August 24, 2019

Update Released. Game Polish & Optimisations

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Game polish update now sees a full release! Optimisations, user interface amendments, multiple bug fixes, better error handling, gameplay balance and combat additions. We’ve also continued to expand on the selection of spawn-able objects in this update.

 

Come have a read at our latest blog post for all the details.

 

Game Optimisations. Client

Optimisations sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen. Everything from functions used to animate players, movement, the minimap, name tags, player markers and various other implementations in the game’s ever-growing code base received iterations. Pending that you’re not already limited by dated hardware, you will experience a better framerate.

 

Towards the same effort, our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection on both the naval, coastal and army war fronts to cut down on draw calls.

 

 

 

 

Game Bugs. Error Handling

A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. Improving the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also apart of this update’s objective. You will now be accordingly informed if Steam isn’t running before launching the game for instance.

 

Holdfast: Nations At War is in Early Access and therefore things are still a work in progress. With the massive number of changes and additions we daily undergo to push forward new features, optimisations or quality of life additions, some bugs may indeed slip through the cracks albeit all the testing we conduct. 

 

It would go highly appreciated if you take your precious time to inform us on Discord should you face any issues. We’ll get working on it.

 

Holdfast Discord - #Bug-Reports

 

 

 

 

User Interface. More Polish

As part of our polishing endeavours, the game’s user interface couldn’t go untouched. New additions to facilitate selection, improve upon design as well as the user’s experience. 

 

You are now provided with the option to auto-join the round, the spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections, a new launch splash screen, changes to the server browser and multiple other additions.

 

 

 

 

Gameplay. Classes & Weapons

Up next are the gameplay integrity changes. Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. Due to this integrity change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

 

Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.

 

 

 

 

Combat Mechanics

Combat mechanics will be seeing changes, bug fixes and new additions in this update. You are now able to quickly bash and stun an opponent through secondary attacks. Kick an opponent while having a sword equipped or your fists at the ready. Similarly, you can push them away when wielding a bayoneted musket, axe, boarding pike or even a flag by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.

 

We’ve also ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. Crouching animations have been changed to help players better distinguish the direction a strike is coming from. Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.

 

 

 

 

Spawnable Objects. Events

Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props! Buildings, fortifications, artillery pieces, rocks, trees, shrubs and more. You’re now able to override and define your own spawn point locations on maps supporting the Army Battlefield and Assault game modes thanks to one of our recent additions.

 

We look forward to continuing expanding on similar functionality in future game updates. It’s been great seeing event hosts make good use of these features. Rest assured that you’ll be seeing more support from us on this matter. Have a look at our Wiki for a list of spawn-able props.

 

Holdfast Wiki - Spawnable Props

 

 

 

 

Community. Join The Discord!

Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events where players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week. Discord is also a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. 

 

 

Discord has undergone a complete redesign! Are you an officer in command of a crew or regiment? Hop in on Discord to register your in-game clan. With over 12,000 members strong and growing, it’ll surely serve as a great step forward to better your regiments standing and gather new recruits.

 

If you’re a fellow in the ranks, go declare your enlistment. Through this, you can gather access to the ‘Field Camp’ where regimental specific discussion ensues. We look forward to seeing you there!

 

https://discordapp.com/invite/holdfastgame

 

 

 

 

Here’s the full changelog for all the bug fixes and additions we have undergone in this update.

 

 

 

Changelog 37 - Game Version 0.34.7174.32299

 

Game Optimisations

- Player Optimisations. It sat at the forefront of this update’s development as we delved into ways to improve CPU utilisation when a lot of players are on screen.
» Optimised functions used to animate players.
» Optimised player movement.
» Optimised the minimap.
» Optimised the name tags.
» Optimised the player markers.

- Map Optimisations. Our one-man art department embarked on optimising over 30 game levels that make part of Holdfast’s current map selection in an effort to cut down on draw calls.

- Memory Optimisations. Conducted multiple optimisations to reduce memory. 

 

Error Handling & Bugs

- Game Bugs. A good majority of the bugs which saw an introduction due to the massive number of additions in the recent major updates have been tackled. We are aware that some remain in the game and we’ll be tackling them in future updates.
» Solved an issue where the charge command didn’t provide a buff which increases melee damage at times
» Solved an issue where a cannoneer was still able to take control of a cannon when another cannoneer was already operating the piece.
» Solved an issue where players would take priority over carrying a ladder irrespective of the class.
» Solved an issue with class priorities when carrying a rocket.
» Solved an issue which caused extra score gathered from killing a Guard to be shown as support. Players will now receive the correct message informing them of their ‘Guard Kill’.
» Solved an issue which allowed players to grief teammates by igniting an explosive barrel.
» Solved an issue which allowed players carrying an explosive to kill their own teammates if they got shot while carrying the barrel. Should you get shot when carrying an explosive barrel, only damage to players in the enemy faction will be applied.
» Solved an issue which caused the server to crash when playing on the Watchtower Arena map.
» Solved an issue where gabions and infantry spikes placed through object overrides couldn’t be destroyed.
» Solved an issue which caused bonfires placed through object overrides not to deal any damage.
» Solved an issue which allowed surgeons to reload and heal.
» Solved multiple instances which caused recurring exceptions causing dips in framerate.
» Solved an issue with weapon racks missing their localisation.
» Solved an issue which enabled players to clip through constructible earthworks.
» Attempted fix towards an issue which sometimes caused players to immediately die after they respawn.
» Solved an issue with a swivel gun clipping through one of the windows present on Linburg.
» Solved multiple issues with destruction pieces on Balamor Bay’s lighthouse.
» Solved an issue when dynamic snow was enabled on Sharpton.
» Solved issues with missing faces on some ruin props.
» Many more map-related fixes.

- Error Handling. Improved the way on how errors are handled when a player is unable to connect to a game server or otherwise play was also a part of this update’s objective. 
» You will now be accordingly informed if Steam isn’t running before launching the game for instance.

 

 User Interface Polish

- You are now provided with the option to auto-join the round.

- The spawn menu has been restructured to show the attributes tab from the get-go and remain visible as players opt between different class selections.

- Classes, naval vessels, land-based spawn points or factions that are unable to be selected are now being greyed out serving as an additional indication that all slots have been taken.

- An all-new launch splash screen.

- New functions to facilitate navigation in the server browser along with other additions to improve its looks.

- Several changes and additions to polish the main menu user interface.
Introduced additional tips tackling new game functions, game modes and community-related matters.

- Cleaned up the map loading screen interface and implemented new map loading screens that feature up to date graphics. This is still a work in progress.

- Improved the looks of the flag and infantry stakes kill log icons.

- Players that are experiencing framerate or latency related issues will be accordingly informed through the use of multiple warning indicators. You can disable this through the ‘Game’ settings by looking for ‘Warnings’ under ‘User Interface.

- Players can now view the cooldown and duration of each order by hovering on one of the icons present in ‘Attributes’ panel before spawning with the Infantry Officer class.

- And multiple other minor additions.

 

Gameplay Balance

- Guardsmen are no longer always guaranteed to kill other classes in the rank and file with a single strike. Instead, they have been equipped with muskets that have a greater reach when compared to other classes. 

- Due to the above change, we have done away with the slight differences in weapon reaches on bayoneted muskets between factions.

- Grenadiers now tank less damage when hit by a melee weapon as they had their resilient trait reduced by 10%. 

- Firearm accuracy for the Light Infantry class when crouching and firing has been increased from 10% to 13%. 

- Reduced the health points of palisade walls and slightly increased the time it takes to build them making them more susceptible to artillery fire.

- Those playing a support role and carrying a pistol are now provided with a chance to kill a foe with a single shot if they are only a few meters away. If you miss your target, you’ll end up in close quarters without a melee weapon equipped so choose dearly.

- Surgeons now receive more score for their good deeds.

- Infantry Officers can now toggle on and off beacons issued through the ‘Reinforce’ order.

- Fort Schwarz. Ladders on this map have been moved near the initial infantry spawn location instead of at the back were the artillery resides for the attackers.

- You are now able to spawn with the carpenter class on the Crosshills map. Same goes for Desert Ruins when played on Army Siege.

- You can now jump over the fences present on Balamor Bay.

 

Combat Mechanics

- You are now able to quickly bash and stun an opponent through secondary attacks. Kick or push an opponent by pressing the ‘F’ key. Secondary attacks have limited range and are only able to deal upwards to 5 damage.
» Equip the spyglass by pressing the ‘G’ key or a lantern by pressing the ‘H’ key. 

- Ironed out an issue which caused players rotating and striking to miss their target more often even if they were playing on servers correct to their region and using a stable internet connection. 

- Crouching animations have been changed to help players better distinguish the direction a strike is coming from. 

- Stun timers have also received amendments to incentives players to block after they’ve been struck by a melee weapon and managed to survive the hit.

- Solved an issue which caused players to became almost invulnerable to melee strikes if they had their back facing against the wall.

- Functions used to determine if a strike has hit the player’s chest or legs have been redesign to improve accuracy.

 

Object Overrides

- Spawnable Objects. Events. Those with a keen interest in map customisation will be pleased to hear that we’ve significantly expanded the selection of spawn-able object overrides with the inclusion of over 150 new props and customisable spawn points!
» Visit our Wiki for more on how to make use of these new props.
Holdfast Wiki - Spawnable Props
» More information on how to utilise the newly introduced spawn override functionality can be found on our Wiki. 
Holdfast Wiki - Spawn Overrides
» You will also find a short guide explaining how to make use of this map editing functionality. 
Holdfast Wiki - Map Editing
» Thanks to Falo for all his hard work on the Wiki!

- Introduced two completely empty maps that are perfect to let your imagination run wild.
» Input the following parameters to play this map on your community server: map_name custommap or map_name custommapnaval

 

Server Configuration

- Server administrations are now able to teleport players to their location by using the rc teleport player <Players> <Destination> command.
» Players is able to accept the following parameters: player id, me, attackers, defender or all.
» Destination is able to accept the following parameters: player id, me, co-ordinates using the usual ‘x, y and z’ format as floating-point numbers.

- Server administrators can now disallow melee strikes from bouncing off friendly players if friendly fire is disabled.
» Input the following parameter on your community server to enabled or disable this functionality: friendly_fire_melee_bounce true or false

 

Graphical

- Improved the looks of the Training Grounds, Sharpton, Caribbean and multiple other game levels.

- You will now find more ruins on the Desert Ruins maps.

- Camps on Fort Winston are now enterable.

 

 

Once again, we thank you for your generous support and as always, may good health be yours.

 

We’re working on the next update.

 

Discuss this blog post here.

 

 

 

 

Once again thank you for all of your support from all of us on the Holdfast: NaW team,

- Refleax, Rycon, Dreas, Wrexial, PingPong, Walki, Cameron & Rejenorst

Anvil Game Studios


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