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Holdfast: Nations At War News

Game Update. Prussian Grenadiers! Canyon Makes A Comeback



Holdfast: Nations At War has been updated! Charge with musket in hand as the Grenadier class makes its way to the Kingdom of Prussia. Representing the Duchy of Berg, you will find them playable on all Army Front game modes. Canyon, a community-favourite map has also made it back into the game.

There’s more to look out for before you set sail once more in the update next to come. You’re most welcome to check out the BETA if you’d like to have a go at it before the naval gameplay oriented updated sees a full release.

Grenadiers! Kingdom of Prussia

More men in uniform. Clad in red, white and blue, this one is certainly quite the sight to look at. You’ll now find the Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.



Canyon. Army Front Map

Canyon, a community-favourite map makes its way back into the game! Many last stands where had inside its church as reinforcements deplete. This has been made possible thanks to an addition we’ll be discussing next.





Quality of Life. Muting & More
Player Based Map Rotations
To better tailor the experience on the official servers, smaller maps like Canyon will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high.

Have a read of our changelog for a better understanding of how to make use of this new functionality on your community server. It can also be used to define a map in the rotation that an administrator can rotate to using the mapRotation command but the map itself doesn’t automatically rotate.

Easier Player VoIP Muting
Scrolling through the entire list of players to look for that individual you wouldn’t like to hear from any longer can sometimes be quite the task. Based on community feedback, we came up with an addition to facilitate this.

Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for. If you know the player’s name, you can also make use of the search bar in the same panel.

Mute A Player From Chat
Not too keen on a particular fellow’s conversation in chat? You now have the option to mute specific individuals through the Round Players ‘P’ panel. Similar to how VoIP muting functions, muting a player through chat also persists through rounds.

Spectate A Specific Player
When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. Clicking on the all-seeing eye icon present in the Round Players ‘P’ panel will allow you to do this.



What’s To Come? Naval Warfare

Keep your boots dry for a short while longer! It won’t be too long now before we take the relatively sizable naval update out of BETA. The 50-gun frigate based on the French vessel ‘La Proserpine’, rocket boats, a new coastal siege map, tools to provide a solid groundwork for various roleplay scenarios to occur and much much more.

Don’t forget to join us on Discord if you’re interested in participating in the BETAs.

Holdfast NaW - Community Discord

https://steamcommunity.com/games/589290/announcements/detail/1607133862271022861
https://steamcommunity.com/games/589290/announcements/detail/1606007324383737788



Here’s the full change log.



Changelog 31 - Game Version 0.29.7075.25477
    New Game Features
  • Prussian Grenadiers. Clad in red, white and blue, this one is certainly quite the sight to look at. The Grenadier class available to play as part of the Army based selection of units for the Kingdom of Prussia.
  • Canyon makes its way back into the game.

    Quality of Life
  • Player based map rotations. Smaller maps like Canyon, for instance, will only come into play when the player count is not at its peak. While the largest of maps like the Grassy, Snowy or Desert Open Plains variants only rotate when the player count is sufficiently high.
    » Input the below commands as global configuration settings to define the minimum number of required players for the low, medium or high population settings.
    - population_low_min_players 30
    - population_medium_min_players 50
    - population_high_min_players 100
    » Input the below command per map rotation to define on which population setting a particular map should be played on. Setting all of the below values to false will prevent the map from rotating automatically but administrators can still access and rotate to that map using the mapRotation command.
    - population_verylow_playable true or false
    - population_low_playable true or false
    - population_medium_playable true or false
    - population_high_playable true or false
  • Players that have most recently spoken through VoIP will now appear at the top of the list in the Round Players ‘P’ panel so you can more easily find the person you’re looking for.
  • You now have the option to mute specific individuals from chat through the Round Players ‘P’ panel.
  • When in spectate mode, you are now able to directly spectate a specific player of your own choosing as long as they are affiliated with your own faction. You can do this by clicking on the eye icon in the Round Players ‘P’ panel.

    Bug Fixes
  • Solved various issues with Canyon when played on Conquest.


Do look forward to what’s to come. You’re more than welcome to have a read of our development roadmap if you haven’t done so already.

Holdfast NaW - Development Roadmap

Once again, thank you for your support and until next time, may good health be yours.

We're working on the next update.

- Anvil Game Studios

Public BETA V2. A New Coastal Siege Map!



We’ve been plenty busy this week getting the relatively sizeable naval update up to speed. Even though there’s more that needs doing, progress has been smooth-sailing. With the latest BETA release, you’ll find various iterations to existing naval-oriented mechanics, multiple bug fixes, and a new coastal siege map!

Have a read of our latest blog post to join us in our testing.

What’s New? Public BETA V2

Here’s a list of all the changes and additions that we have undergone during this update. The sooner we get the testing done, the faster our update release schedule goes so please do join us in the BETA! If you haven’t set sail on the 50-Gun Frigate yet, do take up the chance.
    New Additions
  • Balamor Bay. A new coastal siege map!
  • Causeways makes it back into the game as it could prove useful for roleplay scenarios due to its size.
  • An indicator identifying the ship you’ve spawned on in the status top bar has been included.
  • Players will now receive a score for damaging or destroying fort walls and various other objects.
  • Ring-able bells. Because it’s now a thing.
  • A user interface to aid Captains better distinguish the sail groups they have risen or lowered.
    » Be sure to take down square-rigged sails when going against the wind. It’ll improve the ship’s manoeuvrability.
  • Included more tips to inform players on various features within the game.
  • Server administrators can now configure the global health points for each and every vessel type by using override commands.
  • Server administrators can now define the classes spawned on ships and their limits by using override commands.
    » We’ve also made it possible to allow army-based classes such as the Line Infantryman to spawn on ships if you so desire.
    Game Balance & Changes
  • Redesigned the way cannon trajectory’s function when round or chain shot is fired from cannons aboard ships or along the coast. This was done so players don’t have to aim too high with a cannon in order to reach the maximum effective range providing better visibility when firing.
    » Increased the range and velocity of the chain shot to match that of the round shot.
    » The trajectory for artillery shots fired from Field Guns remains as is.
  • Slightly reduced the time it takes to reload a coastal artillery gun.
    Increased the overall health points of the 50-Gun Frigate.
  • You can now sail for a longer distance before reaching the border in the Naval Battlefield game mode.
    » Players aboard a ship will also receive the notification that they’re going out of battlefield much earlier.
    » A sound queue to notify the player when the warning pops up has been included.
  • Coastal fortifications can now take more shots before they’re destroyed. This was done to make up for the fact that the 2-Gun Schooner’s gun now deals upwards to 150 damage per shot being one of the largest calibre guns present on ships.
  • Unique names for the British and French 50-Gun Frigates in the spawn menu have been included.
  • The same goes for French Gunboats and Rocketboats.
  • Lowered the volume of the naval announcer.
  • You will now find more lanterns on the 50-Gun Frigate.

    Graphical
  • Adjusted the water splash particle effects on various ships.
  • Decreased the size of the captain’s wheel on the 50-Gun Frigate.
  • Improved the animation of the pennants atop a ship’s mast.
  • Improved the looks of the initial camera spawn location on South Sea Castle.
  • Solved an issue with textures on one of the sandbags present on Fort Christina.
  • New map loading screen for the Open Waters map.

    Performance
  • Reflections no longer cast on low quality water. This was done to gather some additional performance.

    Bug Fixes
  • Solved an issue that was causing players to get stuck on a black loading screen until the map is switched.
  • Solved an issue that was causing players not to receive any score when they damage other naval vessels.
  • Solved an instance which was causing an error to appear on the server when players spawn.
  • Solved an issue within the ocean shader that was causing errors to appear on the server.
  • Solved an exception that was being outputted when a player shot a cannon, rocket or mortar.
  • Solved an occurrence which was causing the rocket’s model to remain following a naval vessel after the rocket explodes.
  • Solved a bug that which was causing the audio played while the rocket is mid-flight to continue playing after the rocket hits the water.
  • Solved a bug which was causing rocket trails to immediately disappear after the rocket hits the water.
  • Solved a recurring error that was sometimes being outputted when a player interacts with one of the four rowing positions on the rowboat.
  • Solved an error that was sometimes causing names of damaged ships to not be displayed correctly.
  • Solved a bug which was limiting firearm aiming movement in both 1st and 3rd person views.
  • Solved an issue were players rowing the rowboat could be seen rowing the boat even if the rowboat wasn’t being rowed (Just a little bit of a tongue twister).
  • Enlarged the size of the wind direction indicator on the minimap to make it more prominent. Wind plays a huge role in naval scenarios!
  • Attempted fix towards an issue that causes other players to be seen slightly floating when interacting with one of the rowing positions on the rowboat.
  • Solved various issues with localisation on spawn-able interactable objects.
  • Solved an issue that caused various weapons inside the weapon rack model to spawn inside one another.
  • Solved an issue which caused one of the user interface assets to improperly appear when other players interacted with a weapon rack.
  • Solved an issue which caused the player to receive a false positive message that the spawn is obstructed if they double tap the ‘E’ button while trying to launch a rowboat.
  • Solved an issue with the naval map border shader when playing on the lower quality game modes.
  • Solved an issue which caused other players to vibrate significantly when standing to the very front of the 50-Gun Frigate.
  • Solved an issue which caused the player’s look direction to automatically change when aboard a naval vessel and switching between 1st and 3rd person views.
  • Solved an issue that caused players to fall to the lower deck on the 50-Gun Frigate when walking near one of the masts.
  • Solved an issue that caused some of the sails to remain in place when the foremast was destroyed on the 50-Gun Frigate.
  • Fixed the position of the main entrance door on South Sea Castle.
  • Solved an issue with a warning being outputted when hitting the shrine present on the Martello Tower map.






Participate In The BETA!

Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

Everything present in this BETA is still a work in progress and bugs are to be expected.

https://discordapp.com/invite/holdfastgame



We’re also planning on releasing a little something next week before we head off with the release of the relatively sizable naval update. A big thanks to all those good fellows who joined us in our testing.

Once again, we thank you for your support and until next time, may good health be yours.

We’re working on the next update.

- Anvil Game Studios

Public BETA V1. Naval Warfare More!



Prepare to set sail once more as the relatively sizable naval update has entered its BETA phase! We need all hands on deck as the new game-play additions will require plenty of testing to make sure everything is in order before the update sees a full release.

Have a read at our latest blog post for a brief look at what’s to come.

What To Expect? A Brief Rundown

Well, where to start? When we said that the update is relatively sizable, it is indeed relatively sizable.

Starting from the largest of additions, the 50-Gun Frigate based on the ‘La Proserpine’ is truly a sight to behold! She packs enough arsenal to make quick work of other vessels pending that its crew is sufficient to the task. Rocketboats will also come in especially handy during the bombardment of coastal fortifications. Work your way through the enemies’ defences and create a breach before the landing parties do their deed.





Speaking of coastal fortifications, the Coastal Siege game mode will also be making a comeback! We have done extensive development to ensure smoother server performance. Prior to this update, servers on both the Coastal Siege and Naval Battlefield game modes idled at a 100% CPU usage due to several inefficiencies with how a third-party plugin functioned.

Now that this is over and done with, monthly costs for renting a coastal or naval server can be reduced by providers to almost match that of servers hosting army-based game modes. We do certainly hope to see crews forming up and more events taking place on this front.

It’s going to be quite the task to consolidate all that was done into one ‘brief’ summary. Row-able rowboats, completely redesigned the Naval Battlefield game mode so it functions according to a score-based mechanic, a new interface detailing the ship’s current statuses, designated rowboat spawns ensuring that players always find an available spawn point to join the round irrespective if a particular ship has been sunk, players are now rewarded with personal score for contributing towards the primary objective of sinking enemy ships and a whole lot more.



If you’d stick with us for a while longer, we’d like to let you know of other game-play oriented features present in this BETA besides all the naval and coastal goodness. Roleplay sits quietly in the current of a game like this and seeing the popularity and daily occurrence of community-hosted events, more functionality in support of this would indeed make for a great addition.

Providing solid groundwork for various roleplay scenarios to occur, hosts can now configure limits for classes, define the allowed spawn-able classes per spawn point and the equipment they spawn with, spawn props on a pre-defined location per map rotation, allow players to equip weapons from racks or even replenish ammunition and the list continues. Guides detailing how hosts can make use of this new functionality will be provided for.

Be sure to check out our updated roadmap if you’re interested in knowing more about our plans for both the naval and coastal scenarios. A new coastal siege map currently in the works is planned for release with the same update.

Holdfast NaW - Development Roadmap



Participate In The BETA!

Would you like to have a go at what’s to come? Join us in the BETA! Hop in on our Community Discord to do so. You'll find all the details on the #announcements channel. It’s a great chance for you to provide us with feedback before the update sees a full release and help us make sure that everything is working as intended while you’re at it.

Everything present in this BETA is still a work in progress and bugs are to be expected.

https://discordapp.com/invite/holdfastgame



Once again, thank you for your support and until next time, may good health be yours.

We're working on the next update.

- Anvil Game Studios

Holdfast: Nations At War. Development Roadmap!



Greetings ladies and gentleman. We have updated our development roadmap to keep you abreast with our progress. Go have a look at what’s to come! There are also a few sneak peeks to look out for showing some of the features most sought out by the community.



View The Roadmap

A link to the roadmap can be found to the top right of the game’s main menu scene. Alternatively, you can access it directly by going to the below link on our website. Be sure to keep an eye out on this as we’ll continue to update it as development progresses.

Holdfast NaW - Development Roadmap




Expect the BETA for the upcoming major content update to hit the decks relatively soon! You're most welcome to join in the discussion on our Discord.

Once again, we cannot thank you enough for your support and until next time, may good health be yours.

- Anvil Game Studios

Game Update. 3 New Linebattle Maps



Holdfast: Nations At War has been updated! As we gear up for the release of the upcoming major content update, we’ll be releasing 3 new maps targeted towards organised play. We’re sure that all those fellows participating in community-hosted events will find this a welcoming addition.

Be sure to stay tuned as we have plenty of other game-play oriented content in the works! The roadmap we’ll be releasing in the next few weeks will also show off our progress on some of the most community requested features.

3 New Linebattle Maps

Here’s a look at all the linebattle maps. Ancient Plains, Snowy Plains 4 and Snowy Plains 5.

Ancient Plains

Snowy Plains 4

Snowy Plains 5

Community. Join The Discord!

Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events were players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week.

Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!

https://discordapp.com/invite/holdfastgame



You can have a read of this update’s changelog below.



Changelog 30 - Game Version 0.28.7053.30152
    New Game Features
  • 3 New Linebattle Maps! Ancient Plains, Snowy Plains 4 and Snowy Plains 5.
    » Input the following parameters to play these map on your community server: map_name ancientplains, map_name snowyplainsiv or map_name snowyplainsv

    Combat Changes
  • Solved an issue with changing attack directions while using a musket, pike or a flag. Right or left mouse movements are no longer taken into consideration when changing between up and down stabs.

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

We’re working on the next update.

- Anvil Game Studios