MegaPage

From Holdfast: Nations At War
Jump to navigation Jump to search

2.15

Features & Improvements (11)

  • Napoleon’s Rise DLC! Explore Napoleon’s rise to power through this cosmetic content dedicated to the Emperor himself Napoleon.
» Unlock Napoleon's very own uniform for the Infantry Officer class.
» Unlock Napoleon's very own horse, Marengo.
» Unlock the French Empire's French Republican Infantry uniform for the Line Infantry class.
» Unlock the French Empire's Guides a Pied de Bonaparte uniform for the Light Infantry class.
» Unlock the French Empire's Guard Chasseur-a-Cheval uniform for the Hussar class.
» Unlock the First Consul Napoleon head.
» Unlock the Emperor Napoleon head.
» Unlock the Authority Stance gesture animation.
» Unlock the Gentleman's Stroll gesture animation.
» Unlock the Lead Charge gesture animation.
» Unlock the Napoleon's Loyalist medal to display on your playercard.
» Unlock the Pharaohs & Kings banner for your playercard.
» Unlock the Le Tondu portrait for your playercard.
» Unlock The Emperor title for your playercard.
  • The Holdfast OST! With great pomp and circumstance the Holdfast original soundtrack ‘The Plight of War’ presents to you a plethora of epic renditions of some all-time classics to uplift spirits and set the tone as you charge forward to glory.
» Featuring iconic songs spanning from the Napoleonic Wars to The Great War this soundtrack brings forth over 20 tracks (including instrumentals).
» A music player is available both in the main menu and in-game so that you’ll never be without the choirs of war.
  • A new map featuring never-before-seen environments. Fight in the streets of Empire with this update’s release.
  • A new rendering pipeline. Introducing DLSS, FSR 2.0 alongside improved graphical fidelity.
  • Major game engine upgrade. Exposes our development team to new tools to further optimise the game.
  • Medal indicating the individual's soldier rank now shows in player names.
  • The ‘Holdfast Nations At War - Beta’ dedicated application accessible through your Steam library. You no longer have to switch between branches to partake in public testing events.
  • Improved Holdfast’s audio-scape. Player movement sounds representative of the equipment an individual is carrying, new aiming sounds and many more.
» Additional audio master volumes are now present.
  • A steam whistle is now present on WW1 Gunboats.
  • The exclusive_modded_uniforms can now be set to be attacker, defender or faction-specific.
  • Introduced several regiment banners as per the community’s requests.

Gameplay Additions (2)

  • Removed colliders from small branches present on Canyon.
  • Reduced the number of trees on Fort Imperial to improve cannon visibility.

Optimisation (11)

  • Improved GPU performance. GPU performance concerns framerate when changing between graphics pre-sets and no players are in a server. CPU utilisation will be looked at in a near-future release.
  • Improved RAM utilisation reducing crashing instances for low-end machines.
  • A significant reduction in file size. We’ve brought the game down from 43.6 Gigs to 17 Gigs.
  • The introduction of a new technology to reduce map file size. It was previously a limiting factor to our development team introducing new content due to the ballooning game file size.
  • Multiple optimisations targeting game load times.
  • Optimised the Loyalist Edition DLC file size.
  • Solved several instances of errors cropping up on maps across the game’s Napoleonic and WW1 fronts.
  • Introduced new Potato and Ultra presets.
» Potato - Targeting the very low-end of machines. Disables every graphical feature imaginable in the game. Here we place an absolute priority on performance neglecting the game’s graphical fidelity. Don’t expect it to look better than the first iteration of Doom.
» Ultra - Those blessed with decent machines can enjoy Holdfast in all its glory with this new graphics preset.
  • VRAM budget now gets more intelligently assigned according to the user’s PC specifications.
  • Players who run the game on a machine with less than 8 Gigs of RAM will automatically have HDD mode enabled featuring the light-weight main menu scene.
  • Performed several optimisations to Holdfast’s debug F2 console.

Quality of Life (10)

  • Revisited Holdfast’s Chinese, Dutch, French, German, Italian, Polish, Romanian, Russian, Spanish, Spanish-Latin American, Swedish and Turkish translations.
» Our thanks goes to Lengeka, Statros, Trainboy, Skyold, Teonino, Harry Hart, Julian v. Hipper, Stelter, GeneralMesse, Miloszig, Tgrysiwek, TheJacob, Espada, Krupiz, M4FIN, Matix, Alexaroth, Pierre, SirTosky, Florez, Madskillero, Plasticwolf, Airok, FaleRH, Fancio, Lupin, Ruddy, Uni and Crontz.
  • Events rules shown to the right side of the screen now get hidden when pressing the ScrollLock key.
  • The target player health present in the P menu now automatically updates while the menu is open.
  • The free-flight camera now respects the inverted camera movement settings.
  • The respawn timer now continues going if the player toggles free roam in the death screen.
  • The option to turn on HDD Mode is now available under the advanced video settings. Requires restart to apply.
  • Results for the search function present in the P menu now automatically update with every key input.
  • Video, Audio and Game options now feature descriptions.
  • Reduced the default main menu music volume.
  • Split Audio, Game, Video and Keybinds settings into separate files providing us with more granular control for settings we’re able to reset to default should the need arise on update releases.

Graphical (15)

  • Performed a massive graphical overhaul of every map in the game.
  • Improved the killed by dreadnaught cannon recoil icon.
  • Improved the killed by barbed wire icon.
  • Improved the Frontlines officer ‘Q’ ability bar icon.
  • Improved the Frontlines office minimap hint icon.
  • Adjusted several in-world icon positions to improve visibility.
  • Improved the rocket stack interaction icon.
  • Improved the medal’s visibility on the scoreboard.
  • Improved the visibility of your kills in the kill log.
  • Cleaned up the game sale countdown timers.
  • Matched the size of all regiment banners across the game’s UI to maintain good resolution.
  • Enlarged the Frontline’s binoculars UI.
  • Nature presets specific to city environments are now available.
  • Updated Holdfast’s map loading screens to feature the game’s new graphical fidelity.
  • Changed Holdfast’s launch screen. It is now indicative of the new Napoleon Rise update.

Bug Fixes (99)

  • Solved an issue with missing material references on Fort Imperial.
  • Solved an issue which allowed individuals to walk underneath Fort Imperial.
  • Solved an issue with missing material references on South Sea Castle.
  • Solved an issue with the Austrian faction having no piano tunes available to play. Isn’t that sad?
  • Solved multiple issues with Holdfast launching on Steam Deck.
  • Solved an instance which prevented players from leaving their regiment.
  • Solved an issue with the blunderbuss being able to register only a maximum of 2 shots as damage per player.
  • Experimental fix for an issue that causes players to get stuck on spawn.
  • Solved an issue with the free roam camera not starting from the player’s death position when accessed from the faction selection screen.
  • Solved an issue with regiment administrators being unable to see enlistment requests.
  • Solved an issue where sometimes the button to accept a recruit wouldn’t be visible.
  • Solved an instance which disallowed players to join a regiment that had already disbanded another.
  • Solved an issue where prestige progress wasn’t showing on the regiment’s banners.
  • Solved an issue with the surgeon class valour one and valour two medals being the other way around.
  • Solved an issue where objectives won’t continue to show on the UI if you die then go to free-roam.
  • Solved an issue with localisation in the in-game cosmetic store.
  • Solved an issue with the customisation menu breaking in the barracks.
  • Solved an issue where players sometimes got stuck when using an artillery piece.
  • Solved an issue when loading round shots into mortars.
  • Solved an issue with rouge red pixels being present in the scoreboard.
  • Solved an issue where the Anvil Game Studios player banner was visible to everyone.
  • Solved an issue with the daily score not being applied correctly.
  • Solved an issue with preview images in the in-game cosmetic store appearing in low resolution.
  • Solved an issue where administrators or moderators were unable to update an inactive player’s regiment rank.
  • Solved an issue where the Carpenter’s tertiary weapon selection didn’t save.
  • Solved an instance which caused a recurring error to appear when viewing a regiment’s member list.
  • Solved an issue which prevented the search function in the P menu from working if a player’s dropdown was open.
  • Solved an instance which prevented moderators from managing their regiment.
  • Solved an instance which allowed players to apply for a regiment that wasn’t accepting recruits.
  • Solved an exception which occurred when PMing carbon players.
  • Solved an instance which caused the player’s camera not to detach properly when moving an artillery piece.
  • Solved an exception which prevented players from joining a server due to unsupported character names.
  • Solved an instance which sometimes prevented administrators from updating a player’s rank after changing its rank structure.
  • Solved an issue where crosshairs sometimes didn’t feature a preview image in the settings menu.
  • Solved an instance which prevented specific players from being accepted into a regiment after enlisting.
  • Solved an instance which prevented the regiment registry list from loading.
  • Solved an issue with rendering order on in-world interaction icons.
  • Solved several client-side warnings on map load.
  • Solved multiple issues with Holdfast on Steam Deck.
  • Solved an issue where the Manage Members button was selected by default causing it to immediately appear with a golden border.
  • Solved an instance which caused the game to get stuck when creating a new rank in the regiment registry.
  • Solved an issue where the cursor sometimes didn’t show when selecting the description text field in the regiment registry.
  • Solved an issue where sometimes preview characters didn’t show when navigating through a regiment’s member list.
  • Solved an issue which took the player back to the regiment’s home screen if an enlistee was denied or accepted.
  • Solved an issue which caused the player to get stuck in free-flight if they accessed the mode right after they died by trampling.
  • Solved an issue which sometimes caused players to spawn atop trees on Glacier.
  • Solved an issue which caused the Spectate E and Spawn Menu M indicators to not disable when hiding UI by pressing the Scroll Lock key.
  • Solved multiple exceptions caused when navigating through the regiment registry.
  • Solved an issue which caused incorrect regiment ranks to be applied to selected enlistees.
  • Solved multiple map-specific issues.


SDK Additions (200)

  • The Austrian faction is now available in sharedmethods.dll.
  • Introduced the following SDK props.
» Structure_Bridge1v4
» Structure_Bridge1v5
» Structure_Bridge2v4
» Structure_Bridge2v5
» Propgroup_PalisadeStand
» Propgroup_CrateLeaningWall
» Propgroup_ShootingPlatform1
» Propgroup_ShootingPlatform2
» Prop_Weapon_Musket_New_Land_Pattern_Brown_Bess_Bayonet
» Prop_Weapon_Musket_Charleville_Musket_IXXIII_Bayonet
» Functional_PierLadder
» Prop_EgyptStatue
» Prop_Well1v4
» Prop_Well1v5
» Prop_Well1v6
» Prop_Well1v7
» Prop_ww1_TrenchShootingPlatform
» Prop_MortarPlatform
» Prop_Shipyard_MetalPiece2
» Prop_Shipyard_WoodPiece3
» Prop_WoodenPole_5
» Prop_WoodenPole_6
» Prop_ww1_Cemetery_Cemetery_Fence_02_Middle
» Prop_ww1_Cemetery_Cemetery_Post
» Prop_ww1_fence_wood_post_type_01_A
» Prop_ww1_fence_wood_post_type_01_B
» Prop_ww1_fence_wood_post_type_01_C
» Prop_ww1_fence_wood_post_type_03_A
» Prop_ww1_fence_wood_post_type_03_B
» Prop_ww1_fence_wood_post_type_03_C
» Prop_ww1_fence_wood_post_type_04_A
» Functional_Naval_SpawnMenuCharacterScreen
» Functional_ww1_SpawnMenuCharacterScreen
» Creatures_ww1_Fish_Perch
» Creatures_ww1_Fish_Trout
» Structure_Schooner_ShipWreck_1v2
» Structure_Pidgeoncoop1v3
» Structure_Barn2v4
» Structure_Spain_House1v4
» Structure_Spain_House2v4
» Structure_Spain_Barn1v4
» Structure_Spain_Barn1v5
» Structure_Fort_FortImperial1v2
» Structure_FortSegment1v3_Modular
» Structure_FortSegment2v3_Modular
» Structure_FortSegment3v3_Modular
» Structure_FortSegment4v3_Modular
» Structure_FortSegment5v3_Modular
» Structure_FortSegment6v3_Modular
» Structure_FortSegment7v3_Modular
» Structure_FortTurret1v3_Modular
» Structure_FortTurret2v3_Modular
» Structure_FortTurret3v3_Modular
» Structure_FortTurret4v3_Modular
» Structure_FortTurret5v3_Modular
» Structure_FortTurret6v3_Modular
» Structure_Ruins_AqueductRuin1v3
» Structure_Ruins_AqueductRuin1v4
» Structure_Ruins_AqueductRuin1v5
» Structure_Ruins_AqueductRuin2v3
» Structure_Ruins_AqueductRuin2v4
» Structure_Ruins_AqueductRuin2v5
» Structure_Ruins_AqueductRuin3v3
» Structure_Ruins_AqueductRuin3v4
» Structure_Ruins_AqueductRuin3v5
» Structure_Ruins_AqueductRuin4v3
» Structure_Ruins_AqueductRuin4v4
» Structure_Ruins_AqueductRuin4v5
» Structure_Ruins_AqueductRuinPiece1v3
» Structure_Ruins_AqueductRuinPiece1v4
» Structure_Ruins_AqueductRuinPiece1v5
» Structure_Ruins_AqueductRuinPiece2v3
» Structure_Ruins_AqueductRuinPiece2v4
» Structure_Ruins_AqueductRuinPiece2v5
» Structure_Ruins_AqueductRuinPiece3v3
» Structure_Ruins_AqueductRuinPiece3v4
» Structure_Ruins_AqueductRuinPiece3v5
» Structure_Ruins_AqueductRuinPiece4v3
» Structure_Ruins_AqueductRuinPiece4v4
» Structure_Ruins_AqueductRuinPiece4v5
» Structure_Ruins_BathHouse1v3
» Structure_Ruins_BathHouse1v4
» Structure_Ruins_BathHouse1v5
» Structure_Ruins_Citywall1v3
» Structure_Ruins_Citywall1v4
» Structure_Ruins_Citywall1v5
» Structure_Ruins_Citywall2v3
» Structure_Ruins_Citywall2v4
» Structure_Ruins_Citywall2v5
» Structure_Ruins_Citywall3v3
» Structure_Ruins_Citywall3v4
» Structure_Ruins_Citywall3v5
» Structure_Ruins_LargeWall10v3
» Structure_Ruins_LargeWall10v4
» Structure_Ruins_LargeWall10v5
» Structure_Ruins_Temple1v3
» Structure_Ruins_Temple1v4
» Structure_Ruins_Temple1v5
» Structure_Ruins_Templeround1v3
» Structure_Ruins_Templeround1v4
» Structure_Ruins_Templeround1v5
» Structure_Ruins_Templeroundpiece1v3
» Structure_Ruins_Templeroundpiece1v4
» Structure_Ruins_Templeroundpiece1v5
» Structure_Ruins_Theater1v3
» Structure_Ruins_Theater1v4
» Structure_Ruins_Theater1v5
» Structure_Ruins_Theaterpiece1v3
» Structure_Ruins_Theaterpiece1v4
» Structure_Ruins_Theaterpiece1v5
» Structure_Ruins_Theaterpiece2v3
» Structure_Ruins_Theaterpiece2v4
» Structure_Ruins_Theaterpiece2v5
» Structure_Ruins_Theaterpiece3v3
» Structure_Ruins_Theaterpiece3v4
» Structure_Ruins_Theaterpiece3v5
» Structure_Ruins_Tower1v3
» Structure_Ruins_Tower1v4
» Structure_Ruins_Tower1v5
» Structure_Ruins_Wall1v3
» Structure_Ruins_Wall1v4
» Structure_Ruins_Wall1v5
» Structure_Ruins_Wall2v3
» Structure_Ruins_Wall2v4
» Structure_Ruins_Wall2v5
» Structure_Ruins_Wall3v3
» Structure_Ruins_Wall3v4
» Structure_Ruins_Wall3v5
» Structure_Ruins_Wall4v3
» Structure_Ruins_Wall4v4
» Structure_Ruins_Wall4v5
» Structure_Ruins_Wall5v3
» Structure_Ruins_Wall5v4
» Structure_Ruins_Wall5v5
» Structure_Ruins_Wall6v3
» Structure_Ruins_Wall6v4
» Structure_Ruins_Wall6v5
» Structure_Ruins_Wall7v3
» Structure_Ruins_Wall7v4
» Structure_Ruins_Wall7v5
» Structure_Ruins_Wall8v3
» Structure_Ruins_Wall8v4
» Structure_Ruins_Wall8v5
» Structure_Ruins_Wall9v3
» Structure_Ruins_Wall9v4
» Structure_Ruins_Wall9v5
» Structure_Windmill1v4_Base
» Structure_Windmill1v4
» Structure_Barn1v4
» Structure_HouseDutch1v4
» Structure_HouseDutch1v5
» Structure_HouseDutch2v4_Kitchen
» Structure_HouseDutch2v5_Kitchen
» Structure_HouseDutch3v4
» Structure_HouseDutch3v5
» Structure_HouseDutch4v4
» Structure_HouseDutch4v5
» Structure_HouseDutch5v4
» Structure_HouseDutch5v5
» Structure_HouseDutch6v4_Watermill
» Structure_HouseDutch6v5_Watermill
» Structure_WalledCity1v1_Pillar
» Structure_WalledCity1v1_StraightWall
» Structure_WalledCity1v2_Pillar
» Structure_WalledCity1v2_StraightWall
» Structure_WalledCity1v3_Pillar
» Structure_WalledCity1v3_StraightWall
» Structure_WalledCity1v4_Pillar
» Structure_WalledCity1v4_StraightWall
» Structure_WalledCity1v4_StraightWallSegment
» Structure_WalledCity1v4_Gate
  • Changes to existing SDK props.
» Renamed “Prop_Shelve” to “Prop_Shelf2v1”.
» Renamed “Prop_Shelve2” to “Prop_Shelf2v2”.
» Renamed “Structure_Fort_MartelloTower1v2_Defence_Destructable_Mod 1” to “Structure_Fort_MartelloTower1v3_Defence_Destructable”.
» Renamed “Structure_Schooner_ShipWreck” to “Structure_Schooner_ShipWreck_1v1”.
» Fixes to colliders on some musket props.
» Fixed LODs on prop groups.
» Fixed LOD bounds on Gabion props and prop groups.
» Fixed Structure_Palisade1.12 having destroyed stage enabled by default.
» Made collisions on Prop_Shrine1vX more accurate.
» Made collisions on Structure_Pier more accurate.
» Removed placeholder .txt prefab that was accidentally included.
» Fixed ladders in Martello Tower props.
» Capitalised all “AqueductRuin” props to improve readability.
» Capitalised all “BathHouse” props to improve readability.
» Fixed face normals on ruin props. Lighting will now be more accurate.
» Fixed LODs on Frontlines Light Howitzer.
» Fixed emplacement collider in “Structure_ww1_french_cernay_house2” & “Structure_ww1_french_cernay_house2_Destroyed_Populated1”.
» Optimised “Prop_ww1_mine_field_sign”.
» Fixed shadow cast positions for “Structure_Shipyard” prefabs.
» Fixed snowy greystone rocks using incorrect material.
» Fixed colliders on “Prop_KettleBig_CastIron”.
» Fixed LODs on ww1_track props.
» Added a variant of non-blanket shader ferns. Existing fern prefabs added “_blanket” to their name.
» Fixed names on “Structure_Barnv#” to “Structure_Barn1v#”.
» Renamed “Structure_WalledCity1v#_StraightWall” to “Structure_WalledCity1v#_StraightWallSegment”. New prefabs in place of old “StraightWall” props which don’t contain the preplaced pillar. These walls look similar to “Farmwall”, however, these new props are not destroyable like the “Farmwall” ones are.
» Added mossy and non-mossy variants of “Sandstone” and “Greystone”.
» Snow added to snowy rocks.