1. Isonzo
  2. News

Isonzo News

Devblog #56 - Meet the Dev 02

Hello soldiers!

The dev team is working hard throughout the summer! While continuing to work on improvements, bugs etc. the team is also busy with the new map which will release this summer: Piana! We're currently not ready to show/tell anything about it, but we will eventually! Be sure to look forward to it.



It's time for you to meet another member of the BlackMill team. If you're part of our Discord server, as you should be, then he might be a familar face. Or should we say beak 🦆

Here's our Operations Director, Thomas!

Hello! Could you introduce yourself

Hey! I’m Thomas, I’m the Operations Director at BlackMill Games. I’m 30 years old and I’m from Groningen in the northern Netherlands. To people in Amsterdam or just not in the North in general, I live north of the wall in Game of Thrones, but honestly it’s been weeks since I last saw a White Walker.

Besides working in games I enjoy cooking (mostly Mexican and Chinese but you can wake me up for almost any cuisine), and the occasional board game (The Crew is one of my favourites).

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

I work at BlackMill Games as the Operations Director, although I started as a Producer almost four years ago. My task is that everyone knows what should be made next and when it should be done.

For every update, I make sure that all work is started in time, everyone is aware of deadlines and priorities, and I communicate with our lovely marketing team, external QA, localisation, et cetera. I’m a bit of a spider in the web! 🕷

Where did your passion come from?

My journey in games started in 2011 when I studied Communication & Multimedia Design. I chose the game branch because of the awesome people and because the collaborative nature of game development resonated with me!

I had a small company first, made a small Steam game called Super Flippin’ Phones. After that I did some freelancing. Then in 2019 I wounded up at BlackMill Games! My drive is to remove planning stress from the team, so they can focus on making great code, art and more; and to cultivate a good studio culture based on trust and empathy.

What is a memorable moment in the development of Isonzo?

One of the major improvements I worked on for Isonzo’s development was the Closed Testing. Verdun and Tannenberg both had an early-access release, but we didn’t want this for Isonzo, so we needed to make sure our initial release would be worthy of a full release. Seeing our Closed Testing community play our game for the first time was incredible!

After the first session, we updated the game 33 times pre-release – and know that every release takes a lot of effort from the team, even if we’ve done it 1000 times – all while still developing the game. We did 38 testing sessions in alpha and beta, and I’m extremely happy with the results and the effort of our testing group!

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

A downside of my job is that I rarely have shiny creations to show, haha. Currently I am working on managing the next couple of Isonzo updates. Every update has a big checklist that starts approximately two months before release.

We usually start planning the trailer for an update eight weeks in advance, and a map has to be ready a month in advance. This adds up, with dozens of small steps (like making store images for new DLC) that all need a time, a place and a developer. This isn’t counting development, which needs to be 90% done around this time! My job here is to track all of these small steps and inform everyone if there are changes.

It isn’t always chronological, either. Currently we are working hard on the special game mode that will be in the map update after Piana, while we also did a huge technical update for Isonzo two weeks ago. As you can hopefully see, this requires a lot of juggling of priorities, and it’s my job to make sure that the other developers can focus on their job instead of worrying which patch to focus on this week.

Which other game dev/studio inspires you?

My most played game in the last five years has been Hunt Showdown. Other than playing it, I’m also watching Crytek’s update strategy and how they communicate with the community. They have similar issues in that they have to stick to era-appropriate weapons (somewhat) so it’s interesting to see how they deal with this!

What is your favourite game at the moment?

Hunt Showdown definitely deserves a second mention here. Please check it out; it takes place around the turn of the 19th century so it has a lot of WW1 weapons. I would have previously pitched it as a small-scale battle royale, but since its release, “extraction shooters” have gained popularity, and Hunt is also easily pitchable as a smooth, no-nonsense extraction shooter without tedious inventory management.

Other than that, I’m playing some science-fiction games currently like Citizen Sleeper, which is really special. It’s a weird blend of narrative adventure and resource management, you constantly feel chased but you’re also making friends along the way (who aren’t doing much better).

Anything else you wanna share?

No, but I would be very grateful if you (the reader) would please send me their favourite comfort food recipes in the comments or in the #food channel in Discord! Thanks for reading :)

[h2]The Summer Sale is still going[/h2]

The Steam Summer Sale is still going! You can complete your Isonzo collection by purchasing the DLC or go to the other fronts in Verdun & Tannenberg. Additionally, you can also participate in our giveaway on Twitter!

https://store.steampowered.com/app/2214671/Isonzo__Expedition_Units_Pack/




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

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