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Monte Piana map live now!

Hello everyone!

The new Monte Piana map is live now!

https://store.steampowered.com/app/1556790/Isonzo/

Furthermore, Isonzo & WW1 Game Series is part of the Focus Publisher Sale!



[h3]
Good luck & have fun on Monte Piana![/h3]

Join the Battle of Monte Piana NOW!

Soldiers!

It’s time to join the Italian Front once again and fight on Monte Piana! The map is now available for everyone & for free!

[previewyoutube][/previewyoutube]
It’s been almost 1 year since Isonzo’s release. We’ve released 4 additional maps, the German Empire as a playable faction, numerous weapons & consistent bugs and optimization patches.



Thank you all for playing our game. We still have a lot more in store for you on the Italian Front, as we’re already hard at work for a special event, similar to what you might know from Verdun & Tannenberg!



[h2] Dress up to fight the cold [/h2]

Speaking of the special event, here is our upcoming cosmetic DLC that comes along with it, which might give you a hint ;)



That’s right, you can now already wishlist the Glacial Units Pack. Like our previous DLC’s, this is purely cosmetic and won’t give you any in-game advantages (buffs, perks etc.). We’ll follow up on this DLC pack with an in-depth devblog (at some point) like we’ve done with previous ones.

[h2] First Wave of DLC [/h2]

Additionally you can now find the First Wave of Isonzo DLC in one bundle and its discounted at the moment as well!
It includes
  • Reserve Units
  • Veteran Units
  • Elite Units
  • Alpine Units

https://store.steampowered.com/app/2542160/Isonzo__First_Wave/

Speaking of discounts, Isonzo & WW1 Game Series are now part of the Focus Publisher Sale!



[h2] Final call for survey [/h2]

A big thank you to all who've already filled in our survey! This is our final call to you all who haven't yet. If you got time (about 10 +/- min) to share your opinion with us, that would help a lot! Also, you're joining our giveaway by participating as well! Click HERE to be redirected to the survey. Thank you in advance.

[h2] Patch Notes [/h2]

[h3]New[/h3]
  • New map in the Mountain War offensive - Piana!
  • Mac support - check the store page for specs
  • Partial reloading is now possible for en bloc rifles
  • Full body aiming animations
  • Adjusted Grappa last sector capzone objective size
  • New splash screen - woooo

[h3]Fixed[/h3]
  • Spawning improvements
  • Fixed achievements not triggering when they are supposed to do
  • Improved bot objective prioritization
  • Improved defender bot distribution
  • Fixed bots sometimes walking too slowly
  • Fixed bots sometimes not being able to interact with bridges or pontoons
  • Improved bot interactions with static weapons
  • Fixed bots sometimes getting stuck healing themselves
  • Fixed bots not dying from gas
  • Fix for Radial Menus swapping selection rapidly when using a controller
  • Fixed UI elements that were not being toggled off/hidden by their associated settings
  • Added an option where all warning messages can now be now turned off
  • Players can now cancel joining a match in some situations
  • Fixed the message of player being healed getting stuck sometimes
  • Fix for players not being able to build locations where it should be possible
  • Fixed Austro Hungarian loadouts not saving
  • Increased periscope interaction range
  • Fixed periscopes and static weapons sometimes not usable
  • Fixed sleeve movement when using a Madsen and switching to canteen and back
  • Fixed player's character head showing during spawning transition
  • Fixed Beretta 1917 scale and VFX
  • Fixed some missing footstep and impact sounds
  • Improved audio timing for the M95 Stutzen, M88-90, Vetterlis and the M90 Carbine
  • Fixed Albini binocs dealing less melee damage in comparison to others
  • Fixed Forward Posts sometimes being too dark
  • Resupplying with Ammo Box now shows faction specific bullet models
  • Fixed visual issues in last Defender Spawning Sector of Sabotino
  • FSR 2.2 general improvements
  • Improved scope visuals when using FSR 2.2
  • Main menu performance optimization
  • General optimization

[h3]Known[/h3]
  • Squad UI shows up in Spawn Overview when a player joins/leaves the squad
  • Bots sometimes vault/mantle too abruptly


[h2] Good luck on Monte Piana soldiers o7 [/h2]

Devblog #60 - Upcoming Piana Map

Hello everyone!

We’re excited to share the Piana map release date with you all! Next week, September 7, you’ll be able to play on this new map!



As stated in our roadmap, this update will also come with Mac Support!

Want to know a little bit more about the historical events of the map? Be sure to read our devblog about it!
https://steamcommunity.com/games/1556790/announcements/detail/3667672110007215603?snr=2_9_100000_

[h2] Piana Map [/h2]

Back to the two original factions, this map features the Italians and the Austro-Hungarians. With the Italians on the attacking side, they first need to make their way through No Mans Land, where you can find a crashed aircraft.



The first section, Monte Piana, only has one objective; capture the area around the Piramide Carducci, the stone pyramid. The objective lies deeper into the section towards the left side (from the Italian POV), making it accessible from different sides. There are many paths, trenches and cabins connected that can offer you some guidance and help to help you get there, may you be defending or attacking. Don’t forget that you’re on a mountain, so there are different types of altitude combined with stairs and buildings that might provide the flank or cover you are looking for.



Once the Italians are successful in capturing their objective, the match moves to the second section. Again, a No Mans Land area must be crossed, which sees a significant drop in height before making it towards the new objectives. This area is called Forcella dei Castrati.



This new section, Monte Piano, has two objectives; another point cap and destruction. The point-cap objective is towards the side of the mountain, where several cabins are built alongside the ridges and connected through wooden stairs and planks. It’s easy to get lost here, friends and foes can come from multiple sides. Before you can claim the side as your own, you have to be sure that no one from the opposite team is there, which might be a tricky part. Who knows who might be hiding around the corner in a cabin. And the walls won’t protect you from potential gas attacks that might be sent your way…



On the other side, there will be a canon that needs to be destroyed (or defended). A trench will be leading your way towards this objective, alongside other pathways that provide less cover. Be sure to hold your ground, as this could be your final objective of the map and give you the victory! Will you celebrate victory with a bang or will you go out with a blast?



We hope you all look forward to this new map! The team also continues to work on the upcoming bigger expansions, so prepare your snow boots for the upcoming updates!

[h3] See you next week at Monte Piana soldiers! [/h3]



Devblog #59 - The Battle of Monte Piana

Hello soldiers!

It’s time for another devblog! The release of our Monte Piana map is getting closer. We can’t share the release date with you all just yet, but don't worry, your wait will be over soon enough.



Before we get into the historical background of the map, we would like you to ask you all once again to fill out our player survey. This is to make sure that we’re putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community.

Many of you have already done so, thank you very much! This is a reminder for the people who might’ve missed it (or forgot it). You can click here to be redirected to the survey.

We’ve heard some of you struggling to fill in the survey due to the Google login requirements. This is a safety precaution. We’ll look into other alternatives for future surveys.

Now, let’s take a look at the Battle of Monte Piana.

[h2] Preparations [/h2]

Before the actual commence of the battle, both sides (the Austro-Hungarians & Italians) made adjustments of their positions. On 8 June 1915, the Austrio-Hungarians began to dig deep trenches, which were accompanied with barbed wire a day later. On the Italian side however, two infantry battalions (Marches brigade) relieved the Alpini and resisted the daily Austrian attacks (Schaumann). A few days prior, the 55th Marche had been alerted to move to Monte Piana.

The two lines faced each other at a short distance, and the Austro-Hungarians adopted a singular strategy to impede the Italian patrolling actions: every evening around 11pm they sent 50 to 60 men to take up positions behind the barracks less than 100 metres from the Italian line who fired shots rifle in order to keep the Italian troops still.

On 9 June, the Italian artillery targeted the northern plateau with the new 149 pieces causing numerous losses: after a few hours the damage was so serious that a partial Austrian retreat from the advanced trenches was necessary. In the night between 9 and 10 June the Austro-Hungarian shock troops were replaced by a company of Landesschützen.

An image of Monte Piana before the war

Towards the end of the month, the Italians expected the medium- and large calibre batteries (infantry) to be available. General Ragni Ottavio issued the order for an operation, which focused on the barriers of Landro and Sesto. Several areas were targeted such as; the North of Cortina, Passo Tre Croci, Val Padola and more.

On July 9th 1915, the Austro-Hungarians almost completely expelled the Italians from the mountain, but didn’t put in the final blow in their attack, resulting in the stay of their enemy. This allowed them to plan a counter attack.

[h2] The counter attack [/h2]

In the early morning of July 15th, the Italians started their counter attack. Their goal was to recapture Monte Piana.



They started firing with artillery fire; about 40 pieces of various calibres including the 280 and 305 of Federavecchia, their targets were the trenches on Monte Piana and the Pyramid Carducci. Around 9am, a rocket launched from Villa Loero gave the signal for the infantry to fire.

“And here we are lying under the last scree*. We look in amazement at the valley of death. An old captain comes out of a boulder. He has a sheet in his hand, he shakes it convulsively. Someone murmurs: 'He's drunk, poor captain'. A bullet hits him and he falls into a flood of dust. He shouts: 'I'm hurt!' He gets up. He staggers. He turns his back to the enemy who riddles him. And the grapeshot continues without interruption. Two generous men from the Red Cross approach on all fours to take him away. One is injured. They flatten themselves behind the boulders. It seems to see the projection of a flickering film. " - Infantryman Brusatin

*A Scree is a collection of broken rock fragments at the base of a cliff.




At the end, the battle turned into two years without any progress on both sides. In the months October & November 1917, the Italians were forced to abandon their post in order to move towards Monte Grappa, where they needed to withstand the Austro-Hungarian’s Caporetto Offensive.

[h2] That’s it for now! [/h2]
We’ll post a more in-depth devblog of the actual map as well, so be sure to keep an eye out for that!



[h3]Until next time soldiers o7[/h3]





Patch v45949: Falling through ground fix

We have a small patch today with hopefully big changes! We have a fix for the falling-through-ground issues that eliminated the issue entirely in our internal and community tests. The root cause is still elusive (and thus we can't promise a 100% fix) but we managed to prevent the consequence of falling infinitely.

Again, please let us know if you still experience the issue after this patch.

Other than this, the patch provides major improvements to our FSR implementation, which should improve the picture quality in the cases mentioned below!

General
  • Potential but very hopeful fix for falling through ground
FSR 2.2:
  • Scope sight quality improvementgs
  • (PS4 + XB1S) Scope render target size increase to 512x512
  • Improved foliage rendering
  • (PS4 + XB1S) Improved skybox quality