Anvil Game Studios

Officer's Mess => News & Announcements => Topic started by: Refleax on September 21, 2017, 07:58:47 pm

Title: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Refleax on September 21, 2017, 07:58:47 pm
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Gatts on September 21, 2017, 08:01:47 pm
Great, hope you can fix bugs and add additional things.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: BUFFbeard on September 21, 2017, 08:09:41 pm
Glad to know how and where the game will be leading!  ;D
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Hinkel on September 21, 2017, 08:12:42 pm
Congratulations!!!  8)  :-*
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Refleax on September 22, 2017, 12:04:34 am
Thanks chaps!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Truth on September 22, 2017, 02:54:21 am
Game is great, it even hit top sellers good work!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Nurdbot on September 22, 2017, 03:59:35 am
Congratulations, here is to a good post early access release too ;).
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Silent on September 22, 2017, 05:58:25 am
I may have missed this while looking through the roadmap.  Is face customization going to make it into the game.  It was a nice feature to have in M&B: Napoleonic Wars.

https://steamuserimages-a.akamaihd.net/ugc/578990017771868844/CDF06F7589FB22D9F53D378F22992F372AF33F57/

Behold, my glorious mustache.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Tardet on September 22, 2017, 07:10:59 am
You speaking about transparency and just after, many screenshoots of 'Work in Progress' features being posted throughout the blog is just the proof that despite the game still having lots of room for improvement, you hold on to your words and really seem to care about your community, as proven the fact we got the game relatively fast and you kept your promess about the schedules.

When some huge studios have only recently started to realize how much transparency and communication was the key to keep a community interested and willing to give support, or other are stuck in endless developpment phase while they have received countless donations, you guys established yourselves as a reference for now, making a real change for once.

I can only wish you a very best of luck to the huge work ahead of you and hope you will continue to deliver with many more new features as the game certainly has the potential to be something great.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Refleax on September 22, 2017, 08:03:15 am
You speaking about transparency and just after, many screenshoots of 'Work in Progress' features being posted throughout the blog is just the proof that despite the game still having lots of room for improvement, you hold on to your words and really seem to care about your community, as proven the fact we got the game relatively fast and you kept your promess about the schedules.

When some huge studios have only recently started to realize how much transparency and communication was the key to keep a community interested and willing to give support, or other are stuck in endless developpment phase while they have received countless donations, you guys established yourselves as a reference for now, making a real change for once.

I can only wish you a very best of luck to the huge work ahead of you and hope you will continue to deliver with many more new features as the game certainly has the potential to be something great.

Hey! Thank you very much Tardet. We'll keep going at it.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: NiPhix on September 22, 2017, 08:07:40 am
If the major bugs in this game Will be fixed, I can safely say that this Will be my favorite Napoleonic game.

As Tardet said, best of luck with the project. If you guys need anything done from graphics or anything else I'd be more than happy to help!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Gokiller on September 22, 2017, 09:04:20 am
Congrats with the release!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Dius on September 22, 2017, 09:14:27 am
Do you know how many players buy the game ?
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Siwi on September 22, 2017, 09:51:40 am
Not sure if its possible, but is there anyway you can see your friends on steam differently ingame? like with circles on them or something

Steams API has this, so I think it could be possible
Spoiler
[close]

Looking good though, way better than Iron Europes release lol
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Nurdbot on September 22, 2017, 04:59:13 pm
Ah yes the early release that was dragged from the developers by 300 people demanding them on the spot to do it.

A quick cheeky suggestion to the developers for future release patch names, the Heroes & Generals developers name their updates and builds after certain men or technology used in the conflict. I don't suppose you guys will consider something like that maybe? It'll be a lot easier to explain to my clan about the months of coming updates if they were named in a less standardised fashion.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Kaiserliches_Heer on September 24, 2017, 03:03:07 am
Great plans, I will love to see those plans getting real!

Good Luck with that and congrats with the successful start.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Redcoat22 on September 24, 2017, 03:13:58 am
Fabulous game, our thoughts on improvements after a few days:

1. Small ships need a midshipman or lieutenant characters

2. Violin needs some earthy jaunty tunes

3. British troops in bearskins.. No



Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: 247-0006-0001 on September 25, 2017, 02:59:27 am
Will we be able to create our own character faces down the line?
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Lecourbe on September 25, 2017, 11:31:29 am
Will we be able to create our own character faces down the line?

You'll be able to "edit" your face, yes.

I invite you to join this part of the forum, where a lot of questions are discussed about the game: http://www.holdfastgame.com/forum/index.php?board=2.0
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: DearUncleSam on September 25, 2017, 11:57:02 am
Will we be able to create our own character faces down the line?

You'll be able to "edit" your face, yes.

I invite you to join this part of the forum, where a lot of questions are discussed about the game: http://www.holdfastgame.com/forum/index.php?board=2.0

Are developers confirmed that? I can't remember.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Bravescot on September 25, 2017, 06:43:55 pm
Will we see NCOs?
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Intel Guardian on September 25, 2017, 10:59:01 pm
Proper ranks would be amazing. I'd consider it a must have.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Lecourbe on September 26, 2017, 08:05:02 am
Will we see NCOs?

http://www.holdfastgame.com/forum/index.php?topic=2321.0

Here we are :)
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: ragnar hairy trousers on September 26, 2017, 10:57:28 am
Will we see NCOs?

Lets hope so Mr Bravescott. I for one would like to see British sergeants with half pikes in game!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: James Brock on September 26, 2017, 02:40:48 pm
No class ranks in the road map? Polls and suggestions all over the forum says otherwise...
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Nurdbot on September 26, 2017, 03:56:05 pm
Nobody said the road map was set in stone. It's what is viable to be done soon.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Intel Guardian on September 26, 2017, 04:11:30 pm
Knowing how closely the devs follow the community they'll add it soon enough.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: James Brock on September 26, 2017, 05:44:50 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.

Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Rycon on September 26, 2017, 08:00:55 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Intel Guardian on September 26, 2017, 08:31:57 pm
Absolutely swagtastic professional gaming gentleman.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: James Brock 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?
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Rycon 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: James Brock 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Lecourbe 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!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: monte on September 27, 2017, 02:48:01 pm
Need some more ruin maps ;)
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Starblazer 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 :)
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Fixou on September 30, 2017, 02:53:52 pm
Will be interesting to see nco ingame :P
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Bravescot 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Jackson 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Bravescot 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?
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Jackson 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Valentino_Murillo on October 02, 2017, 08:53:23 pm
Thank you for the fun game and I love the direction we are headed!
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Refleax 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: James Brock 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.
Title: Re: Holdfast: Nations At War released! Development roadmap
Post by: Pulu 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
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: ragulin on October 19, 2017, 10:18:35 pm
Hello,
My ideas which should help the game to be popular. Most of them wont be on the program right now, as long as you have a lot of work with developing other stuff, but they should be in game before the Alpha and Beta ends.


Light RPG system
Your soldier starts like an absolute Greenhorn. After some time in battles, on servers, he gains XP which makes him better in aiming, quicker in reloading, etc. It should help to specialize the clasess and make a lot of more fun to play the game. It has to be balanced so Veteran doesnt OP the newbies, but it should be a king of motivation while you play.

Jamming of weapon
When you are new, why not have the weapon be failured? It would belong on level of your soldier, how many times the weapon fails.

Vote
Map, Votekick, Mapchange, Mod change

More blood on battlefield
It is quiete vanila. Lets the legs and hands drop off the body when you are hit by canon, slashed by slave, etc?

Death animations
Should be fun, having more ways of dying.

Marks in earth
LEts have the soldiers leave marks in the surround to make them trackable

Destructable objects
When the barrack or whatever is hit by several canon shots, it should be destructed

Soldier positions
At ease, Attention...etc, with diferent ways of standing and walking would be nice.

) Groups
I would love to have groups with friends, see them on map and comunicate with them in Team / group chat. Should help to lead regiments, etc.

More corpses
Its Battlefield, I wanna see corpses everywhere.


Its all I had in mind right now, but I think about update or a new reply in this topic in future. I hold all my fingers for u, it is great game.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Nurdbot on October 22, 2017, 03:48:56 pm
Can I just say the recent chat and admin stuff added with the most recent update along with increasing the cap to 150 is just fantastic and a big thank you to the developers and greentags for really putting the time in and setting up a solid foundation for the games future?

Keep it up!
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Lord_Strange on October 22, 2017, 07:51:57 pm
In response to ragulin, I don't think improved skills tied to leveling up really suit a game like this. Differing reload times between players, for example, would just make things like volley fire in line battles awkward. It would also kind of make the different stats of the classes (such as the light infantry's faster reload speed) useless if a regular line infantryman can achieve faster reload times, etc.

The weapon jamming I like the sound of, although it doesn't make sense for it to be tied to rank. The chance of a misfire should be equal for everyone, however an increased chance of it happening in rain or snow due to wet powder might be interesting (I'm sure both the Empire and Napoleon Total War games had this mechanic).
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Refleax on October 22, 2017, 07:54:21 pm
Can I just say the recent chat and admin stuff added with the most recent update along with increasing the cap to 150 is just fantastic and a big thank you to the developers and greentags for really putting the time in and setting up a solid foundation for the games future?

Keep it up!

Our pleasure!
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Coldstreamer on October 26, 2017, 06:46:10 pm
I'm so excited about how fast the progress is I can't even keep up ha ha.. amazing keep it going great job!!  Looking forward to the customizing! 

also question, for the future any plans for choosing individual regiments like NW and ranks from that?
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: WaylanderGR on October 30, 2017, 12:40:15 am
what will be the difference between sappeurs and carpenter? it thought the carpenters would become the builders
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Olafson on October 30, 2017, 11:49:38 am
Sapeurs will be on land and carpenters on ships. Carpenters can not construct much on land, but they can repair ships, sapeurs obviously can not repair ships.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Bluehawk on October 30, 2017, 10:21:56 pm
Can they dig saps on board?
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Olafson on October 31, 2017, 04:52:12 pm
If you fill it with earth, I guess why not...
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Wigster600 on October 31, 2017, 05:04:47 pm
Regarding the bayonets affecting accuracy whilst fixed; how dramatic is the difference in accuracy? And have you considered having a slowed down reload instead of an accuracy debuff?
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Lecourbe on November 02, 2017, 01:15:19 pm
And have you considered having a slowed down reload instead of an accuracy debuff?

In fact, it would be more "historical accurate"  #Everybody say this sentence on the forums...

But I guess it would be too hard to make the reloading time different, changing the shooting mechanics, etc... even if I think it could be more interesting for the general gameplay.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Bluehawk on November 03, 2017, 12:30:03 am
But when you "cast about", you turn the musket so that the bayonet is off-set to your left and the rammer tubes are facing you. In that position, the bayonet doesn't really effect your ability to ram damn the charge. It shouldn't slow down reloading, as far as "historical accuracy" is concerned.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Lecourbe on November 03, 2017, 07:33:01 am
But when you "cast about", you turn the musket so that the bayonet is off-set to your left and the rammer tubes are facing you. In that position, the bayonet doesn't really effect your ability to ram damn the charge. It shouldn't slow down reloading, as far as "historical accuracy" is concerned.

I think it doesn't make any real difference. The only thing I'm sure is that in reenactment I reload a little bit faster without my bayonet. (Like 1 sec faster if I do it properly, but not really effective aha)

Anyway, every line soldiers at this time has his bayonet fixed 90% time in battle so...
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: James Brock on November 03, 2017, 04:50:32 pm
But when you "cast about", you turn the musket so that the bayonet is off-set to your left and the rammer tubes are facing you. In that position, the bayonet doesn't really effect your ability to ram damn the charge. It shouldn't slow down reloading, as far as "historical accuracy" is concerned.

I think it doesn't make any real difference. The only thing I'm sure is that in reenactment I reload a little bit faster without my bayonet. (Like 1 sec faster if I do it properly, but not really effective aha)

Anyway, every line soldiers at this time has his bayonet fixed 90% time in battle so...

From my experiance speed loading a musket, I would say there is a minor difference. Particularly because you dont want to slice your hand when you are rapidly ramming with the bayonet on.

Belive it or not you have a much higher chance of slicing your finger when your opening and closing the frizen. Or known as the hammer up until 1813 in the americas anyway.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Olafson on November 03, 2017, 04:55:51 pm
If you manage to somehow touch the bayonet with your hand while loading your are doing something wrong. It should be technically impossible to do so. You are way more likely to cut your finger open by accidentally getting to close to the flint than by getting to close to the tip of the bayonet and somehow managing to ram your hand into it.
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Heavy Bob on November 04, 2017, 02:47:48 pm
What about when you're cleaning the barrel with the rod?
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Gurkha on November 20, 2017, 01:50:53 am
When can we expect the next dev blog?
Title: Re: Developer Blog 18 - Holdfast: Nations At War released! Development roadmap
Post by: Refleax on November 20, 2017, 10:23:25 am
When can we expect the next dev blog?

Hello!

We just posted a blog post here recently. It contains information about the next update, community-hosted events and we've asked a question to the community about the official server map rotation as well.

Feel free to check it out. The next developer blog will be released with the upcoming patch.

http://www.holdfastgame.com/News/Post?p=1030 (http://www.holdfastgame.com/News/Post?p=1030)