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==[https://steamcommunity.com/games/589290/announcements 2.19]==
  
==[https://steamcommunity.com/games/589290/announcements/detail/6926004339908633084 2.12]==
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===Features & Improvements (60)===
===Features & Improvements===
 
* The Howitzer! Rain explosive shells from above to disrupt and eliminate the enemy. Shells that land in the vicinity will knock back.
 
* The Barracks! Customise all classes across all factions with your preferred uniform, head, weapons and voice pitch.
 
* 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.
 
* 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.
 
* 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.
 
* 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.
 
* Seasonal Global Leaderboards! Compete for the highest score in classless leaderboards split across the game’s Napoleonic and WW1 fronts.
 
* 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.
 
* Regiment Discords. Players are now able to join a regiment’s Discord by scanning a QR code.
 
* Explosion Knockbacks. Explosive barrels now pack a bigger punch and will knock back the enemy if in the vicinity.
 
* 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.
 
* In-Game Store. Gift or purchase Holdfast’s cosmetic DLCs through the game.
 
* The introductions of player cards come with additional unlocks for all existing cosmetic DLCs.
 
* A wider selection of crosshairs has been made available.
 
* Introduced new admin tools accessible through the Round Players ‘P’ panel allowing administrators to slap, bring or go to another player.
 
* 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.
 
* 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!
 
* 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.
 
  
===Quality of Life===
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* Introducing Drill Grounds. This behemoth of a map is the largest to date designed to offer the ultimate roleplay experience.
* You are now able to set to default keybinds and settings.
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* Bonnie Crags. A new linebattle map set in the rocky landscapes of the Scottish coastlines.
* You are now able to search through the game’s keybinds and settings.
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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.
* You now automatically join a server after downloading mods.
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:» Dedborg Expanse (Grassy Plains 1)
* You can now access the regiment registry from the escape menu whilst playing a match.
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:» Champs D’Ambre (Grassy Plains 2)
* Introduced search functionality to all areas of regiment management. Adhering to enlistment requests, editing ranks as well as managing members.
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:» Westmill Brook (Grassy Plains 3)
* Increased maximum amount of ships visible in the naval UI from 7 to 16.
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:» Pinefield Marsh (Grassy Plains 4)
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:» Eden Creek (Grassy Plains 5)
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:» Costa Relitto (Island Plains 1)
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:» Fausberg Forest (Snowy Plains 1)
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:» Norsten Gorge (Snowy Plains 2)
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:» Kingly Lakes (Snowy Plains 3)
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:» Antiquity (Ancient Plains 1)
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:» Oasis (Desert Plains 1 S)
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:» Polar Woods (Snow Plains 1 S)
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* Performed balancing changes on the following maps designed for linebattle play.
 +
:» Tahir Desert
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:» Al Uddin Ruins
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:» Al Kimar Pyramids
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:» Avignon
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* 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.  
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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.
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* Players that receive the ‘Charge’ buff from an Officer will now shout a warcry or patriotic cheer. Vive L'Empereur!
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* Keep track of promotions, newly joined recruits, regiment administrative actions and more with the new regiment history function.
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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.
 +
:» 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.  
 +
Introduced several search boxes across the admin panel.
 +
* 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===
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===Gameplay Additions (12)===
* You are no longer able to place squad camps in water.
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* Port Nile is back in the official server map rotation. We’ll continue monitoring performance.
* Specific classes are now able to run while carrying projectiles and artillery ammunition boxes.
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* Switched the default ‘Nations At War’ crosshair to ‘Tooth’.
* Increased movement and rotation speed of field guns.
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* The ladder inside the tower present on Glacier is now climbable.
* Reduced the field gun’s cannonball bounce damage.
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* The kill-feed now continues to show on the player’s death screen.
* Players are now able to rotate the camera while loading cannons, ramming cannons and climbing.
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* Ammo carriages to refill ammunition are now present in every HQ spawn.
* Players are now able to zoom while aiming cannons.
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* Hit particles from firearms on terrain are now more visible.
* Rockets are now able to damage a ship’s hull.
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* Adjusted the snow footsteps volume.
* You are no longer able to damage structures and buildable objects when loading round shot into a swivel gun on Holdfast’s army front.
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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.
* Centred the swivel gun aiming camera for a better representation of the shot trajectory.
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* Captains now have access to Officer’s chat.
* Improved visibility of mortar trails.
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* Captains now come equipped with an Officer’s Sword rather than a Sword.  
* Your squadmates are now highlighted in green on the scoreboard.
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* Buildings on linebattle maps playing on the Army Assault game mode specifically used for event-play are no longer accessible.
* Your crewmates aboard the same naval vessel are highlighted in green on the scoreboard.
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* You are now able to adjust sensitivity for radial menu selections.
* Moved the giant tree on Ancient Plains blocking the artillery’s line of sight in spawn.
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:» Go to ‘Game’ > Search for ‘Radial Selection Sensitivity’
* Added a mortar for the defenders to use on Fort Al Farid.
 
* Moved the A spawn point behind the spike defences on Balamor Bay.
 
* The large cannon atop the tower on Balamor Bay now has a better line of sight.
 
* Cannons present on the piers of Balamor Bay are now able to rotate further inwards.
 
* Introduced more obstructions covering the left flank on Heroes Landing.
 
* Players now have more granular control over their character’s voice pitch.
 
* 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.
 
* Redesigned the spray pattern for grapeshot to have more spray variation.
 
* Increase reinforcemenets for Desert Ruins when played on Army Siege to 480.
 
* Increase reinforcemenets for Fort Salettes when played on Army Siege to 510.
 
* Increase reinforcemenets for Fort Pierre when played on Army Siege to 510.
 
* Increase reinforcemenets for Camp Salamanca when played on Army Siege to 515.
 
* Increase reinforcemenets for Fort Darial when played on Army Siege to 570.
 
* Increase reinforcemenets for Fort Al Farid when played on Army Siege to 740.
 
* Introduced a new spawn menu with a twist.
 
  
===Optimisation===
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===Optimisations (5)===
* Performed several server-side optimisations.
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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.
* Performed minor client-side optimisations.
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:» Go to ‘Video’ > Set ‘Mod Uniforms’ to Off
* Performed a first-pass optimisation to reduce the game’s file size.
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* Eliminated a number of memory leaks.
* Performed optimisations on mod-loaded terrains.
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* Improved the occlusion culling system.
* Performed server optimisations to improve the game lobby’s robustness.
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* Optimised various game elements to improve CPU utilisations.
* Optimised shadows cast by certain structures.
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* Improved performance on various maps.
* Optimised prop rendering on Port Nile.
 
  
===Graphical===
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===Quality of Life (14)===
* Performed a graphical pass on multiple game assets.
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* Introduced an indicator to inform players how to speak in voice chat.
* Introduced new firing animations for artillery pieces.
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* Redesign the indicator that shows how to mute voice chat.
* Introduced a camera shake effect for explosions.
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* Introduced a hint instructing individuals how to switch to first-person.
* Improved the animation for when a player is moving the field gun.
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* Empty servers will now immediately restart once the scheduled restart timer in a specific region triggers.
* Introduced additional community-submitted regimental banners.
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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.
* Introduced new particle effects for grapeshot.
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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.
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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.
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* Sappers and Engineers now show hints instructing them how to perform specific actions when placing an object.
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* Provided a clearer indication when an ability is on cooldown.
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* Improved accuracy of sliders when editing the value directly.
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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.
  
===Server Configuration===
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===Graphical (22)===
* Introduced a new import command allowing server configuration files to import data from other text files. Use ''import <relativeImportFilePath>''.
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* Redesigned the snow biome.
* Emplacements can now be spawned using the serverconfig ''objects_override'' command. This also supports custom faction as an optional command parameter.
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* Improved first-person looks while on horseback.
* Configure the number of maps available to vote for by placing ''map_voting_max_choices <numberOfChoices>'' (range: 2-4) in the server configuration file.
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* Updated all UI images for weapons across Nations At War and Frontlines.
* Enable or disable the random map vote selection by placing ''map_voting_include_random_choice <enable>'' (default: true) in the server configuration file.
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* Introduced multiple regiment banners.
* Override an existing artillery spawn on a map of your choosing by placing ''artillery_spawn_override <slotId> <ArtilleryType>'' in the server configuration file within a map rotation. ArtilleryType can be: FieldGun, Howitzer, RocketLauncher, Mortar, None, Random, RandomSymmetric.
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* Graphically updated Marquette.
* Use ''rc set cannonLoadingSpeedMultiplier <value>'' to increase all cannon loading speeds.
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* A rather peculiar icon now shows on the player’s death screen when they die with fall damage.
* Use ''rc set explosionKnockbackAngle <angle>'' to define the knockback angle from explosions.
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* Adjusted the labels on firearm depots to prevent overlapping.
* Use ''rc set explosionKnockbackForceMultiplier <value>'' to increase the knockback force from explosions.
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* Selecting regiment members will now randomise between different heads in the character preview.
* Use ''rc set explosionKnockbackMaimedTime <time>'' to define for how long the player is unable to move after hitting the ground when hit by an explosion knockback.
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* Redesigned multiple UI elements visible in radials.
* Use ''rc set shrapnelGroundLethalRange <value>'' to set the radius from explosion in which players die from a shot that lands and then explodes in the ground.
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* In-world interaction icons now fade out when a radial menu is open.
* Use ''rc set shrapnelGroundInjuryRange <value>'' to set the radius from explosion in which players take damage from a shot that lands and then explodes in the ground.
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* Adjusted the labels on every carriable flag to prevent overlapping.
* Use ''rc set shrapnelGroundKnockbackRange <value>'' to set the radius from explosion in which players get knocked back from a shot that lands and then explodes in the ground.
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* Improved the death icon when dying by fire.  
* Use ''rc set shrapnelGroundDamage <value>'' 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).
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* Redesigned all the buff icons in the game.
* Use ''rc set shrapnelGroundForce <value>'' 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).
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* Redesigned all unlock icons for every cosmetic DLC.
* Use ''rc set shrapnelAirborneLethalRange <value>'' to set the radius from explosion in which players die from a shot that explodes in the air.
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* Improved minimap hint icon resolution while on horseback.
* Use ''rc set shrapnelAirborneInjuryRange <value>'' to set the radius from explosion in which players take damage from a shot that explodes in the air.
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* UI blur will now be present when opening the Discord or Music Player widgets to improve readability.
* Use ''rc set shrapnelAirborneKnockbackRange <value>'' to set the radius from explosion in which players get knocked back from a shot that explodes in the air.
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* Moved the performance warning indicators location.
* Use ''rc set shrapnelAirborneDamage <value>'' 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).
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* The ScrollLock hotkey now also hides the player’s kill-feed.
* Use ''rc set shrapnelAirborneForce <value>'' 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).
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* Horse saddles now properly show in the character preview screens.
* Use ''rc set killerPlayerCardDuration <time>'' to define the minimum time the player card will show.
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* Improved the resolution of the plague kill-log icon.
* Use ''rc set meleeArenaRoundEndFactionWin'' to forcefully end a round in the Melee Arena game mode.
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* Improved the ship kill-log icons.
* Use ''rc carbonPlayers <player_id> <score> <reason that allows spaces>'' command to add score to bots.
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* Repositioned the mortar cam UI.
* Use ''rc set allowSpawnedPlayersSpectateOnly <true/false>'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.
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* Use ''rc set freeflightCameraAllowed <true/false>'' to allow only spawned players to spectate their own team. If the user is an admin, they can freely spectate.
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===Server Configuration (7)===
* Use ''rc set freeflightCameraAllowedPostPermaDeath <value>'' 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.
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* Introduced a new command to disable cannon recoil.
===SDK Additions===
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rc set cannonRecoilSpeedMultiplier true/false
* Introduced the following SDK props.
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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.
Prop_ww1_large_wood_sign
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:» map_name_override MapName
Prop_ww1_wood_sign
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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.
:» Structure_Fort_MartelloTower1v2_Artillery_Destructible_Climbable
+
:» include_officer_only_chat true/false
Environment_ww1_soil_edge_01
+
* Introduce more logging by admin actions in the admin_actions file.
Environment_ww1_soil_edge_02
+
* Obsolete maps now come with fallbacks to prevent server configuration files from breaking.
Environment_ww1_soil_edge_03
+
* Hard-set the maximum player count limit to 250. Anything above those numbers will cause major performance degradation.
Prop_ww1_hanging_cloth
+
:» Holdfast officially supports up to 200 players and we're unable to provide support above those numbers.
Artillery_Movable_FieldGun_Howitzer_Destructible_Mod
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* Revised the network broadcast mode settings. They're now split into 'Standard' and 'Competitive'.
Prop_ArtilleryCannonFieldHowitzer_Destroyed1_Mod
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:» network_broadcast_mode standard - Use this to support high player count numbers on your server up to 250 players.
Prop_ArtilleryCannonFieldHowitzer_Destroyed2_Mod
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:» network_broadcast_mode competitive - Use this for competitive events. Restricts player count to 64 players per server.
Prop_ArtilleryCannonFieldHowitzer_Destroyed3_Mod
+
 
Functional_SpawnMenuCharacterScreen_Mod
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===SDK Additions (172)===
Functional_SpawnMenuCharacterScreenEmpty_Mod
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* Introduced Holdfast SDK support for the new first-person.
Prop_White_Wooden_Sign_Long_Mod
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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.
Prop_White_Wooden_Sign_Short_Mod
+
This is an optional change, if your modded uniform includes a custom first-person model, that model will be used instead.
* Use the prefabs below as a reference to feature the new spawn menu functionality in your modded game level.
+
We recommend that modded uniforms make use of the new system improving both memory usage and looks.
Functional_SpawnMenuCharacterScreen_Mod
+
* Introduced a deprecated game assets filter to the Holdfast SDK. By default, this is set to ‘Off’.
Functional_SpawnMenuCharacterScreenEmpty_Mod
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* Renamed ‘WaterSystems’ to ‘Functional_WaterSystems’.
* Exposed the following feature for modders through IHoldfastSharedMethods3.
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* Introduced multiple Empire game assets to the Holdfast SDK.
''void OnStartSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player starts spectating someone else.
+
Environment_URP_hedge_short_2m
''void OnStopSpectate(int playerId, int spectatedPlayerId);'' - This will be called when a player stops spectating.
+
Environment_URP_hedge_short_4m
''void OnStartFreeflight(int playerId);'' - This will be called when a player starts using free roam cam.
+
Environment_URP_hedge_short_end
''void OnStopFreeflight(int playerId);'' - This will be called when a player stops using free roam cam.
+
Environment_URP_hedge_short_whiteFlower_2m
''void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);'' - This will be called on a melee arena round end depending on who wins the round.
+
Environment_URP_hedge_short_whiteFlower_4m
''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 > Tell the player to loading screen > Player picks faction and class > OnPlayerJoined.
+
Environment_URP_hedge_short_whiteFlower_end
''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.
+
Environment_URP_hedge_short_yellowFlower_2m
:
+
Environment_URP_hedge_short_yellowFlower_4m
===Bug Fixes===
+
Environment_URP_hedge_short_yellowFlower_end
* Solved a bug where players would sometimes play Halloween patriotic cheers outside the event’s time.
+
Environment_URP_hedge_tall_2m
* Solved an issue where the game would hang on map vote on the Naval Battlefield and Coastal Siege game modes.
+
Environment_URP_hedge_tall_4m
* Solved an issue where the game would hang on map vote if no voting parameters were set in the configuration file.
+
Environment_URP_hedge_tall_end
* Solved a visual bug where cannon wheels would snap to position when moved.
+
:» Environment_URP_hedge_tall_whiteFlower_2m
* Solved an issue with the bayonet going invisible when attaching or detaching.
+
Environment_URP_hedge_tall_whiteFlower_4m
* Solved an issue with naming conventions for certain Austrian uniforms.
+
Environment_URP_hedge_tall_whiteFlower_end
* Solved an issue with snow coverage flickering on the screen.
+
:» Environment_URP_hedge_tall_yellowFlower_2m
* Solved an issue that could sometimes cause the game to crash when mounted.
+
Environment_URP_hedge_tall_yellowFlower_4m
* Solved multiple issues with horse saddles.
+
:» Environment_URP_hedge_tall_yellowFlower_end
* Solved an issue with the officer line marker drawing over carriable flags.
+
:» Prop_URP_Carriage_1v1
* Solved an issue with the conquest flag order on Arendan River.
+
:» Prop_URP_Carriage_1v2
* Solved an issue with floating ladders on Fort Darial.
+
Prop_URP_Carriage_1v3
* Solved an issue with one of the trees on Sacred Valley clipping inside a roof.
+
:» Prop_URP_Carriage_2v1
* Solved multiple issues on Al Uddin Ruins with missing script objects.
+
:» Prop_URP_Carriage_2v2
* Patched more pathways on Glacier preventing unruly fellows from going over the border.
+
:» Prop_URP_Carriage_2v3
* Solved an issue with one of the buildings floating on Fort Imraan.
+
Prop_URP_Carriage_3v1
* Solved an issue with destruction on Hills of Tyrol.
+
:» Prop_URP_Carriage_3v2
* Solved an issue where sometimes players could spawn atop the ruins on Al Kimar Pyramids when using squad camps.
+
:» Prop_URP_Carriage_3v3
* Solved an issue with collision detection in one of the tunnels on Freurlund.
+
:» Prop_URP_Carriage_4v1
* Solved an issue with collision detection on one of the bunkers in Sacrifice.
+
:» Prop_URP_Carriage_4v2
* Solved an issue with a gap being present on the border of Martello Tower.
+
Prop_URP_Carriage_4v3
* Performed various small fixes on Countryside.
+
Prop_URP_French_Paris_Door1v1
* Solved an issue with a flag floating on Fort Pierre.
+
Prop_URP_French_Paris_Door1v2
* Solved an issue on Avignon where sometimes players could spawn inside the tower when using squad camps.
+
:» Prop_URP_French_Paris_Door2
* Solved an issue where sometimes bullets didn’t collide with the lower pillars on Fort Salletes.
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:» Prop_URP_French_Paris_Door3
* Solved an issue with swimming on Island Plains.
+
:» Prop_URP_french_paris_pavement1
* Solved an issue with spawn icons for South Sea Castle being incorrect.
+
:» Prop_URP_french_paris_pavement2
* Solved an issue with shadows on Aunby Valley.
+
:» Prop_URP_french_paris_pavement3
* Solved an issue with occlusion culling when one of the walls on Fort Al Farid gets destroyed.
+
Prop_URP_french_paris_pavement4
* Solved an issue with the lighthouse stairs missing collision on Balamor Bay.
+
:» Prop_URP_french_paris_pavement5
* Solved an issue with code exceptions on the destruction of the dreadnought turrets.
+
:» Prop_URP_french_paris_pavement6
* Renamed the Loyalist Edition folder for the Loyalist DLC to Loyalist Upgrade.
+
:» Prop_URP_french_paris_pavement7
* Solved an issue where players could sometimes detach their player camera and go into free flight.
+
:» Prop_URP_french_paris_pavement8
* Solved an issue with cliff mod LODs culling too soon.
+
:» Prop_URP_french_paris_pavement9
* Solved issues with multiple incorrect naming conventions on SDK props.
+
:» Prop_URP_French_Paris_Shopwindow1
* Solved an issue with the lantern being incorrectly rotated in structure_ww1_structures_french_cernay_barn1_Populated1 SDK prop.
+
:» Prop_URP_French_Paris_Shopwindow2
* Solved multiple issues with normals on desert structures.
+
:» Prop_URP_French_Paris_Shopwindow3
* Solved an issue with ww1_french_cernay_destroyedwall2 destruction stage 3 SDK prop being enabled by default.
+
:» Prop_URP_French_Paris_Shopwindow4
* Solved an issue where if you spawned sapper emplacements through server configuration commands, the game would freeze.
+
:» Prop_URP_French_Paris_Shopwindow5
* Solved an issue with sappers being unable to build their emplacements in certain locations.
+
:» Prop_URP_French_Paris_Shopwindow6
* Solved one of the cases that sometimes caused the in-world interaction icons not to show.
+
:» Prop_URP_French_Paris_Window1
* Solved an issue where incorrect interaction icons for loading certain artillery pieces would show.
+
:» Prop_URP_French_Paris_Window2v1
* Solved multiple issues with capture point indicators.
+
:» Prop_URP_French_Paris_Window2v2
* Solved a bug that caused water splash particles from round shot projectiles hitting the ocean not to show. 
+
:» Prop_URP_French_Paris_Window3
* Solved multiple other minor issues.
+
:» 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.

Latest 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.