestige progress wasn’t showing on the regiment’s banners.
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:» network_broadcast_mode competitive - Use this for competitive events. Restricts player count to 64 players per server.
* Solved an issue with the surgeon class valour one and valour two medals being the other way around.
 
* Solved an issue where objectives won’t continue to show on the UI if you die then go to free-roam.
 
* Solved an issue with localisation in the in-game cosmetic store.
 
* Solved an issue with the customisation menu breaking in the barracks.
 
* Solved an issue where players sometimes got stuck when using an artillery piece.
 
* Solved an issue when loading round shots into mortars.
 
* Solved an issue with rouge red pixels being present in the scoreboard.
 
* Solved an issue where the Anvil Game Studios player banner was visible to everyone.
 
* Solved an issue with the daily score not being applied correctly.
 
* Solved an issue with preview images in the in-game cosmetic store appearing in low resolution.
 
* Solved an issue where administrators or moderators were unable to update an inactive player’s regiment rank.
 
* Solved an issue where the Carpenter’s tertiary weapon selection didn’t save.
 
* Solved an instance which caused a recurring error to appear when viewing a regiment’s member list.
 
* Solved an issue which prevented the search function in the P menu from working if a player’s dropdown was open.
 
* Solved an instance which prevented moderators from managing their regiment.
 
* Solved an instance which allowed players to apply for a regiment that wasn’t accepting recruits.
 
* Solved an exception which occurred when PMing carbon players.
 
* Solved an instance which caused the player’s camera not to detach properly when moving an artillery piece.
 
* Solved an exception which prevented players from joining a server due to unsupported character names.
 
* Solved an instance which sometimes prevented administrators from updating a player’s rank after changing its rank structure.
 
* Solved an issue where crosshairs sometimes didn’t feature a preview image in the settings menu.
 
* Solved an instance which prevented specific players from being accepted into a regiment after enlisting.
 
* Solved an instance which prevented the regiment registry list from loading.
 
* Solved an issue with rendering order on in-world interaction icons.
 
* Solved several client-side warnings on map load.
 
* Solved an issue where the Manage Members button was selected by default causing it to immediately appear with a golden border.
 
* Solved an instance which caused the game to get stuck when creating a new rank in the regiment registry.
 
* Solved an issue where the cursor sometimes didn’t show when selecting the description text field in the regiment registry.
 
* Solved an issue where sometimes preview characters didn’t show when navigating through a regiment’s member list.
 
* Solved an issue which took the player back to the regiment’s home screen if an enlistee was denied or accepted.
 
* Solved an issue which caused the player to get stuck in free-flight if they accessed the mode right after they died by trampling.
 
* Solved an issue which sometimes caused players to spawn atop trees on Glacier.
 
* 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.
 
* Solved multiple exceptions caused when navigating through the regiment registry.
 
* Solved an issue which caused incorrect regiment ranks to be applied to selected enlistees.
 
* Solved multiple map-specific issues.
 
  
===SDK Additions (200)===
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===SDK Additions (172)===
* The Austrian faction is now available in sharedmethods.dll.
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* Introduced Holdfast SDK support for the new first-person.
* Introduced the following SDK props.
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:» 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 & 2 Frontlines) and a variety of colour variants.
Structure_Bridge1v4
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:» This is an optional change, if your modded uniform includes a custom first-person model, that model will be used instead.
Structure_Bridge1v5
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:» We recommend that modded uniforms make use of the new system improving both memory usage and looks.
Structure_Bridge2v4
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* Introduced a deprecated game assets filter to the Holdfast SDK. By default, this is set to ‘Off’.
Structure_Bridge2v5
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* Renamed ‘WaterSystems’ to ‘Functional_WaterSystems’.
Propgroup_PalisadeStand
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* Introduced multiple Empire game assets to the Holdfast SDK.
Propgroup_CrateLeaningWall
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Environment_URP_hedge_short_2m
Propgroup_ShootingPlatform1
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Environment_URP_hedge_short_4m
Propgroup_ShootingPlatform2
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Environment_URP_hedge_short_end
Prop_Weapon_Musket_New_Land_Pattern_Brown_Bess_Bayonet
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Environment_URP_hedge_short_whiteFlower_2m
Prop_Weapon_Musket_Charleville_Musket_IXXIII_Bayonet
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Environment_URP_hedge_short_whiteFlower_4m
Functional_PierLadder
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Environment_URP_hedge_short_whiteFlower_end
Prop_EgyptStatue
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Environment_URP_hedge_short_yellowFlower_2m
Prop_Well1v4
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Environment_URP_hedge_short_yellowFlower_4m
Prop_Well1v5
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Environment_URP_hedge_short_yellowFlower_end
Prop_Well1v6
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Environment_URP_hedge_tall_2m
Prop_Well1v7
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Environment_URP_hedge_tall_4m
Prop_ww1_TrenchShootingPlatform
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Environment_URP_hedge_tall_end
Prop_MortarPlatform
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Environment_URP_hedge_tall_whiteFlower_2m
Prop_Shipyard_MetalPiece2
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Environment_URP_hedge_tall_whiteFlower_4m
Prop_Shipyard_WoodPiece3
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Environment_URP_hedge_tall_whiteFlower_end
Prop_WoodenPole_5
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Environment_URP_hedge_tall_yellowFlower_2m
Prop_WoodenPole_6
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Environment_URP_hedge_tall_yellowFlower_4m
Prop_ww1_Cemetery_Cemetery_Fence_02_Middle
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Environment_URP_hedge_tall_yellowFlower_end
Prop_ww1_Cemetery_Cemetery_Post
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Prop_URP_Carriage_1v1
Prop_ww1_fence_wood_post_type_01_A
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Prop_URP_Carriage_1v2
Prop_ww1_fence_wood_post_type_01_B
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Prop_URP_Carriage_1v3
Prop_ww1_fence_wood_post_type_01_C
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Prop_URP_Carriage_2v1
Prop_ww1_fence_wood_post_type_03_A
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Prop_URP_Carriage_2v2
Prop_ww1_fence_wood_post_type_03_B
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Prop_URP_Carriage_2v3
Prop_ww1_fence_wood_post_type_03_C
+
Prop_URP_Carriage_3v1
Prop_ww1_fence_wood_post_type_04_A
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Prop_URP_Carriage_3v2
Functional_Naval_SpawnMenuCharacterScreen
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Prop_URP_Carriage_3v3
Functional_ww1_SpawnMenuCharacterScreen
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Prop_URP_Carriage_4v1
Creatures_ww1_Fish_Perch
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Prop_URP_Carriage_4v2
Creatures_ww1_Fish_Trout
+
Prop_URP_Carriage_4v3
Structure_Schooner_ShipWreck_1v2
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Prop_URP_French_Paris_Door1v1
Structure_Pidgeoncoop1v3
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Prop_URP_French_Paris_Door1v2
Structure_Barn2v4
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Prop_URP_French_Paris_Door2
Structure_Spain_House1v4
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Prop_URP_French_Paris_Door3
Structure_Spain_House2v4
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Prop_URP_french_paris_pavement1
Structure_Spain_Barn1v4
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Prop_URP_french_paris_pavement2
Structure_Spain_Barn1v5
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Prop_URP_french_paris_pavement3
Structure_Fort_FortImperial1v2
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Prop_URP_french_paris_pavement4
Structure_FortSegment1v3_Modular
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Prop_URP_french_paris_pavement5
Structure_FortSegment2v3_Modular
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Prop_URP_french_paris_pavement6
Structure_FortSegment3v3_Modular
+
Prop_URP_french_paris_pavement7
Structure_FortSegment4v3_Modular
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Prop_URP_french_paris_pavement8
Structure_FortSegment5v3_Modular
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Prop_URP_french_paris_pavement9
Structure_FortSegment6v3_Modular
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Prop_URP_French_Paris_Shopwindow1
Structure_FortSegment7v3_Modular
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Prop_URP_French_Paris_Shopwindow2
Structure_FortTurret1v3_Modular
+
Prop_URP_French_Paris_Shopwindow3
Structure_FortTurret2v3_Modular
+
Prop_URP_French_Paris_Shopwindow4
Structure_FortTurret3v3_Modular
+
Prop_URP_French_Paris_Shopwindow5
Structure_FortTurret4v3_Modular
+
Prop_URP_French_Paris_Shopwindow6
Structure_FortTurret5v3_Modular
+
Prop_URP_French_Paris_Window1
Structure_FortTurret6v3_Modular
+
Prop_URP_French_Paris_Window2v1
Structure_Ruins_AqueductRuin1v3
+
Prop_URP_French_Paris_Window2v2
Structure_Ruins_AqueductRuin1v4
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Prop_URP_French_Paris_Window3
Structure_Ruins_AqueductRuin1v5
+
Prop_URP_French_Paris_Window4
Structure_Ruins_AqueductRuin2v3
+
Prop_URP_French_Wall_Face_Double
Structure_Ruins_AqueductRuin2v4
+
Prop_URP_French_Wall_Face_Long
Structure_Ruins_AqueductRuin2v5
+
Prop_URP_French_Wall_Face_Pillar
Structure_Ruins_AqueductRuin3v3
+
Prop_URP_French_Wall_Face_Short
Structure_Ruins_AqueductRuin3v4
+
Prop_URP_French_Wall_Face_Thin
Structure_Ruins_AqueductRuin3v5
+
Prop_URP_French_Wall_Face_Tiny
Structure_Ruins_AqueductRuin4v3
+
Prop_URP_French_Wall_Pillar_Large
Structure_Ruins_AqueductRuin4v4
+
Prop_URP_French_Wall_Pillar
Structure_Ruins_AqueductRuin4v5
+
Prop_URP_French_Wall_Window_Detail
Structure_Ruins_AqueductRuinPiece1v3
+
Prop_URP_streetlights_base_1v1
Structure_Ruins_AqueductRuinPiece1v4
+
Prop_URP_streetlights_base_2v1
Structure_Ruins_AqueductRuinPiece1v5
+
Prop_URP_streetlights_base_3v1
Structure_Ruins_AqueductRuinPiece2v3
+
Prop_URP_streetlights_base_4v1
Structure_Ruins_AqueductRuinPiece2v4
+
Prop_URP_streetlights_base_5v1
Structure_Ruins_AqueductRuinPiece2v5
+
Prop_URP_StreetLights_Full_1v1_Flame
Structure_Ruins_AqueductRuinPiece3v3
+
Prop_URP_StreetLights_Full_1v1
Structure_Ruins_AqueductRuinPiece3v4
+
Prop_URP_StreetLights_Full_1v2_Flame
Structure_Ruins_AqueductRuinPiece3v5
+
Prop_URP_StreetLights_Full_1v2
Structure_Ruins_AqueductRuinPiece4v3
+
Prop_URP_StreetLights_Full_2v1
Structure_Ruins_AqueductRuinPiece4v4
+
Prop_URP_StreetLights_Full_2v2
Structure_Ruins_AqueductRuinPiece4v5
+
Prop_URP_StreetLights_Full_1v1
Structure_Ruins_BathHouse1v3
+
Prop_URP_StreetLights_Full_4v1_Flame
Structure_Ruins_BathHouse1v4
+
Prop_URP_StreetLights_Full_4v1
Structure_Ruins_BathHouse1v5
+
Prop_URP_streetlights_light_1v1
Structure_Ruins_Citywall1v3
+
Prop_URP_streetlights_light_2v1
Structure_Ruins_Citywall1v4
+
Prop_URP_streetlights_light_3v1
Structure_Ruins_Citywall1v5
+
Prop_URP_streetlights_light_4v1
Structure_Ruins_Citywall2v3
+
Prop_URP_streetlights_light_5v1
Structure_Ruins_Citywall2v4
+
Prop_URP_streetlights_light_6v1
Structure_Ruins_Citywall2v5
+
Prop_URP_streetlights_light_7v1
Structure_Ruins_Citywall3v3
+
Prop_URP_streetlights_light_8v1
Structure_Ruins_Citywall3v4
+
Prop_URP_streetlights_light_9v1
Structure_Ruins_Citywall3v5
+
Prop_URP_streetlights_support_1v1
Structure_Ruins_LargeWall10v3
+
Prop_URP_streetlights_support_2v1
Structure_Ruins_LargeWall10v4
+
Prop_URP_streetlights_support_3v1
Structure_Ruins_LargeWall10v5
+
Prop_URP_streetlights_support_41
Structure_Ruins_Temple1v3
+
Prop_URP_streetlights_support_5v1
Structure_Ruins_Temple1v4
+
Prop_URP_streetlights_support_6v1
Structure_Ruins_Temple1v5
+
Prop_URP_streetlights_support_7v1
Structure_Ruins_Templeround1v3
+
Prop_URP_streetlights_support_8v1
Structure_Ruins_Templeround1v4
+
Prop_URP_streetlights_support_9v1
Structure_Ruins_Templeround1v5
+
Prop_URP_streetlights_support_10v1
Structure_Ruins_Templeroundpiece1v3
+
Prop_URP_streetlights_support_11v1
Structure_Ruins_Templeroundpiece1v4
+
Prop_URP_streetlights_top_1v1
Structure_Ruins_Templeroundpiece1v5
+
Prop_URP_streetlights_top_2v1
Structure_Ruins_Theater1v3
+
Prop_URP_streetlights_top_3v1
Structure_Ruins_Theater1v4
+
Prop_URP_TwoAxleWoodenCart_1v1
Structure_Ruins_Theater1v5
+
Prop_URP_TwoAxleWoodenCart_1v2
Structure_Ruins_Theaterpiece1v3
+
Prop_URP_TwoAxleWoodenCart_1v3
Structure_Ruins_Theaterpiece1v4
+
Prop_URP_TwoAxleWoodenCart_2v1
Structure_Ruins_Theaterpiece1v5
+
Prop_URP_TwoAxleWoodenCart_2v2
Structure_Ruins_Theaterpiece2v3
+
Prop_URP_TwoAxleWoodenCart_2v3
Structure_Ruins_Theaterpiece2v4
+
Prop_URP_TwoAxleWoodenCart_3v1
Structure_Ruins_Theaterpiece2v5
+
Prop_URP_WoodenCart_1v1
Structure_Ruins_Theaterpiece3v3
+
Prop_URP_WoodenCart_1v2
Structure_Ruins_Theaterpiece3v4
+
Prop_URP_WoodenCart_1v3
Structure_Ruins_Theaterpiece3v5
+
Prop_URP_WoodenCart_2v1
Structure_Ruins_Tower1v3
+
Prop_URP_WoodenCart_2v2
Structure_Ruins_Tower1v4
+
Prop_URP_WoodenCart_2v3
Structure_Ruins_Tower1v5
+
Prop_URP_WoodenCart_3v1
Structure_Ruins_Wall1v3
+
Prop_URP_WoodenCart_3v2
Structure_Ruins_Wall1v4
+
Prop_URP_WoodenCart_3v3
Structure_Ruins_Wall1v5
+
Prop_URP_WoodenCart_4v1
Structure_Ruins_Wall2v3
+
Prop_URP_WoodenCart_4v2
Structure_Ruins_Wall2v4
+
Prop_URP_WoodenCart_4v3
Structure_Ruins_Wall2v5
+
Structure_URP_Bridge_01
Structure_Ruins_Wall3v3
+
Structure_URP_Construction_Crane
Structure_Ruins_Wall3v4
+
Structure_URP_French_Paris_Backdrop1
Structure_Ruins_Wall3v5
+
Structure_URP_French_Paris_Backdrop2
Structure_Ruins_Wall4v3
+
Structure_URP_French_Paris_Backdrop3
Structure_Ruins_Wall4v4
+
Structure_URP_French_Paris_Bridge1
Structure_Ruins_Wall4v5
+
Structure_URP_French_Paris_Construction1
Structure_Ruins_Wall5v3
+
Structure_URP_French_Paris_Construction2
Structure_Ruins_Wall5v4
+
Structure_URP_French_Paris_House1
Structure_Ruins_Wall5v5
+
Structure_URP_French_Paris_House2
Structure_Ruins_Wall6v3
+
Structure_URP_French_Paris_House3v1
Structure_Ruins_Wall6v4
+
Structure_URP_French_Paris_House3v2
Structure_Ruins_Wall6v5
+
Structure_URP_French_Paris_House5
Structure_Ruins_Wall7v3
+
Structure_URP_French_Paris_House6
Structure_Ruins_Wall7v4
+
Structure_URP_French_Paris_House7
Structure_Ruins_Wall7v5
+
Structure_URP_French_Paris_House8
Structure_Ruins_Wall8v3
+
Structure_URP_French_Paris_House9
Structure_Ruins_Wall8v4
+
Structure_URP_French_Paris_House10
Structure_Ruins_Wall8v5
+
Structure_URP_French_Paris_House11
Structure_Ruins_Wall9v3
+
Structure_URP_French_Paris_House12
Structure_Ruins_Wall9v4
+
Structure_URP_French_Paris_House13v1
Structure_Ruins_Wall9v5
+
Structure_URP_French_Paris_House13v2
Structure_Windmill1v4_Base
+
Structure_URP_French_Paris_Mansion1
Structure_Windmill1v4
+
Structure_URP_French_Paris_Marketplace1
Structure_Barn1v4
+
Structure_URP_French_Paris_Riverbank1
Structure_HouseDutch1v4
+
Structure_URP_French_Paris_Riverbank2
Structure_HouseDutch1v5
+
Structure_URP_French_Paris_Riverbank3
Structure_HouseDutch2v4_Kitchen
+
Structure_URP_French_Paris_Riverbank4
Structure_HouseDutch2v5_Kitchen
+
Structure_URP_French_Paris_Riverbank5
Structure_HouseDutch3v4
+
Structure_URP_French_Paris_Riverbank6
Structure_HouseDutch3v5
+
Structure_URP_French_Paris_Riverbank7
Structure_HouseDutch4v4
+
Structure_URP_French_Paris_Wall1
Structure_HouseDutch4v5
+
Structure_URP_French_Paris_Wall2
:» Structure_HouseDutch5v4
+
Structure_URP_French_Paris_Wall3
Structure_HouseDutch5v5
+
Introduced several Foliage props.
Structure_HouseDutch6v4_Watermill
+
Introduced several Green Moss Rock props.
Structure_HouseDutch6v5_Watermill
+
Introduced several Limestone Rock props.
Structure_WalledCity1v1_Pillar
+
* Updated various miscellaneous props.
Structure_WalledCity1v1_StraightWall
+
* Introduced several new additions and improvements to the ‘Uniform System Window’.
Structure_WalledCity1v2_Pillar
+
Added generic first-person model support (See new settings: "Default First Person Model", "Default First Person Cuff Color", "Default First Person Sleeve Color").
Structure_WalledCity1v2_StraightWall
+
Removed "PersonalFaction" enum as the UI that required this has been removed.
Structure_WalledCity1v3_Pillar
+
Renamed "Uniform Data" to "Uniform Random Variants".
Structure_WalledCity1v3_StraightWall
+
Removed "Uniform Sprite" from "Uniform Random Variants" as they weren't being used.
:» Structure_WalledCity1v4_Pillar
+
Renamed "Class Sprite" to "Uniform Sprite".
Structure_WalledCity1v4_StraightWall
+
Renamed "Class Greyed Out Sprite" to "Head Sprite".
:» Structure_WalledCity1v4_StraightWallSegment
+
"Voice Language" is now disabled if "Faction" is not a Frontlines faction.
:» Structure_WalledCity1v4_Gate
+
"Head Sprite" is now disabled if "Use Global Head System" is enabled.
* Changes to existing SDK props.
+
"Special Carryable Object" is now disabled if "Player Class" is incompatible.
:» Renamed “Prop_Shelve” to “Prop_Shelf2v1”.
+
Clarified tooltips to match the new in-game UI.
:» Renamed “Prop_Shelve2” to “Prop_Shelf2v2”.
+
* Updated the ‘Flag System Window’.
:» Renamed “Structure_Fort_MartelloTower1v2_Defence_Destructable_Mod 1” to “Structure_Fort_MartelloTower1v3_Defence_Destructable”.
+
Added warning to enable "Read/Write" and disable "Mesh Compression" on the flag model's import settings.
:» Renamed “Structure_Schooner_ShipWreck” to “Structure_Schooner_ShipWreck_1v1”.
+
 
:» Fixes to colliders on some musket props.
+
===Bug Fixes (133)===
:» Fixed LODs on prop groups.
+
* Solved an occurrence which caused melee combat hit detection to degrade after a map load.
:» Fixed LOD bounds on Gabion props and prop groups.
+
* Solved an issue with Officer lines drawing over modded uniforms.
:» Fixed Structure_Palisade1.12 having destroyed stage enabled by default.
+
* Solved an issue with models using URP-Shaders for both modded uniforms and custom props not throwing shadows.
:» Made collisions on Prop_Shrine1vX more accurate.
+
* Solved an issue with shadows not rendering on SDK trees.
:» Made collisions on Structure_Pier more accurate.
+
* Solved an issue with artefacts showing on SDK trees.
:» Removed placeholder .txt prefab that was accidentally included.
+
* Solved an issue with the game assets browser filter not working as intended.
:» Fixed ladders in Martello Tower props.
+
* Solved an issue with colliders on destroyed palisade props.
:» Capitalised all “AqueductRuin” props to improve readability.
+
* Solved multiple issues with the ‘Esc’ button behaviour not working as intended.
:» Capitalised all “BathHouse” props to improve readability.
+
* Solved an exploit revolving around the Carpenter’s ‘Berserk’ ability.
:» Fixed face normals on ruin props. Lighting will now be more accurate.
+
* 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.
:» Fixed LODs on Frontlines Light Howitzer.
+
* Solved multiple instances of exploits which allowed individuals to go under the terrain, inside props or outside map borders.
:» Fixed emplacement collider in “Structure_ww1_french_cernay_house2” & “Structure_ww1_french_cernay_house2_Destroyed_Populated1”.
+
* 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.
:» Optimised “Prop_ww1_mine_field_sign”.
+
* Solved an issue where sometimes character heads would overlay one another in the spawn menu.
:» Fixed shadow cast positions for “Structure_Shipyard” prefabs.
+
* Solved an exploit which allowed individuals to perform an invisible melee strike.
:» Fixed snowy greystone rocks using incorrect material.
+
* Solved an exploit which allowed musicians to play a tune while using the sitting animation making one’s hitbox smaller.
:» Fixed colliders on “Prop_KettleBig_CastIron”.
+
* Solved an issue where the regiment’s recruitment status was displaying incorrectly.
:» Fixed LODs on ww1_track props.
+
* Solved an issue with a rouge pixel being visible in the Frontlines kill feed.
:» Added a variant of non-blanket shader ferns. Existing fern prefabs added “_blanket” to their name.
+
* Solved an issue where sometimes the musket model would vibrate when in first person.
:» Fixed names on “Structure_Barnv#” to “Structure_Barn1v#”.
+
* Solved an issue where a transparent emblem would show on the victory screen if both factions achieved the same number of tickets.
:» 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.
+
* Solved an issue with raindrop particle effects not working on some maps.
:» Added mossy and non-mossy variants of “Sandstone” and “Greystone”.
+
* Solved an issue which prevented regiment owners and moderators from accepting certain individuals into their regiment.
:» Snow added to snowy rocks.
+
* Solved multiple issues with UI elements missing translation.
 +
* Solved multiple server-side exceptions.
 +
* Solved an issue where sometimes the doors on the Melee Arena game mode would open too early.
 +
* Experimental fix towards an issue which sometimes causes the free-roam camera to spawn outside the map’s boundaries.
 +
* Solved an issue which sometimes prevented individuals from disbanding a regiment.
 +
* Solved an issue with floating rocks on Heroes Landing when the wall near D point is destroyed.
 +
* Experimental fix towards an issue where the screen would turn to black whilst playing on the Potato preset.
 +
* Solved an issue where the camera would remain zoomed in after using a spyglass.
 +
* Solved multiple client-side exceptions.
 +
* Solved an issue with buildable emplacement states appearing incorrectly.
 +
* Solved an issue with floating props on Marquette.
 +
* Solved an issue which sometimes prevented the ‘Enter’ button from functioning as intended when connecting to a passworded game server through the server browser.
 +
* Solved an issue where sometimes the Officer line indicator will preview facing to the character rather than away.
 +
* Solved an issue with bird landing spots on Canyon.
 +
* Solved an issue with the free-roam camera moving when searching in the P menu.
 +
* Solved an exploit with explosive knockbacks.
 +
* Solved an exploit which sometimes enabled Frontlines firearms to be aimed slightly faster than intended.
 +
* Solved an issue where the free-roam UI would continue to show on the end-of-match screen.  
 +
* Solved a bug where when the horse would die and a cavalryman was on horseback, they would continue to ride an invisible horse.
 +
* Solved a bug where sometimes individuals could use specific items from a cosmetic DLC they don’t own.
 +
* Solved a bug where you could still rotate to Marre. This is now an obsolete game level.
 +
* Experimental fix towards a rare occurrence which caused weapons to go invisible in the player’s hands.
 +
* Solved an error on game launch related to IK.
 +
* Solved an issue where flags equipped with the Flag Bearer class would go invisible when switching between factions.
 +
* Solved an exploit which allowed individuals to block smaller entryways using ammo boxes and rocket stacks.
 +
* Experimental fix towards an issue where the player would immediately die after respawning.
 +
* Solved a bug which allowed the Sergeant to keep all Officer buffs regardless if they were in the Officer’s line or not.
 +
* Solved an error relative to player buffs.
 +
* Solved an issue where the cheer animation would appear incorrectly when previewed in the barracks.
 +
* Experimental fix towards an issue where the Carpenter would occasionally maintain a permanent speed boost after using the Berserk ability.
 +
* Solved a bug where sometimes you will be unable to aim a Frontlines machine gun after firing it.
 +
* Solved an issue with the ‘Arena  Announcer’ toggle UI setting disabling unintended UI elements.
 +
* Solved an exploit which allowed individuals to clip inside the walls of Castle Arena.
 +
* Experimental fix towards gesture states appearing incorrectly for other players.
 +
* Solved multiple instances where on specific maps, you would spawn slightly above the ground.
 +
* Solved an issue where sometimes inputting the wrong password would put you in the main menu rather than back in the server browser.
 +
* Solved multiple issues when admins revived an infantryman.
 +
* Solved an issue where revived cavalrymen spawned without a saddle.
 +
* Solved an issue where the map loading screen wouldn’t show if you launched the spawn menu.
 +
* Solved a bug where players were unable to toggle voice chat after entering free-roam or spectate modes without spawning.
 +
* Solved an issue with the Skirmisher trait lacking Polish translation.
 +
* Solved an issue where sometimes cosmetic DLC Officer uniforms would not play a unique animation when previewed.
 +
* Experimental fix for an issue that causes players to get stuck on the previous map when rotating through maps quickly.
 +
* Solved an exploit which allowed players to circumvent the surrender gesture cooldown timer disallowing players from using weapons. Travestir!
 +
* Solved a bug where canister shot trails would not show if the individual doesn’t have a firearm equipped.
 +
* Experimental fix towards an issue which causes players to spawn underneath a horse after interacting with an artillery piece.
 +
* Solved an issue where players would get stuck in a UI if a spectating player disconnected.

Revision as of 17:40, 12 June 2024

2.19

Features & Improvements (60)

  • Introducing Drill Grounds. This behemoth of a map is the largest to date designed to offer the ultimate roleplay experience.
  • Bonnie Crags. A new linebattle map set in the rocky landscapes of the Scottish coastlines.
  • A complete redesign of all plains maps based on community feedback. They now feature interest points more fitting to the modern linebattle experience.
» Dedborg Expanse (Grassy Plains 1)
» Champs D’Ambre (Grassy Plains 2)
» Westmill Brook (Grassy Plains 3)
» Pinefield Marsh (Grassy Plains 4)
» Eden Creek (Grassy Plains 5)
» Costa Relitto (Island Plains 1)
» Fausberg Forest (Snowy Plains 1)
» Norsten Gorge (Snowy Plains 2)
» Kingly Lakes (Snowy Plains 3)
» Antiquity (Ancient Plains 1)
» Oasis (Desert Plains 1 S)
» Polar Woods (Snow Plains 1 S)
  • Performed balancing changes on the following maps designed for linebattle play.
» Tahir Desert
» Al Uddin Ruins
» Al Kimar Pyramids
» Avignon
  • An overhaul to the first-person camera featuring improved animations for one’s trusty black-powder firearms.
  • All Napoleonic firearms have been freshly re-modelled and re-textured bringing much-needed justice to these great weapons of the era.
  • Firearm tracers providing a visual aid to help you make any required adjustments for your next shot.
  • Feature-full controller support providing alternative modes of play on both PC and Steamdeck.
» Navigate to the game’s settings to adjust sensitivity settings and multiple other options.
  • Officer and Captain classes now have the brand new 'Personal Courier' ability allowing them to communicate with one another across the battlefield.
  • Players that receive the ‘Charge’ buff from an Officer will now shout a warcry or patriotic cheer. Vive L'Empereur!
  • Keep track of promotions, newly joined recruits, regiment administrative actions and more with the new regiment history function.
  • You can now hover on a regiment’s or player’s score in the leaderboards to see their full points to the decimal.
  • A customisable new main menu allowing you to represent the faction of your preference.
  • Heavily expanded on the toolset available to event hosts and server administrators.
» Use the raygun to target a player in the game world quickly.
» Quick-action hotkeys for all the different administrative actions in the ‘Round Players’ menu.
» Introduced the ability to temporarily mute an individual through voice chat.
» Introduce the ability to temporarily mute an individual through chat.
» A section dedicated to ‘Regiment Players’ to assist event hosts with balancing teams.
» A section dedicated to ‘Unspawned Players’ enabling administrators to take action against players who have yet to join the round.
» A section dedicated to ‘Admin Players’ listing all administrators logged in with privileges.
» A new tab dedicated to rulesets.
» The ability to issue a broadcast admin message that shows both in the game’s chat and the centre screen through UI.
» Redesigned the broadcast admin message UI enabling players to more easily recognise messages from administrators.
» The ability to issue an admin message that shows only in the game chat through UI.
» The ability to issue polls with multiple configurable options.
» The ability to change weather settings during a round.
» The ability to end the round with multiple configurable options.
» The ability to trigger an all-charge with multiple configurable options including defining if you want to block pistols and cannons from firing.
» The ability to cancel an all-charge.
» A new UI indicating when all-charge is active.
» The ability to change wind direction when a naval game mode is in play with multiple configurable options.
» The ability to change the ship’s speed through UI.
» The ability to change maps with multiple configurable options.
» A new tab showing kill-log history providing administrators with the ability to slay the aggressor or revive the victim.
» 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.
» Introduced several search boxes across the admin panel.
  • Enemies now show on the minimap during an all-charge.
  • 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.
  • A message now displays in the admin chat when another administrator logs in.
  • 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.
» Insert ‘fol_enabled true’ in every map rotation to enable the built-in system.
» 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.
» Navigate to the Holdfast Wiki for instructions on how to configure this system - Admin Features
  • You can now view your selection of equipped weapons in the game by pressing the middle mouse button.
  • 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 & Select’ or ‘Hold & Release’ for both controller and keyboard.
» Weapon Wheel (Middle Mouse)
» Voices & Gestures (V)
» Officer Orders (Q)
» Music Selection (Q)
» In-World Object Interaction (E)
  • Customise your selection of voices and gestures when using a radial UI through the barracks or before spawning.
» Use the new copy function to copy your configured gestures from other classes.
  • Ability to preview weapons in the barracks you have yet to unlock.
  • A new piece of user interface informing players of all the different game controls.
  • Improved Steam Deck support compatibility.

Gameplay Additions (12)

  • Port Nile is back in the official server map rotation. We’ll continue monitoring performance.
  • Switched the default ‘Nations At War’ crosshair to ‘Tooth’.
  • The ladder inside the tower present on Glacier is now climbable.
  • The kill-feed now continues to show on the player’s death screen.
  • Ammo carriages to refill ammunition are now present in every HQ spawn.
  • Hit particles from firearms on terrain are now more visible.
  • Adjusted the snow footsteps volume.
  • Enlisted a preventive measure towards players being able to stop a cannon from moving by placing a Sapper barrel in front of it.
  • Captains now have access to Officer’s chat.
  • Captains now come equipped with an Officer’s Sword rather than a Sword.
  • Buildings on linebattle maps playing on the Army Assault game mode specifically used for event-play are no longer accessible.
  • You are now able to adjust sensitivity for radial menu selections.
» Go to ‘Game’ > Search for ‘Radial Selection Sensitivity’

Optimisations (5)

  • 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.
» Go to ‘Video’ > Set ‘Mod Uniforms’ to Off
  • Eliminated a number of memory leaks.
  • Improved the occlusion culling system.
  • Optimised various game elements to improve CPU utilisations.
  • Improved performance on various maps.

Quality of Life (14)

  • Introduced an indicator to inform players how to speak in voice chat.
  • Redesign the indicator that shows how to mute voice chat.
  • Introduced a hint instructing individuals how to switch to first-person.
  • Empty servers will now immediately restart once the scheduled restart timer in a specific region triggers.
  • Renamed ‘Holdfast: Nations At War - Play Testing’ to ‘Holdfast: Nations At War - Testing Branch’ providing a clearer indication of the purpose of this app.
  • Redesigned all banners for the ‘Holdfast: Nations At War - Testing Branch’ to once more identify the purpose of this application from the get-go.
  • 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.
  • Sappers and Engineers now show hints instructing them how to perform specific actions when placing an object.
  • Provided a clearer indication when an ability is on cooldown.
  • Improved accuracy of sliders when editing the value directly.
  • The indicator which identifies if the player’s voice chat is muted or not now also shows when spectating or in free-roam.
  • PM chat entries for automated admin actions that have their own chat entries no longer show in chat.
  • Administrators are now able to type in chat without spawning.
  • You are now able to continue walking or running when the ‘P’ menu is open.

Graphical (22)

  • Redesigned the snow biome.
  • Improved first-person looks while on horseback.
  • Updated all UI images for weapons across Nations At War and Frontlines.
  • Introduced multiple regiment banners.
  • Graphically updated Marquette.
  • A rather peculiar icon now shows on the player’s death screen when they die with fall damage.
  • Adjusted the labels on firearm depots to prevent overlapping.
  • Selecting regiment members will now randomise between different heads in the character preview.
  • Redesigned multiple UI elements visible in radials.
  • In-world interaction icons now fade out when a radial menu is open.
  • Adjusted the labels on every carriable flag to prevent overlapping.
  • Improved the death icon when dying by fire.
  • Redesigned all the buff icons in the game.
  • Redesigned all unlock icons for every cosmetic DLC.
  • Improved minimap hint icon resolution while on horseback.
  • UI blur will now be present when opening the Discord or Music Player widgets to improve readability.
  • Moved the performance warning indicators location.
  • The ScrollLock hotkey now also hides the player’s kill-feed.
  • Horse saddles now properly show in the character preview screens.
  • Improved the resolution of the plague kill-log icon.
  • Improved the ship kill-log icons.
  • Repositioned the mortar cam UI.

Server Configuration (7)

  • Introduced a new command to disable cannon recoil.
» rc set cannonRecoilSpeedMultiplier true/false
  • Introduced a new command enabling administrators to define a name for a modded map. Use this to replace ‘Custom Mod Map’ names.
» map_name_override MapName
  • 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.
» include_officer_only_chat true/false
  • Introduce more logging by admin actions in the admin_actions file.
  • Obsolete maps now come with fallbacks to prevent server configuration files from breaking.
  • Hard-set the maximum player count limit to 250. Anything above those numbers will cause major performance degradation.
» Holdfast officially supports up to 200 players and we're unable to provide support above those numbers.
  • Revised the network broadcast mode settings. They're now split into 'Standard' and 'Competitive'.
» network_broadcast_mode standard - Use this to support high player count numbers on your server up to 250 players.
» network_broadcast_mode competitive - Use this for competitive events. Restricts player count to 64 players per server.

SDK Additions (172)

  • Introduced Holdfast SDK support for the new first-person.
» 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 & 2 Frontlines) and a variety of colour variants.
» This is an optional change, if your modded uniform includes a custom first-person model, that model will be used instead.
» We recommend that modded uniforms make use of the new system improving both memory usage and looks.
  • Introduced a deprecated game assets filter to the Holdfast SDK. By default, this is set to ‘Off’.
  • Renamed ‘WaterSystems’ to ‘Functional_WaterSystems’.
  • Introduced multiple Empire game assets to the Holdfast SDK.
» Environment_URP_hedge_short_2m
» Environment_URP_hedge_short_4m
» Environment_URP_hedge_short_end
» Environment_URP_hedge_short_whiteFlower_2m
» Environment_URP_hedge_short_whiteFlower_4m
» Environment_URP_hedge_short_whiteFlower_end
» Environment_URP_hedge_short_yellowFlower_2m
» Environment_URP_hedge_short_yellowFlower_4m
» Environment_URP_hedge_short_yellowFlower_end
» Environment_URP_hedge_tall_2m
» Environment_URP_hedge_tall_4m
» Environment_URP_hedge_tall_end
» Environment_URP_hedge_tall_whiteFlower_2m
» Environment_URP_hedge_tall_whiteFlower_4m
» Environment_URP_hedge_tall_whiteFlower_end
» Environment_URP_hedge_tall_yellowFlower_2m
» Environment_URP_hedge_tall_yellowFlower_4m
» Environment_URP_hedge_tall_yellowFlower_end
» Prop_URP_Carriage_1v1
» Prop_URP_Carriage_1v2
» Prop_URP_Carriage_1v3
» Prop_URP_Carriage_2v1
» Prop_URP_Carriage_2v2
» Prop_URP_Carriage_2v3
» Prop_URP_Carriage_3v1
» Prop_URP_Carriage_3v2
» Prop_URP_Carriage_3v3
» Prop_URP_Carriage_4v1
» Prop_URP_Carriage_4v2
» Prop_URP_Carriage_4v3
» Prop_URP_French_Paris_Door1v1
» Prop_URP_French_Paris_Door1v2
» Prop_URP_French_Paris_Door2
» Prop_URP_French_Paris_Door3
» Prop_URP_french_paris_pavement1
» Prop_URP_french_paris_pavement2
» Prop_URP_french_paris_pavement3
» Prop_URP_french_paris_pavement4
» Prop_URP_french_paris_pavement5
» Prop_URP_french_paris_pavement6
» Prop_URP_french_paris_pavement7
» Prop_URP_french_paris_pavement8
» Prop_URP_french_paris_pavement9
» Prop_URP_French_Paris_Shopwindow1
» Prop_URP_French_Paris_Shopwindow2
» Prop_URP_French_Paris_Shopwindow3
» Prop_URP_French_Paris_Shopwindow4
» Prop_URP_French_Paris_Shopwindow5
» Prop_URP_French_Paris_Shopwindow6
» Prop_URP_French_Paris_Window1
» Prop_URP_French_Paris_Window2v1
» Prop_URP_French_Paris_Window2v2
» Prop_URP_French_Paris_Window3
» Prop_URP_French_Paris_Window4
» Prop_URP_French_Wall_Face_Double
» Prop_URP_French_Wall_Face_Long
» Prop_URP_French_Wall_Face_Pillar
» Prop_URP_French_Wall_Face_Short
» Prop_URP_French_Wall_Face_Thin
» Prop_URP_French_Wall_Face_Tiny
» Prop_URP_French_Wall_Pillar_Large
» Prop_URP_French_Wall_Pillar
» Prop_URP_French_Wall_Window_Detail
» Prop_URP_streetlights_base_1v1
» Prop_URP_streetlights_base_2v1
» Prop_URP_streetlights_base_3v1
» Prop_URP_streetlights_base_4v1
» Prop_URP_streetlights_base_5v1
» Prop_URP_StreetLights_Full_1v1_Flame
» Prop_URP_StreetLights_Full_1v1
» Prop_URP_StreetLights_Full_1v2_Flame
» Prop_URP_StreetLights_Full_1v2
» Prop_URP_StreetLights_Full_2v1
» Prop_URP_StreetLights_Full_2v2
» Prop_URP_StreetLights_Full_1v1
» Prop_URP_StreetLights_Full_4v1_Flame
» Prop_URP_StreetLights_Full_4v1
» Prop_URP_streetlights_light_1v1
» Prop_URP_streetlights_light_2v1
» Prop_URP_streetlights_light_3v1
» Prop_URP_streetlights_light_4v1
» Prop_URP_streetlights_light_5v1
» Prop_URP_streetlights_light_6v1
» Prop_URP_streetlights_light_7v1
» Prop_URP_streetlights_light_8v1
» Prop_URP_streetlights_light_9v1
» Prop_URP_streetlights_support_1v1
» Prop_URP_streetlights_support_2v1
» Prop_URP_streetlights_support_3v1
» Prop_URP_streetlights_support_41
» Prop_URP_streetlights_support_5v1
» Prop_URP_streetlights_support_6v1
» Prop_URP_streetlights_support_7v1
» Prop_URP_streetlights_support_8v1
» Prop_URP_streetlights_support_9v1
» Prop_URP_streetlights_support_10v1
» Prop_URP_streetlights_support_11v1
» Prop_URP_streetlights_top_1v1
» Prop_URP_streetlights_top_2v1
» Prop_URP_streetlights_top_3v1
» Prop_URP_TwoAxleWoodenCart_1v1
» Prop_URP_TwoAxleWoodenCart_1v2
» Prop_URP_TwoAxleWoodenCart_1v3
» Prop_URP_TwoAxleWoodenCart_2v1
» Prop_URP_TwoAxleWoodenCart_2v2
» Prop_URP_TwoAxleWoodenCart_2v3
» Prop_URP_TwoAxleWoodenCart_3v1
» Prop_URP_WoodenCart_1v1
» Prop_URP_WoodenCart_1v2
» Prop_URP_WoodenCart_1v3
» Prop_URP_WoodenCart_2v1
» Prop_URP_WoodenCart_2v2
» Prop_URP_WoodenCart_2v3
» Prop_URP_WoodenCart_3v1
» Prop_URP_WoodenCart_3v2
» Prop_URP_WoodenCart_3v3
» Prop_URP_WoodenCart_4v1
» Prop_URP_WoodenCart_4v2
» Prop_URP_WoodenCart_4v3
» Structure_URP_Bridge_01
» Structure_URP_Construction_Crane
» Structure_URP_French_Paris_Backdrop1
» Structure_URP_French_Paris_Backdrop2
» Structure_URP_French_Paris_Backdrop3
» Structure_URP_French_Paris_Bridge1
» Structure_URP_French_Paris_Construction1
» Structure_URP_French_Paris_Construction2
» Structure_URP_French_Paris_House1
» Structure_URP_French_Paris_House2
» Structure_URP_French_Paris_House3v1
» Structure_URP_French_Paris_House3v2
» Structure_URP_French_Paris_House5
» Structure_URP_French_Paris_House6
» Structure_URP_French_Paris_House7
» Structure_URP_French_Paris_House8
» Structure_URP_French_Paris_House9
» Structure_URP_French_Paris_House10
» Structure_URP_French_Paris_House11
» Structure_URP_French_Paris_House12
» Structure_URP_French_Paris_House13v1
» Structure_URP_French_Paris_House13v2
» Structure_URP_French_Paris_Mansion1
» Structure_URP_French_Paris_Marketplace1
» Structure_URP_French_Paris_Riverbank1
» Structure_URP_French_Paris_Riverbank2
» Structure_URP_French_Paris_Riverbank3
» Structure_URP_French_Paris_Riverbank4
» Structure_URP_French_Paris_Riverbank5
» Structure_URP_French_Paris_Riverbank6
» Structure_URP_French_Paris_Riverbank7
» Structure_URP_French_Paris_Wall1
» Structure_URP_French_Paris_Wall2
» Structure_URP_French_Paris_Wall3
» Introduced several Foliage props.
» Introduced several Green Moss Rock props.
» Introduced several Limestone Rock props.
  • Updated various miscellaneous props.
  • Introduced several new additions and improvements to the ‘Uniform System Window’.
» Added generic first-person model support (See new settings: "Default First Person Model", "Default First Person Cuff Color", "Default First Person Sleeve Color").
» Removed "PersonalFaction" enum as the UI that required this has been removed.
» Renamed "Uniform Data" to "Uniform Random Variants".
» Removed "Uniform Sprite" from "Uniform Random Variants" as they weren't being used.
» Renamed "Class Sprite" to "Uniform Sprite".
» Renamed "Class Greyed Out Sprite" to "Head Sprite".
» "Voice Language" is now disabled if "Faction" is not a Frontlines faction.
» "Head Sprite" is now disabled if "Use Global Head System" is enabled.
» "Special Carryable Object" is now disabled if "Player Class" is incompatible.
» Clarified tooltips to match the new in-game UI.
  • Updated the ‘Flag System Window’.
» Added warning to enable "Read/Write" and disable "Mesh Compression" on the flag model's import settings.

Bug Fixes (133)

  • Solved an occurrence which caused melee combat hit detection to degrade after a map load.
  • Solved an issue with Officer lines drawing over modded uniforms.
  • Solved an issue with models using URP-Shaders for both modded uniforms and custom props not throwing shadows.
  • Solved an issue with shadows not rendering on SDK trees.
  • Solved an issue with artefacts showing on SDK trees.
  • Solved an issue with the game assets browser filter not working as intended.
  • Solved an issue with colliders on destroyed palisade props.
  • Solved multiple issues with the ‘Esc’ button behaviour not working as intended.
  • Solved an exploit revolving around the Carpenter’s ‘Berserk’ ability.
  • 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.
  • Solved multiple instances of exploits which allowed individuals to go under the terrain, inside props or outside map borders.
  • 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.
  • Solved an issue where sometimes character heads would overlay one another in the spawn menu.
  • Solved an exploit which allowed individuals to perform an invisible melee strike.
  • Solved an exploit which allowed musicians to play a tune while using the sitting animation making one’s hitbox smaller.
  • Solved an issue where the regiment’s recruitment status was displaying incorrectly.
  • Solved an issue with a rouge pixel being visible in the Frontlines kill feed.
  • Solved an issue where sometimes the musket model would vibrate when in first person.
  • Solved an issue where a transparent emblem would show on the victory screen if both factions achieved the same number of tickets.
  • Solved an issue with raindrop particle effects not working on some maps.
  • Solved an issue which prevented regiment owners and moderators from accepting certain individuals into their regiment.
  • Solved multiple issues with UI elements missing translation.
  • Solved multiple server-side exceptions.
  • Solved an issue where sometimes the doors on the Melee Arena game mode would open too early.
  • Experimental fix towards an issue which sometimes causes the free-roam camera to spawn outside the map’s boundaries.
  • Solved an issue which sometimes prevented individuals from disbanding a regiment.
  • Solved an issue with floating rocks on Heroes Landing when the wall near D point is destroyed.
  • Experimental fix towards an issue where the screen would turn to black whilst playing on the Potato preset.
  • Solved an issue where the camera would remain zoomed in after using a spyglass.
  • Solved multiple client-side exceptions.
  • Solved an issue with buildable emplacement states appearing incorrectly.
  • Solved an issue with floating props on Marquette.
  • Solved an issue which sometimes prevented the ‘Enter’ button from functioning as intended when connecting to a passworded game server through the server browser.
  • Solved an issue where sometimes the Officer line indicator will preview facing to the character rather than away.
  • Solved an issue with bird landing spots on Canyon.
  • Solved an issue with the free-roam camera moving when searching in the P menu.
  • Solved an exploit with explosive knockbacks.
  • Solved an exploit which sometimes enabled Frontlines firearms to be aimed slightly faster than intended.
  • Solved an issue where the free-roam UI would continue to show on the end-of-match screen.
  • Solved a bug where when the horse would die and a cavalryman was on horseback, they would continue to ride an invisible horse.
  • Solved a bug where sometimes individuals could use specific items from a cosmetic DLC they don’t own.
  • Solved a bug where you could still rotate to Marre. This is now an obsolete game level.
  • Experimental fix towards a rare occurrence which caused weapons to go invisible in the player’s hands.
  • Solved an error on game launch related to IK.
  • Solved an issue where flags equipped with the Flag Bearer class would go invisible when switching between factions.
  • Solved an exploit which allowed individuals to block smaller entryways using ammo boxes and rocket stacks.
  • Experimental fix towards an issue where the player would immediately die after respawning.
  • Solved a bug which allowed the Sergeant to keep all Officer buffs regardless if they were in the Officer’s line or not.
  • Solved an error relative to player buffs.
  • Solved an issue where the cheer animation would appear incorrectly when previewed in the barracks.
  • Experimental fix towards an issue where the Carpenter would occasionally maintain a permanent speed boost after using the Berserk ability.
  • Solved a bug where sometimes you will be unable to aim a Frontlines machine gun after firing it.
  • Solved an issue with the ‘Arena Announcer’ toggle UI setting disabling unintended UI elements.
  • Solved an exploit which allowed individuals to clip inside the walls of Castle Arena.
  • Experimental fix towards gesture states appearing incorrectly for other players.
  • Solved multiple instances where on specific maps, you would spawn slightly above the ground.
  • Solved an issue where sometimes inputting the wrong password would put you in the main menu rather than back in the server browser.
  • Solved multiple issues when admins revived an infantryman.
  • Solved an issue where revived cavalrymen spawned without a saddle.
  • Solved an issue where the map loading screen wouldn’t show if you launched the spawn menu.
  • Solved a bug where players were unable to toggle voice chat after entering free-roam or spectate modes without spawning.
  • Solved an issue with the Skirmisher trait lacking Polish translation.
  • Solved an issue where sometimes cosmetic DLC Officer uniforms would not play a unique animation when previewed.
  • Experimental fix for an issue that causes players to get stuck on the previous map when rotating through maps quickly.
  • Solved an exploit which allowed players to circumvent the surrender gesture cooldown timer disallowing players from using weapons. Travestir!
  • Solved a bug where canister shot trails would not show if the individual doesn’t have a firearm equipped.
  • Experimental fix towards an issue which causes players to spawn underneath a horse after interacting with an artillery piece.
  • Solved an issue where players would get stuck in a UI if a spectating player disconnected.