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Author Topic: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap  (Read 5441 times)

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Offline Brock

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #30 on: September 26, 2017, 08:47:25 pm »
Knowing how closely the devs follow the community they'll add it soon enough.

They preffer adding content, because of the games arcade style.

Not sure if the community can influence that at all. Not what they built the game to be. Not what we wanted.

We do not mention everything in the development roadmap that is planned for the game and we are definitely not aiming to develop an arcade game.

We are always listening to the community and we read most of the feedback. The first 3 patches were all thanks to the amazing feedback from our community.

This week new content will not be plenty because we need to focus on stabilizing the game.

Class ranks are within our plans and we will announce them once all the specifics are decided.

Thats good to hear Rycon. Im really glad you guys responded.

Just really interested at what time frame you would fit them in. Before or after additional Regiments / Nations?
« Last Edit: September 26, 2017, 08:49:28 pm by Brock »

Offline Rycon

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #31 on: September 26, 2017, 09:27:03 pm »
We cant give a timeframe on any of the major features since it will all be decided by the community what we work on first Brock.
Doing ranks is definitely a much easier job for us than adding a whole faction.

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Offline Brock

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #32 on: September 27, 2017, 12:18:07 am »
We cant give a timeframe on any of the major features since it will all be decided by the community what we work on first Brock.
Doing ranks is definitely a much easier job for us than adding a whole faction.

Make sense, thats why I think you should do all the less demanding stuff too and work your way up. Not that great when you have half the community fired up about new nations they think can be done in a week or two.

Offline Lecourbe

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #33 on: September 27, 2017, 08:42:53 am »
Yeeaah! In Linebattle, I would really appreciate to see NCO's (corporals and serjeants), trying to help the leader to maintain a line in order under the ennemy fire. :D

Thanks for your work in general, keep it up! We're all with you and your game!

Offline monte

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #34 on: September 27, 2017, 02:48:01 pm »
Need some more ruin maps ;)

Offline Starblazer

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #35 on: September 29, 2017, 04:52:07 pm »
Looking forward to the map editor, hopefully it doesn't get pushed too far back for the higher priorities in the roadmap :)

Offline Fixou

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #36 on: September 30, 2017, 02:53:52 pm »
Will be interesting to see nco ingame :P

Offline Bravescot

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #37 on: October 01, 2017, 11:04:01 pm »
Would someone be able to grant me a first hand account of the guards of St. Jame's wearing bear skins BEFORE Waterloo. The little stuff I can find all point that it was after Waterloo that they wore them to commemorate their victory over the old guard.

Offline Jackson

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #38 on: October 01, 2017, 11:34:44 pm »
After Waterloo all companies of the First Foot Guards were given bearskins to commemorate their victory over some French grenadiers (probably not the Old Guard). Prior to that only the grenadier companies wore bearskins. That's not in dispute and is a fact universally accepted.
-Freelance character designer for Holdfast: Nations At War.

Offline Bravescot

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #39 on: October 02, 2017, 12:01:02 am »
After Waterloo all companies of the First Foot Guards were given bearskins to commemorate their victory over some French grenadiers (probably not the Old Guard). Prior to that only the grenadier companies wore bearskins. That's not in dispute and is a fact universally accepted.
No shit sherlock. I want a first hand account for the First Foot Guards at St. James because I'm interested in the history of it, not contesting its in game accuracy. Now how about an answer from someone who's not an asshole?

Offline Jackson

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #40 on: October 02, 2017, 12:32:25 am »
Jesus. I thought you were asking if they wore bearskins before Waterloo, as people often think they didn't. I wasn't referring to anything in-game.

Y'all ought to work on some issues.
-Freelance character designer for Holdfast: Nations At War.

Offline Valentino_Murillo

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #41 on: October 02, 2017, 08:53:23 pm »
Thank you for the fun game and I love the direction we are headed!

Offline Refleax

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #42 on: October 02, 2017, 09:15:25 pm »
Thank you for the fun game and I love the direction we are headed!

Thank you!

We're working on more maps.

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Offline Brock

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #43 on: October 02, 2017, 10:45:28 pm »
Thank you for the fun game and I love the direction we are headed!

Thank you!

We're working on more maps.

Thanks for the brief update.

The road map was rather not explanatory on what you will be adding when.

Lets hope we see that melee stuff come through soon, server populations are dropping at a rather quick speed.

Offline Pulu

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Re: Holdfast: Nations At War released! Development roadmap
« Reply #44 on: October 06, 2017, 05:12:35 pm »
Why not use the officer of the infantry, the drummer, the drummer?



Please update the progress of the new country as soon as possible, otherwise, only two of Britain and France can play very little, and now players are less and less. A new update plan is needed!



Otherwise, design a projectile unit. Shooting attributes of line infantry, but melee attribute than line infantry high point, then there is a unique skill, is a small bomb can be worn. The bomb must be shot in a short distance, and it doesn't hurt very much, but it can blow the infantry down to the ground. The bomb explosion will be delayed for a few seconds. This will make history more authentic and make the unit less powerful.
See, please reply
« Last Edit: October 07, 2017, 01:04:56 am by Bluehawk »