Difference between revisions of "Game Version 2.X"

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== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==
 +
 +
=== Features & Improvements ===
 +
 +
* Unlock 4 new heads usable across both Nations At War and Frontlines!
 +
 +
» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)
 +
 +
» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)
 +
 +
» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)
 +
 +
» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)
 +
 +
* Introduced a new kill log icon to distinguish small cannonballs from the rest.
 +
 +
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.
 +
* Performed various balancing changes on Heroes Landing.
 +
** Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.
 +
** Added 1 new climbable rope to the right side of the beach.
 +
** Added a more natural route up to the fortress on the left side when attacking the gatehouse.
 +
** Added some additional top cover for attackers when attacking the gatehouse.
 +
** Slightly increased the out of bounds for the right side of the beach landing.
 +
 +
=== SDK Version 6.0 ===
 +
 +
* Bolstered the functionality of the SDK Character Editor.
 +
 +
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.
 +
 +
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.
 +
 +
» You are now able to create mod packs which feature different heads. These can then be used by other mods.
 +
 +
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.
 +
 +
* Introduced functionality allowing artisans to define a separate model when in first-person.
 +
 +
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - <Chef’s Kiss>.
 +
 +
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.
 +
 +
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.
 +
 +
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.
 +
 +
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.
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 +
» Prop_ChurchLecturn_Mod
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 +
» Prop_StandingCandleHolder_Mod
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 +
» Functional_NoAction_InteractableObject
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 +
» Functional_13GunSpawner_Mod
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 +
» Functional_2GunSpawner_Mod
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 +
» Functional_50GunSpawner_Mod
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 +
» Functional_8GunSpawner_Mod
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 +
» Functional_GunboatSpawner_Mod
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 +
» Functional_RocketboatSpawner_Mod
 +
 +
=== Misc. ===
 +
 +
* Centered the first-person view of the swivel gun.
 +
 +
* Introduced additional banners to the Regiment Registry.
 +
 +
* Removed colliders from interactable in-world flags.
 +
 +
=== Bug Fixes ===
 +
 +
* Experimental fix towards an issue which very rarely caused servers to lag.
 +
 +
* Various stability fixes for all in-game projectiles.
 +
 +
* Solved an issue with small cannonballs not damaging tents spawned by officers.
 +
 +
* Solved an issue with rockets and mortars causing twice the intended damage to structures.
 +
 +
* Solved an issue with Frontline shells facing the wrong when airborn.
 +
 +
* Solved an issue with 'O' debug menu to quickly gather ammunition not working.
 +
 +
» This requires rc set allowAmmoSelectorUIDebugShow true/false.
 +
 +
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.
 +
 +
* Solved various uniform and head LOD issues.
 +
 +
* Solved the issue with horse skin selection not persisting over respawns.
 +
 +
* Solved an issue with the stair collider being visible on Berkton Greens.
 +
 +
* Solved an issue with snow on Fort Christina props not visually appearing as intended.
 +
 +
* Solved an issue with lighthouse destruction which led to round delays.
 +
 +
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’
 +
 +
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.
 +
 +
» The ‘melee_weapons_only true/false’ command works in all game modes.
 +
 +
* Solved an issue with the crosshair indicator option being skewed.
 +
 +
* Solved an issue with people getting stuck in ice-cold pools on Glacier.
 +
 +
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.
 +
 +
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.
 +
 +
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.
 +
 +
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.
 +
 +
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.
 +
* Removed compression from night skyboxes to fix pixilation of the moon and stars.
 +
 +
 
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==
 
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==
 
===Features & Improvements===
 
===Features & Improvements===

Revision as of 13:46, 20 October 2022

2.9

Features & Improvements

  • Unlock 4 new heads usable across both Nations At War and Frontlines!

» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)

» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)

» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)

» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)

  • Introduced a new kill log icon to distinguish small cannonballs from the rest.
  • Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.
  • Performed various balancing changes on Heroes Landing.
    • Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.
    • Added 1 new climbable rope to the right side of the beach.
    • Added a more natural route up to the fortress on the left side when attacking the gatehouse.
    • Added some additional top cover for attackers when attacking the gatehouse.
    • Slightly increased the out of bounds for the right side of the beach landing.

SDK Version 6.0

  • Bolstered the functionality of the SDK Character Editor.

» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.

» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.

» You are now able to create mod packs which feature different heads. These can then be used by other mods.

» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.

  • Introduced functionality allowing artisans to define a separate model when in first-person.
  • In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - <Chef’s Kiss>.
  • The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.
  • The ‘Custom LOD’ script now properly works when players are looking through the spyglass.
  • Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.
  • Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.

» Prop_ChurchLecturn_Mod

» Prop_StandingCandleHolder_Mod

» Functional_NoAction_InteractableObject

» Functional_13GunSpawner_Mod

» Functional_2GunSpawner_Mod

» Functional_50GunSpawner_Mod

» Functional_8GunSpawner_Mod

» Functional_GunboatSpawner_Mod

» Functional_RocketboatSpawner_Mod

Misc.

  • Centered the first-person view of the swivel gun.
  • Introduced additional banners to the Regiment Registry.
  • Removed colliders from interactable in-world flags.

Bug Fixes

  • Experimental fix towards an issue which very rarely caused servers to lag.
  • Various stability fixes for all in-game projectiles.
  • Solved an issue with small cannonballs not damaging tents spawned by officers.
  • Solved an issue with rockets and mortars causing twice the intended damage to structures.
  • Solved an issue with Frontline shells facing the wrong when airborn.
  • Solved an issue with 'O' debug menu to quickly gather ammunition not working.

» This requires rc set allowAmmoSelectorUIDebugShow true/false.

  • Solved an issue with French Musician (violinist) uniform panel icons being mismatched.
  • Solved various uniform and head LOD issues.
  • Solved the issue with horse skin selection not persisting over respawns.
  • Solved an issue with the stair collider being visible on Berkton Greens.
  • Solved an issue with snow on Fort Christina props not visually appearing as intended.
  • Solved an issue with lighthouse destruction which led to round delays.
  • Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’

» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.

» The ‘melee_weapons_only true/false’ command works in all game modes.

  • Solved an issue with the crosshair indicator option being skewed.
  • Solved an issue with people getting stuck in ice-cold pools on Glacier.
  • Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.
  • Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.
  • Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.
  • Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.
  • Solved an issue with buckshot breaking cannons when reflective damage was enabled.
  • Removed compression from night skyboxes to fix pixilation of the moon and stars.


2.8

Features & Improvements

» Players now have more time to block a melee strike (melee leeway).
» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.
» Avignon now has rocket launchers available to make use of.
» Introduced more ammoboxes in Avignon.
» Mortar ammoboxes on Avignon are no longer moveable.
» Ladders on Lamarsh Fen are now climbable.
» Dished out an optimisation pass on Vanoise Heights.
» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.
» Removed collision from small oak sapling.

Bug Fixes

» Solved an issue with the head hitbox.
» Solved a few issues with sword strike hit detection while riding on horseback.
» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.
» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.
» Experimental fix towards an issue which intermittently stalled the server.
» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.
» Solved an issue on Linburg with a rouge water mesh
» Solved an issue with shadows on Glacier.
» Solved an issue with the fog distance on Canyon.
» Solved an issue with missing faces on props present in Tahir Desert.
» Solved an issue with the first-person musket view shaking on Fort Salettes.
» Solved an issue on Fort Darial where players could go through certain rocks.
» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.
» Solved an issue where the sergeant class wasn't playable on Highlands.
» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.
» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.
» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.
» Solved an issue with not being able to load WW1 naval cannons

Misc.

» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.
» Introduced another banner to the regiment registry.

2.7

Features & Improvements

  • The Grenadier Regiments DLC! Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.
  • Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.
  • Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.
  • The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.
  • Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.
  • Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.
  • Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.
» All usable abilities are now featured on-screen in a dedicated UI for every class.
» Amended the popup text of various class abilities and traits making them easier to grasp.
» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.
» You are now able to crouch while attaching and detaching bayonets.
» Changed the order of the ‘Break Rank & Follow’ and ‘Charge’ orders for the officer class.
» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.
» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.
» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.
» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.
» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.
» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.
» Increased the score for rifleman kill streaks from 5 to 7.
» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.
» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.
» Musicians are now unable to crouch whilst playing tunes.
» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.
» Musicians can now run while playing their tunes to keep up with agile-moving lines.
» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.
» Increased the healing rate of surgeons by 20%.
» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.
» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.
» Sappers now receive more score for building or repairing emplacements.
» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.
» Carpenters no longer come equipped with a small sword.
» Carpenters now have to option to select between the blunderbuss or carbine.
» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.
» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.
» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.
» Hussars and Dragoons now come equipped with a spyglass.
» Trampling other players while on horseback now deals more damage.
» Trampling damage is now impacted by melee damage reduction traits and abilities.
» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.
» Coast guards no longer feature the ‘Artillery Operator’ ability.
» Pistol reload was slowed down by 2 seconds (6s -> 8s).
  • 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.
  • Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.
  • Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.
  • Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.
  • Revisited the musket smoke making them more transparent.
  • Significantly buffed the HP of the turrets on Heroes Landing.
  • Sappers are now available to play on Coastal Siege scenarios.
  • Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.
  • Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.
  • Introduced more cover on Al Uddin Ruins to aid pushing teams.
  • Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.
  • Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.
  • Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.

Optimisations

  • Dished out a whole slew of optimisations to improve client-side framerate.
  • Significantly improved map loading times.
  • Optimised game launch loading times.
  • Updated the upscaling technology.
  • Optimised chat messages.
  • Optimised the destruction system.
  • Improved the server tick rate for increased responsiveness.
» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.

Graphical Additions

  • Improved the graphical fidelity of the ice on snow maps.
  • Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.

User Interface

  • A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.
  • A spiffing new spawn menu to customise all your different units in.
  • Class identification icons now show in the kill log.
  • Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.

Bug Fixes

  • Experimental fix towards rockets not despawning after exploding.
  • Experimental fix towards squad camps from the previous round continuing to show.
  • Solved known exploits on Fort Imperial allowing players to go underneath the map.
  • Solved an issue with one of the bottle props on Foxhole stopping player movement.
  • Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.
  • Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.
  • Solved an issue with occlusion on Wasteland.
  • Solved an issue with hit detection when the player is interacting with the captain’s wheel.
  • Solved an issue with melee strikes going through walls and other props.
  • Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.
  • Solved an issue with rainbows occurring during night time scenarios.
  • Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.
  • Solved an issue with Fred causing errors on Frontlines maps.
  • Solved an issue where Türkiye was showing as Turkey in the language selection menu.
  • Solved an issue with firearm hit detection.
  • Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven.
  • Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.
  • Solved an issue with players showing behind the terrain when looking through a spyglass.
  • Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.
  • Solved an issue where the spawn wave timer was not always showing the correct data.
  • Solved an issue with the spawn menu selection randomly resetting when switching between classes.
  • Solved multiple warnings on all maps.
  • Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.
  • Solved an issue on Ancient Plains with players being able to phase through gabions.
  • Solved an issue with floating trees outside of the north spawn on Ancient Plains.
  • Solved multiple issues with props hidden under the terrain on Ancient Plains.
  • Solved an issue on Port Nile where players could get stuck.
  • Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.
  • Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.
  • Solved a bug on Fort Salettes which prevented specific ladders from being moved.
  • Solved an issue with the fife being positioned incorrectly on the player.
  • Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.
  • Solved a bug with a tree floating on Tahir Desert.
  • Solved more issues with floating trees on Black Forest.
  • Solved multiple issues with classes having more slots available than intended on maps.
  • Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.
  • Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.
  • Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.
  • Solved an issue with collision on the French FT 17 tank prop.
  • Solved an issue with cloth physics on the Kingdom of Italy interactable flag.
  • Solved an issue where some maps were unintentionally randomising snow presets.

Misc.

  • Improved sapper placement detection.
  • The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.
  • Introduced an optional previous and next weapon keybind.
  • Introduced 17 new regiment-submitted banners to the registry banner creator.

2.6

Regiment Registry

  • Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.
  • The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.
  • Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.
  • You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.
  • Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.
  • Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.

3 New Maps! Freurlund Revisited

  • Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.
  • Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.
  • Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.
  • Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.

A New Scoreboard

  • Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.
  • Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.

New Class Identification Icons

  • Created unique icons to represent the many classes in Holdfast.
» Classes on Holdfast’s Napoleonic army front.
» Classes on Holdfast's Napoleonic naval front.
» Classes on Holdfast’s WW1 front.

Holdfast SDK

  • Updated the script SDK DLL files to match the new Frontlines standard.
  • Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local <string>.
  • Solved an issue with the stonewall prop naming conventions.
  • Introduced several new props to the Holdfast SDK.
» Mountain cliff dark rock variants.
» Lettuce props.
» Carrot props.
» Gallipoli ivy.
» Gallipoli ferns and plans.
» Small train.
» Small lumber carriage.
» Small liquid carriage.
» Small train track set.
» Pre-destroyed brittany houses and variants.
» Pier with stands.

Server Administration

  • Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.

Gameplay Additions

  • Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.
  • Removed a few MGs that covered the beachhead on Heroes Landing.
  • Moved the flag closer to the shoreline on Heroes Landing.
  • Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.
  • Updated Ancient Plains to balance gameplay and reduce its size.
  • Port Nile is now playable on Army Conquest.
  • Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.

Optimisations

  • Performed several minor LOD-based optimisations on props.
  • Optimised several textures in game to reduce VRAM usage.
  • Optimised Freurlund.

Bug Fixes

  • Performed a few additions to prevent people from getting stuck on map load.
  • Solved an issue where custom uniforms could sometimes crash the server on load.
  • Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.
  • Solved an issue with one of the trees floating above ground on Fort Pierre.
  • Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.
  • Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.
  • Solved an issue with occlusion on Wasteland.
  • Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.
  • Replaced the old background trees on Fort Winston with new ones.
  • Solved an issue with incorrectly positioned water on Fort Winston.
  • Solved an issue with a tree floating above ground on Aunby Valley.
  • Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.
  • Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.
  • Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.
  • Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.
  • Removed moonbows from showing.

2.5

New Features

  • Fort Imraan! Fight over the desert fortress that has stood for centuries.
  • Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.
  • Reduced the dreadnought turrets reload time by 2 seconds.
  • It is now easier to disembark from the spawnable rowboats on Heroes Landing.
  • The MG aboard steamboats now have a shield for added cover.
  • The MG aboard steamboats are now easier to fire.
  • Performed various balancing changes on Heroes Landing.
» Increased the health of the wall on the final fort stage near the cliff edge.
» Introduced mortars to the upper decks of the dreadnaughts.
» Introduced a new objective to fight over the trench line.
» Moved objective A closer to the shoreline of the beach so it easier to capture.
» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.
» Added small ditches into the sand near the new A capture point location providing some cover.
» Introduced more ladder entry points for the tunnel rats.
» Engineers are no longer able to construct defences to block the tunnel rat exit positions.
» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.
  • Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.
» Waltzing Matilda
» Gladiator
» Ceddin Deden
  • Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.
  • Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode <override>
» BattleRoyale
» TeamBattleRoyale
» CommanderBattles
» DuelsOnly
» Tournament
» GroupFighting
» Linebattle
» Roleplaying
» JailBreak
» PropHunt
  • Introduced direction indicators for the tables constructed by engineers on Frontlines.
  • The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.

Bug Fixes

  • Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.
  • Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.
  • Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.
  • Solved an issue where smoke grenades would sink steamboats and rowboats.
  • Experimental fix which very rarely causes artillery rounds to not explode.
  • Solved an issue where players couldn’t switch to first person while sailing rowboats.
  • Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.
  • Solved an issue with the Sighting The Barn and Explosive Specialist achievements.
  • Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.
  • Solved an issue with one of the broken building colliders on Heroes Landing,
  • Solved an issue with one of the stair colliders on Heroes Landing.
  • Solved issues with some objects allowing rain to go through on Heroes Landing.
  • Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.
  • Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.
  • Solved an issue on Black Forest where the lake didn’t meet the land.
  • Solved an issue where some spawn positions where below the map on Sacrifice.
  • Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.
  • Solved an issue where some fences on Berkton Green lacked collision.
  • Solved an issue with one of the bike props floating on Berkton Green.
  • Solved an issue with the Ottoman character models.
  • Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.

Optimisations

  • Optimised all weapon models in the game.
  • Optimised Heroes Landing.
  • Optimised the new assets used across Frontlines and Nations At War.

Localisation

  • Updated the translation for the good majority of languages.

Administration

  • The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.
  • Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.
  • Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.
  • Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.
» rc set roundEndPlayerWin <playerId>
» rc set roundEndFactionWin <faction> <reason>

Hotfix

  • Solved an issue with the carriable lanterns being somewhat oversized.
  • Solved an issue with some textures going amiss on desert props.

2.4

  • Fort Imraan! Fight over the desert fortress that has stood for centuries.
  • Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.
  • Reduced the dreadnought turrets reload time by 2 seconds.
  • It is now easier to disembark from the spawnable rowboats on Heroes Landing.
  • The MG aboard steamboats now have a shield for added cover.
  • The MG aboard steamboats are now easier to fire.
  • Performed various balancing changes on Heroes Landing.
» Increased the health of the wall on the final fort stage near the cliff edge.
» Introduced mortars to the upper decks of the dreadnaughts.
» Introduced a new objective to fight over the trench line.
» Moved objective A closer to the shoreline of the beach so it easier to capture.
» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.
» Added small ditches into the sand near the new A capture point location providing some cover.
» Introduced more ladder entry points for the tunnel rats.
» Engineers are no longer able to construct defences to block the tunnel rat exit positions.
» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.
  • Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.
» Waltzing Matilda
» Gladiator
» Ceddin Deden
  • Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.
  • Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode <override>
» BattleRoyale
» TeamBattleRoyale
» CommanderBattles
» DuelsOnly
» Tournament
» GroupFighting
» Linebattle
» Roleplaying
» JailBreak
» PropHunt
  • Introduced direction indicators for the tables constructed by engineers on Frontlines.
  • The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.

Upcoming

  • Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.
» Join The Commander Battle Discord!


Bug Fixes

  • Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.
  • Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.
  • Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.
  • Solved an issue where smoke grenades would sink steamboats and rowboats.
  • Experimental fix which very rarely causes artillery rounds to not explode.
  • Solved an issue where players couldn’t switch to first person while sailing rowboats.
  • Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.
  • Solved an issue with the Sighting The Barn and Explosive Specialist achievements.
  • Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.
  • Solved an issue with one of the broken building colliders on Heroes Landing,
  • Solved an issue with one of the stair colliders on Heroes Landing.
  • Solved issues with some objects allowing rain to go through on Heroes Landing.
  • Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.
  • Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.
  • Solved an issue on Black Forest where the lake didn’t meet the land.
  • Solved an issue where some spawn positions where below the map on Sacrifice.
  • Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.
  • Solved an issue where some fences on Berkton Green lacked collision.
  • Solved an issue with one of the bike props floating on Berkton Green.
  • Solved an issue with the Ottoman character models.
  • Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.

Optimisations

  • Optimised all weapon models in the game.
  • Optimised Heroes Landing.
  • Optimised the new assets used across Frontlines and Nations At War.

Localisation

  • Updated the translation for the good majority of languages.

Administration

  • The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.
  • Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.
  • Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.
  • Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.
» rc set roundEndPlayerWin <playerId>
» rc set roundEndFactionWin <faction> <reason>

Hotfix

  • Solved an issue with the carriable lanterns being somewhat oversized.
  • Solved an issue with some textures going amiss on desert props.

2.3

New Battlefields

Expanding Coalitions

  • Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman & Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.

New Features

  • Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.
  • Ottoman & Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.
  • American Forces VA. Unique cheers, shouts and insults for the doughboys.
  • 4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.
  • Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.
  • King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.
  • Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.
  • Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.
  • Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.
  • Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.
  • Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.
  • Introduced camera shake when firing Napoleonic Field Guns and Mortars.
  • Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.
    • IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.
    • This will be adjusted over time on official servers as we gather more data.

Holdfast SDK

  • Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.

Gameplay & Misc

  • Improved the background healthbar flag image for the Aussies.
  • Updated fire particles on all maps and campfires.
  • Restricted players from going inside the barn on Causeways.
  • Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.
  • Restricted Sappers from building defenses in the attacker spawn on Heartmound.
  • Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).
  • Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).
  • Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).
  • The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.
  • Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.
  • Restricted players from going outside the borders using cavalry units on Tahir Desert.
  • Blocked several locations to prevent players from going out of the map borders on Port Nile.
  • You can no longer go underneath the terrain using field guns on Marquette.

Optimisations

  • Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.
  • Optimised the cannonball ragdoll corpses and physical projectiles.
  • Optimised ship spawning and instansitation.

Server Administration

  • Use the following command to automatically sink rowboats and steamboats that aren’t being used.
    • rc set autoKillableBoatCooldownTimer 60
  • Use the following command to spawn WW1 artillery pieces through object overrides.
    • FrontlinesMoveableHeavyMortar
    • FrontlinesHeavyMortar
    • FrontlinesLightHowitzer
    • FrontlinesHeavyHowitzer
    • FrontlinesHowitzerAmmoboxMoveable
    • FrontlinesHowitzerAmmobox
    • FrontlinesMortarAmmoboxMoveable
    • FrontlinesMortarAmmobox
    • FrontlinesStaticMachineGunAllied
    • FrontlinesStaticMachineGunCentral
    • FrontlinesMachineGunAmmoboxMoveable
    • FrontlinesMachineGunAmmobox
  • Use the following command to define a map vote history count based on the number of players in a particular server.
    • map_voting_history_count_verylow 1
    • map_voting_history_count_low 2
    • map_voting_history_count_medium 4
    • map_voting_history_count_high 10
  • You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.
  • Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.
  • Use the following commands to configure cavalry related mechanics.
    • rc set vehicleAllowCollisionSlowdown true/false
    • rc set vehicleAllowDamageRearing true/false
    • rc set vehicleAllowDamageSlowdown true/false
    • rc set vehicleDamageResistanceMultiplier 1
  • Use the following command to allow or disallow artillery pieces from firing.
    • rc set allowArtyFiring true/false
  • Use the following command to control the cooldown timers for rowboat and steamboat spawners.
    • rc set rowboatCooldownBetweenSpawns 30
    • rc set gunboatCooldownBetweenSpawns 60
  • Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.
    • rc set allowShipStealing true/false
  • Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.
  • Rc commands are now tracked in the admin actions log file.

Localisation

  • Revisited the German translation. Special thanks to these good fellows for their helping hand.
    • Friedrich
    • Julian von Hipper
  • Revisited the French translation. Special thanks to these good fellows for their helping hand.
    • Skyold
    • Teonino
    • Kanuk
    • Leiloan
  • Revisited the Italian translation. Special thanks to these good fellows for their helping hand.
    • Aranos92
    • Thor Tellino
    • Jack Aubrey
    • Barba Rossa
    • Andrea
    • Meschia
  • Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.
    • SirTosky
  • Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.
    • Tatic
  • Revisited the Russian translation. Special thanks to these good fellows for their helping hand.
    • Turkmenbashy
    • yav4ik
    • ImmuneDiamond
    • Eustis
    • CorporalCorgi
  • Revisited the Czech translation. Special thanks to these good fellows for their helping hand.
    • Fainey
    • Thompson
  • Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.
    • Fortune
  • Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.
    • Ingvarsson
    • Nordahl
    • Baudino
  • Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.
    • Alexaroth
  • Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.
    • Lengeka
  • Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.
    • Lengeka
  • Revisited the Greek translation. Special thanks to these good fellows for their helping hand.
    • Papanikoles
    • Dredd
  • Revisited the Polish translation. Special thanks to these good fellows for their helping hand.
    • Szime'on
    • Swayze.Express
    • Czechu
  • Revisited the Korean translation. Special thanks to these good fellows for their helping hand.
    • SNG
    • HRDG | Lemonid
    • HRDG | KayYou

Bug Fixes

  • Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.
  • Solved an issue where rockets remained visible on the ground after exploding.
  • Solved an issue where water puddles looked like oil spills.
  • Solved an issue where the British Officer could sometimes spawn missing a head.
  • Solved an issue where the server wouldn’t automatically restart if the thread was stuck.
  • Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.
  • Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.
  • Solved an issue which enabled players to double jump using gesture animations.
  • Solved an issue which stopped melee strikes from going through water.
  • Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.
  • Solved an issue where all footstep sounds defaulted to the dirt audio.
  • Solved an issue where scaled buildings didn’t play nicely with destruction.
  • Solved an issue which removed all pain and grunt related audio from the game.
  • Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.
  • Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.
  • Solved an issue with the Italian intractable flag showing up as Russian.
  • Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.
  • Solved issues with floating trees on multiple maps.
  • Solved an issue with vultures rendering behind clouds.
  • Solved an issue with the hedges on Causeways being too bright.
  • Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.
  • Solved an issue with metal doors being damaged with melee weapons.
  • Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.
    • Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.
  • Solved an issue with objects popping inside houses on Aspern.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.
  • Solved an issue with water being too elevated atop of the dam on Aunby Valley.
  • Solved an issue with the players swimming above water on Aunby Valley.
  • Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.
  • Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.
  • Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.
  • Removed the swivel guns on Black Forest when the Army Assault game mode is in play.
  • Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.
  • Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.
  • Solved an issue with mushroom props floating above ground on Countryside.
  • Solved an issue with the rat on Countryside going through the terrain.
  • Solved an issue with building props disappearing before the building collapses on Countryside.
  • Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.
  • Solved an issue where the outer terrain on Crosshills was a part of the playable area.
  • Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.
  • Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.
  • Solved an issue with the terrain surrounding the gates on Fort Al Farid.
  • Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.
  • Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.
  • Replaced a remnant of the old trees with the new ones on Fort Darial.
  • Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.
  • Solved an issue with the defender rockets on Fort Darial being immobile.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.
  • Solved multiple visual issues on the ground in the upper section of Fort Salettes.
  • Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.
  • Solved an issue where snow particle effects remained visible when inside Fort Salettes.
  • Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.
  • Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.
  • Solved an issue with props despawning before a building collapses on Freurlund.
  • Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.
  • Solved an issue with capture points on Glacier when playing the Army Siege game mode.
  • Solved an issue with the ice material type on Glacier.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).
  • Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).
  • Solved an issue with the waterfall on Glassy Plains 5 (L).
  • Solved an issue where the player floated above the water when swimming on Heartmound.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.
  • Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).
  • Solved an issue with the out of bounds river on Linburg morphing unnaturally.
  • Solved an issue with props despawning before a building collapses on Mansion.
  • Solved an issue with props despawning before a building collapses on Marre.
  • Solved an issue with the capture location of the trench objective on Marre.
  • Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.
  • Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.
  • Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.
  • Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.
  • Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.
  • Solved an issue with the firewood sticking through the wall on Sacred Valley.
  • Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.
  • Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).
  • Solved an issue with an unwanted collider near the well on Spanish Farm.
  • Solved an issue with props despawning before a building collapses on St. Peter’s.
  • Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.
  • Replaced the remnants of the old bushes with new ones on Tahir Desert.
  • Removed a small patch of misplaced grass terrain texture on Tahir Desert.

2.2

Bug Fixes

  • Solved a bug where some infantrymen were missing their heads on the main menu scene.
  • Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.
  • Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.
  • Solved an issue which caused squads to incorrectly close.
  • Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.
  • Solved an issue where players would not spawn back at HQ if the table gets destroyed.
  • Solved an issue with the horse rearing incorrectly on collision.
  • Solved an issue with cannonballs disappearing after they hit the terrain.
  • Prevented rain and snow from showing inside Fort Salettes.

Optimisation

  • Optimisation on cannonball physical projectile objects.

Community

  • Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.

Known Issues

  • Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.

2.1

Bug Fixes

  • Solved an issue where sometimes players turned invisible.
  • Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.
  • Solved an issue where certain actions of the game chat could crash the game during the round’s end.
  • Solved an issue where cavalry against cavalry collision wasn’t working as intended.
  • Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.
  • Solved an issue which was causing naval servers to crash when a ship or a boat despawns.
  • Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.
  • Experimental fix towards an issue causing players to get stuck after they spawn.
  • Solved an issue with the Mauser’s bayonet being incorrectly positioned.
  • Solved an issue with the Fieldguns in Nations At War being difficult to interact with.
  • Solved an issue with certain modded uniforms appearing in white when using the UBER shader.
  • Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.
  • Solved an issue where players would be presented with a config error when launching the game.
  • Experimental fix towards and issue which caused settings to reset on launch.
  • Solved an issue where cannonballs where not penetrating through objects.
  • Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.
  • Solved a memory leak with explosions on the server.
  • Solved an issue where cannons where not recoiling correctly.
  • Solved an issue where players didn’t play the crouching animation when aiming a cannon.
  • Solved an error which occurred when players respawned.
  • Solved an error which occurred when a player fired his firearm.
  • Solved an issue when explosions erroring out if the player disconnects from the server.
  • Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.
  • Solved an issue where players got stuck in position after spawning.
  • Solved multiple issues revolving around the opening and closing of squads.
  • Solved issues with line shader placement on the terrain.
  • Changed the way the settings file is saved to try to avoid corruption.
  • Solved an issue with one of the officers missing a head.
  • Solved an issue where the ‘Fire’ command was not being correctly synched.
  • Solved a bug with the locked server’s filter.
  • Officer flags now use the correct material.
  • Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.
  • Changed the rocket launcher to once again allow for freer downhill and uphill aiming.
  • Solved an issue with horse saddles not looking as intended due to low mipmap priority.
  • Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.
  • Solved an issue with missing textures appearing in purple on Blackforest.
  • Solved an issue with weather particles leaking inside the tunnel on St Peters.
  • Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.
  • Solved an issue with one of the buildings not producing dust particles when destroyed.
  • Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.
  • Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.
  • Solved an issue with warnings appearing due to missing sounds on terrain.
  • Solved an issue with the rainbow being too close to the playable terrain on Blackforest.
  • Solved an issue with some of the barbed wire props not dealing damage.
  • Solved an issue where players had to deconstruct barrels after exploding in other to build them again.
  • Solved an issue with cannonball trails erroring out on low graphic preset options.
  • Solved an issue with musket particles not appearing as intended when the particle is out of view.

Optimisation

  • Optimisation passes on touch bending for grass interaction.
  • Optimisation passes on the snow weather effects.
  • Optimisation passes on the animator.
  • Optimised and adjusted the explosion and smoke effects.
  • Optimisation on data packets being sent to early prior to joining the server.
  • Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.
  • Players now default to full screen borderless rather than full screen exclusive.
  • Optimised the ocean to gain a significant FPS boost.
  • Optimised the game’s user interface.
  • Optimised cannon, grenades, mortar, shell and other physical projectile objects.
  • Optimised the main menu scenes to reduce RAM usage.

Gameplay

  • It should now be much easier to place a line whilst playing as the Infantry Officer class.
  • Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.
  • Reintroduced all missing spawnable objects.
  • Squads no longer output player join and leave messages in chat.
  • Introduced new direction indicators for when an officer spawns a table.
  • Officer respawn points are now hidden when aiming a firearm or using an artillery piece.
  • Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.
  • Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.
  • Grassy maps will no longer feature snowy weather pre-sets when randomising weather.
  • Adjusted the frequency of certain snowy weather types on snow maps.
  • Adjusted the ocean and the terrain surrounding the river on Island Plains.
  • A different big tree on Island Plains has magically reappeared.
  • Blocked off swimable areas on the Mansion map.
  • Introduced some more boxes to make windows passable on Foxhole.
  • You can now shoot through the window barricades on Foxhole.
  • Changed how the Sapper menu works to be more responsive when swapping weapons.

Quality of Life

  • You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.

Misc

  • Introduced a new loading screen on Foxhole.
  • Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.
  • The DLC text label now supports localised languages.
  • Removed multiple unnecessary log messages.

Localisation

  • Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).

2.0

Faction Coalitions

  • Allies consisting as British, French, Australian and American.
  • Central powers consisting as Germans.

New Classes

  • Infantry Officer
    • Revolver
    • Sword
    • Smoke grenades
    • Officer commands
    • Spawn camps
    • Abilities
      • High Command - An officer in command. You are able to issue orders to the rank and file.
    • Traits
      • Distinguishable - Stand out from the rank and file. You appear differently on the minimap.
      • Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.
      • Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.
  • Rifleman
    • Rifle
    • Bayonet
    • HE grenades
    • Abilities
      • Rank & File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.
      • Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).
      • Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.
    • Traits
      • Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. Following an officer’s order to hold ground will activate this trait.
  • Medic
    • Rifle
    • Trench club
    • Smoke grenades
    • Abilities
      • Medicine - Well versed in the field of medicine. You are able to heal wounded players.
      • Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.
    • Traits
      • Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.
  • Engineer
    • Rifle
    • Hand shovel
    • Abilities
      • Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.
      • Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.
    • Traits
      • Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.
  • Artilleryman
    • Revolver
    • Knife
    • Abilities
      • Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.
      • Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.
    • Traits
      • Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.

Artillery Pieces

  • Light Howitzers
    • Moveable
    • Short reload time
    • Less explosion spread
    • Less building damage
  • Heavy Howitzers
    • Moveable
    • Long load time
    • High explosion spread
    • High building damage
  • Fixed Heavy Mortars
    • Stationary
    • No recoil
  • Heavy Mortars
    • Moveable
    • Recoils

Machine Guns

  • Allied Vickers machine gun
  • Central Maschinengewehr 08
  • Hold right click to zoom
  • Must load with MG ammunition
  • Buildable by Engineers

Grenades

  • Grenades can be used to break deadlocks with well dug in enemies
  • Provide smoke screens against machine gun fire
  • Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.
  • Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.

Rifles

  • With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.
  • Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.
  • 1 hit headshot at any range, against any class.
  • The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.

Squad Camps

  • These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.
  • Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.

Roleplay Features

  • Play rock, paper, scissors with your fellow trench-men
  • Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)
  • Play classical musical instruments such as the new cello
  • Surrender to your enemies
  • Cheer with your rifle
  • Ladders, press E to interact and climb over the trench walls.
  • Bring music to all with the Gramophone.
  • Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.
  • Trench whistle for officers. Press J to use while standing still.
  • New piano songs.

Destruction

  • The good majority of structures in Frontlines can be brought down to its foundations by artillery.

Battlefields

  • Freurlund
    • Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.
  • Marre
    • Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.
  • Mansion
    • Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.
  • Countryside
    • A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.
  • St. Peter's
    • A small town featuring a church and small trench line in the middle of the house courtyard.
  • Foxhole
    • Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.
  • Wasteland
    • There is only trench and no mans land. Death is but certain.

Gamemode

  • Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations
  • Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.
  • Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.

  • Support the devs with the American forces DLC!
  • Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)
  • Rifleman and Officer class for allied coalition.
  • Rifleman equipped with M1903 Springfield Rifle

Graphical Remaster

  • Improved graphical fidelity and new weather presets.
    • New weather presets such as snowstorms, sandstorms, various calm presets and many more
  • Changing the over 50+ maps

Server playercount limit

  • 250 Player Event Battles
    • Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.