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Isonzo News

Steam Summer Isalezo!

Hello soldiers!

The Steam Summer Sale has begun! You can now find Isonzo with a 45% discount and additional cosmetic DLC with 30% off.

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



[h2] On the other fronts [/h2]

If you would like the other fronts; now is your time! Both Verdun & Tannenberg are currently discounted with 75%. Perfect time to join the Summer Retreat Offensive that currently going on.

[h2] Meet the Dev [/h2]

In case you've missed it, last week we released a devblog were you got to meet one of our animators! Be sure to read it

https://store.steampowered.com/news/app/1556790/view/3649652637281432070?l=english

[h3] See you at the front soldiers o7 [/h3]

Hotfix v45036

This small update fixes issues you may have experienced after our big technical update from last week.
  • Fixed players sometimes not being connected to the correct region and not seeing all available matches
  • Fixed players switching teams defaulting to the Mountaineer class
  • Fixed turning FSR on or off after changing Resolution settings causing the game to stop working
  • Fixed being able to bypass the match joining pop-ups causing the player to get stuck in a previous match

This update weighs in around 35 MB. It updates the network version, so make sure that you update to play online with the majority of players!

We are aware of continuing issues like falling through ground, and are working on fixes. We hope for your patience while we keep working on solutions.

Devblog #55 - Meet the Dev 01

Hi soldiers!

We hope you’ve all been well and enjoying the game! It’s been about a month now since we released the Monte Grappa map and recently we also released a big patch with several new implementations and fixes. You can find the patch notes here. Thank you for your reports & patience! We’ll of course keep an eye out and continue on optimising the game, as well as adding new content that’s still coming!



Now, instead of only talking about the game, let’s talk about the people who create them as well! Come on in and meet some members of the BlackMill team! First up is one of our animator's Guido!

Hello! Could you introduce yourself

Hi! My name is Guido, I’m 33 years old and I’m from the Netherlands. I studied 3D Computer Animation and worked mostly in film in the past. An animation project I did which you may know is a short film called Mac ‘n Cheese.
[previewyoutube][/previewyoutube]

I’ve been a part of the WW1 Game Series for over 5 years now. Besides being an animator, I’m currently finishing a Masters in Biology where I’ve focused a lot on working with microbial fuel cells. So if there are any biology geeks, you can hit me up if you ever want to talk about powering small devices using bacteria 😉

What is your role in BlackMill Games and for the games?

My first job for Blackmill Games was editing for the game trailers, starting with Verdun. When the studio was looking for an animator, I applied and took on the role of the First Person animator. Since then I’ve been responsible for everything that moves on your screen! I also do a lot of work on the trailers where I get to make a short film every few months to showcase new maps and weapons.

Where did your passion come from?

I started doing 3D modelling when I was about 14 years old. I’ve always enjoyed using my PC for more than just playing games and I’m terrible at drawing, so 3D allowed me to tinker away at things. I found out during art school that animation is really what I enjoy most, so ever since then I've been doing just that. While I really loved making films, the switch to games made me realise how much fun it is to make something, coordinate and brainstorm with programmers to integrate my work into the game and really bring everything to life.

What was the first thing you made in Isonzo?

Oof! That’s a long time ago. I think one of the first things I worked on were the animations for the Carcano M91 rifle, because the Italians needed something to work with! But since then, it’s received a few more passes so I’m not sure if what I did then is still in the game as it is!



What is a memorable moment in the development of Isonzo?

When we started out, gunplay and the way we handled animations was still similar to Verdun and Tannenberg. We really wanted to bring something new to the series, so we brainstormed with game designers and programmers about what gunplay should be. Our programmer Ben (who you get to meet in a future devblog) then came up with a way to handle movement and recoil procedurally. That has really changed my workflow and made gunplay in Isonzo unique. It was literally a game changer.

Can you show off some of your work process and tell us what you’re doing?

Besides working on the first-person animation and the trailers, I also try to continually improve character animations in the game. Currently I've been given the task to change the way you see other players aim.
In the past we had 5 directions (forward, up, down, left, right) and we would blend between them, limiting the movement to just the upper body. We currently have 9 directions and movement of the entire body is being used.. This looks a lot more natural.





Oh and here’s a clip of what the animation for the Dreyse pistol looks like from my side!



Which other game dev/studio inspires you?

There’s so many first-person animators out there sharing their work and it’s been a great inspiration. For instance, Haydn Cooper makes the craziest, most creative animations. There are many more like her out there that I try to learn from and get inspired by. Although I always have to tone it down a little bit, because we’re trying to be realistic here 😉

Favourite game at the moment?

Lately I’ve been really enjoying the co-op experience of playing Valheim. A good friend of mine built the sickest treehouse ever and we cleared the Mistlands. Pretty proud 😤

Anything else you wanna share?

I just want to take a moment to thank all the fans that have been with us for so long. We’re closing in on 10 years as a series and I’ve been here for about half that time. I’m also very curious to hear what you guys enjoy about Isonzo’s animation, but also what you would like to see as we’re always trying to improve upon what we have. See you on the battlefield!

[h2] That’s it for now! [/h2]

Patch v44916

Hey everyone!
We have list of patch notes here for you! Thank you for your patience and support!

[h2]New[/h2]

  • Implemented FidelityFX™ Super Resolution 2 (FSR 2). This is a rendering technique that can either help significantly with your GPU performance, and/or acts as an anti-aliasing solution! Can be found under Graphics Settings
  • Implemented Steam rich presence - displaying currently played maps and friend grouping
  • Networking solution update - we are hopeful that this will improve a lot of network related issues players have been experiencing!
  • Sabotino rework and balancing of points of interest in the first- and last sector


[h2]Fixes & Improvements[/h2]

  • Falling through ground/map improvements
  • Fixed arming/defusing animation appearing very slowed down
  • Fixed screen sometimes being tinted blue or green
  • Gas masks now have a grace period when equipping them to prevent dying when players have already equipped it
  • Fixed Bugle aura effect being wider than its preview
  • Fixed Bugle cooldown sometimes not activating
  • Fixed periscopes sometimes not being usable
  • Fixed periscopes not disappearing if player changes faction
  • Fixed non showing interaction tag text on nearest object
  • Periscope can no longer be sabotaged while someone is using it
  • Fixed periscope use animation in third person
  • Grappa lighting improvements
  • Grappa map improvements, fixes and optimization
  • Caporetto map improvements and fixes
  • Piave map improvements and fixes
  • Fixed an issue where in some cases an Officer was not correctly assigned to an Officer slot in the map overview
  • Improvements to Officer player syncing
  • Fixed flares sometimes not registering
  • Fixed Officer sometimes unable to use call-ins
  • Fixed bad performance in the 'After Action Report Highlights' screen
  • Fixed uniform & flavor text when looking at squad view while someone joins the squad
  • Improved appearance syncing in the squad menu
  • Fixed bots not balancing out when players swap faction
  • Fixed an issue where player weren't able to reload from a grenade crate if they only had rifle grenades
  • Fixed an issue that caused players to always start with 3 grenades instead of the defined starting amount
  • Fixed an issue where the HUD in the weapon stats screen would show incorrect ammo values
  • Fixed an issue that caused players to bypass the resupply cooldown
  • Fixed sabotaging pontoons using the building animation
  • Fixed stance switching would interrupt bash animations
  • Fixed suppression effects not working
  • Fixed an issue where mortars sometimes appeared to have infinite ammo
  • Fixed the Tettoni losing bullets on reload
  • Fixed an issue where the static weapon name would be added twice to the tag text
  • Fixed Grappa match not granting bonus tickets if previous rounds were won by attackers
  • Fixed an issue where the river sound would remain persistent when dying inside of water
  • Improved defender bot behavior while an objective is being attacked
  • Better bot distribution when objectives are contested
  • Fixed bots sometimes not retreating when they should have
  • Fixed bots not knowing how to aim with mortars
  • HUD tags no longer float away if player changes resolution
  • Fixed player tags being affected by motion blur on the spawn map
  • Fixed mouse scrolling speed under the Match tab in the After Action Report
  • After Action Report now sometimes shows secondary weapon instead of primary
  • Fixed incorrect audio being played on challenge completion
  • Fixed loadouts not correctly updating in the barracks when using the back button
  • Fixed sabotaging sound not playing throughout the sabotage process
  • Fixed being able to equip the gas mask while underwater
  • Fixed barbed wire icons not showing correct states
  • Fixed bullet ejection direction for the Dreyse
  • Fixed bullet visible in the Dreyse mag when unloading an empty magazine
  • Dreyse texture fixes
  • Fixed Mannlicher being offset in first person
  • Improved Leichter mortar use animations
  • Mannlicher & G98 - Fixed clip issues during reload
  • Improved bolting animation for the Kar98
  • Fixed rotation of Stielhandgranate M17
  • Textures fixes and animation tweaks for various weapons


[h2]Known Issues[/h2]

  • Switching Teams when playing solo will force switching to the Mountaineer Class
  • Switching Teams from Italy to Germany can show an Austrian Mountaineer in the Squad Menu
  • Main Menu Barracks doesn't always save presets for certain classes


If you encounter issues, please use '/reportbug' and the issue in the chat, share it with us on Steam and/or in our support Discord channel

Hotfix v44489

This bug fix patch for the Grappa Update includes the following fixes:

  • Fixed errors which should affect performance
  • Fixed missing reload open sound for the Tettoni
  • Fixed clipping issues with M13 and G98 reloads
  • Fixed errors on loading into Grappa map
  • Fixed lighting issues
  • Fixed graphical issues in the Grappa caves
  • Changed Kar 98 bolting animation