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Isonzo News

Game update v353.39449

Hi everyone. We hope you have been enjoying Isonzo so far. We are still actively monitoring your input and today, we present the second bigger update addressing several topics like saving stability and bots.

This patch raises the network version, which means you should update before playing online, in order to play with the majority of players.

[h2]Balancing[/h2]
We are collecting your feedback regarding balancing and we are planning adjustments. This is a sensitive process, so we want to make sure we have the correct picture of the situation before making big changes. Today, we have focused on adjustments for the Fior map based on our findings.

[h2]Saving[/h2]
We have made saving more robust, providing fallback opportunities if anything goes wrong, and saving more often than before. This is to make sure you don't lose progress when the game closes abruptly.

[h2]Bots[/h2]
We made slight adjustments to bots in the last patch and this one, and wanted to see how they feel now. Mainly we reenabled a measure that reduces their lethality, that was also active in Verdun and Tannenberg, so we hope they will feel better balanced again. Let us know what you think!

[h2]Patch Overview[/h2]
  • Fixed players not swapping to correct weapon in third person
  • Fixed Static weapons breaking if equipping them while aiming down sights
  • Fixed getting stuck in a bleeding state
  • Fixed players sometimes getting stuck in a slow state from bandaging
  • Fix for sometimes not being able to bandage self or others
  • Fixed players sometimes not dying from artillery when they should have
  • Fixes for spawning in objects (ongoing)
  • Bots should no longer vault into the second story of the fort on Cengio
  • Reduced bot lethality slightly, similar to Verdun and Tannenberg
  • LMGs will no longer auto deploy while the player is moving
  • Fixed missing sound for Lanciarazzi Very
  • Fixed Glisenti and Steyr 1912 clipping through the hand
  • Fixed sometimes being unable to spawn after switching from an Armour perk
  • Fixed corpses sinking into the ground too much
  • Fixed players sometimes being able to join as a third Officer without abilities
  • "Call-in boosting" by shooting two flares is now tracked per Officer, so that one Officer cannot use up the other Officer's bonus
  • Fixed all players calling out officer call-ins instead of just the Officer
  • Removed unobtainable "Best player" medal
  • Players should no longer lose their match progress if they abruptly quit the game
  • Fixed "Play now" not working correctly in Offline mode
  • Pathing improvements for first sector of Fior
  • Various visual improvements and fixes for maps
  • Data saving improvements
  • Performance improvements

Hotfix v352.39274

This patch helps everyone who has experienced seeing different challenges on spawn, that didn't seem to track and stayed at 0. You should now always see the challenge with the lowest level prerequisite, in the widget when spawning. For more info, open the Progression Screen, which can be found on the Spawn Menu (or when pressing Escape during play) between the backpack icon and soldier customisation button.

  • Fixed challenge progress widget showing the wrong challenges on spawn (and therefore they would not be tracked / stay at 0)
  • Improvements to first person weapon sounds
  • Improvements to footsteps sound volume
  • When selecting Advanced custom match options you now get a big red warning
  • Removed unnecessary logging, might improve performance a bit

Game update v353.39240

Since Isonzo’s release earlier this week, we have actively been listening to your feedback, including bug reports and concerns about balancing, progression and features.
Today, we are addressing the first of these issues.

[h2]Recalibrating XP[/h2]
Our first pass was to make sure that playing the game would stay interesting to fanatic players. However, this caused early-game unlocks to be slower and more difficult to obtain in normal play, than intended. This patch eases the XP curve, especially for early levels, and makes some challenge conditions less of a grind.

[h2]Screenshake[/h2]
We have made call-ins less prominent by reducing screen shake over distance, and adjusting the cooldown times for them.

[h2]Patch Overview[/h2]
  • Significantly lowered XP and challenge requirements for progression
  • Significantly nerfed distance at which artillery screen shake affects the player
  • Potential fix for matches abruptly ending when there are still tickets left
  • Fixed gas mask lenses sometimes having odd reflections
  • Fixed missing gas mask lenses and moustaches on Linux
  • Rebalanced Officer call-in timings
  • Decreased length of spotted icons above players and static weapons
  • Fixed corpses sometimes blocking vision when using a static weapon
  • Challenge progress reminder is now be shown at every spawn (if desired, the challenge reminder in general can be disabled in UI settings)
  • Significantly improved performance in the Main Menu
  • Increased size of the scroll bar for the server browser
  • Potential fix for players getting placed in solo matches instead of a fuller lobby
  • Fixed incorrect map/offensive info showing on the loading screen
  • Performance: improves memory use over time
  • Performance: optimised character models

We have heard your feedback regarding bot accuracy and balancing, and will also be addressing these in the coming time.

Thank you for your patience and feedback! We’ll notify you when a new patch is out.

For now, enjoy the game!

Devblog #34 - Cengio Part One: Fort Corbin

Hello soldiers!

Isonzo released last tuesday ! We're so happy and excited to see you all play and enjoy the game ! Thank you so much for your love and support for the series!


Monte Cengio

Now let's continue with this week's devblog. Monte Cengio is the first map in the Strafexpedition Offensive - you can read about the second map, Fior, in our earlier blog entries: part one and part two.

Monte Cengio and Fort Corbin were the site of a fierce battle during the Strafexpedition - the ‘punitive expedition’ intended by the Austro-Hungarians to punish the Italians for abandoning their pre-war agreement to join the Central Powers.




Although built in 1906 and thus still fairly modern at the time of the Strafexpedition, Fort Corbin was undermined by a lack of armament and garrison (like many fortresses in WW1). Along with all the other forts on the plateau, Fort Corbin had its guns removed to serve in combat units, to be replaced with wooden decoys - keep an eye open when attacking over the roof where the gun turrets sit and you’ll spot the logs masquerading as gun barrels!

The decoys are presented in the game as well!

Fort Corbin was defended by the Grenadiers of Sardinia, who have a long storied history starting in 1831 - their name comes from the Kingdom of Sardinia, rather than the island! They continue to exist today, as the Mechanized Brigade "Granatieri di Sardegna". At the time of the Strafexpedition they were veterans who had participated with distinction in the first five Battles of the Isonzo.

The Battered outside of the fort

They fought hard to defend Fort Corbin and Monte Cengio, continuing to resist even after running critically low on ammunition. They held their positions on Monte Cengio and greatly hindered the Austro-Hungarian offensive. Of the 6,000 men deployed, 4,478 had become casualties by the time they were relieved from Cengio. The Sardinians would go on to fight in many more Battles of the Isonzo…



The fortress complex has already suffered through a heavy artillery bombardment, leaving large gaps in the outer walls for the attacking Austro-Hungarians to exploit. However, these gaps may well be blocked by wire built by defending engineers, and another challenge is the defensive ditch before the wall itself. A small bastion juts out into this trench, with two heavy machine guns, one facing each way. Attempting to cross the ditch without silencing the guns or laying down smoke is most likely a fatal mistake. The attackers can creep up to the base of the bastion itself to shoot inside or throw grenades, but won't be able to sabotage the HMGs themselves until they get inside the fortress.

Defending the moat from the bunker

Impression of fighting your way up the moat to the concrete gallery

Once past the outside wall there are two objectives. One is a capture point in the main part of Fort Corbin, the other is a sabotage objective in a supply room in a separate structure. However, even after destroying the supply room the Austro-Hungarians may want to maintain some presence here, since the area is adjacent to the route that defending Italian infantry will need to take in order to reinforce the Fort Corbin capture point. There are also clear sight lines from the second line of defense to Fort Corbin - this means troops in the capture point can shoot at defenders approaching, but are vulnerable to being shot at or suppressed themselves. Marksmen from both sides will find rich pickings here, unless their foes are smart enough to avoid lingering by windows and doorways.

[previewyoutube][/previewyoutube]
An impression of the fort and its surroundings

That is it for now! Capturing the fort is just the beginning, however! Next week we will go more in depth in the second half of this map!

[h2]Avanti Savoia[/h2]

Don't forget that you can now get Isonzo with a 10% discount and a time limited Avanti Savoia DLC! After the release week, you won't be able to purchase it!

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


We'll keep working on Isonzo and adding (free) additional content to the game as well!



[h2]Community Image[/h2]
We love seeing your Isonzo screenshot and clips! Be sure to share them here in the community hub, social media and our Discord! We will highlight our favourites in the upcoming devblogs and on our social media!

This week's hightlight goes to Reddit user 'HowlingLemon'!




[h3]Good luck on the Italian Front soldiers and see you in-game on the battlefield!
Avanti![/h3]



Hotfix for (repeated) game starting issues

This small patch for Isonzo fixes issues regarding:

- Launching the game at all (Steam saying "Running)
- Launching the game repeatedly within one Steam session
- Possibly also lessens the game staying running after closing it
- Fixes black scopes on the Linux version

We are actively monitoring other issues, expect more patches/hotfixes to follow!