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	<id>https://wiki.holdfastgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wrexial</id>
	<title>Holdfast: Nations At War - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.holdfastgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wrexial"/>
	<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/Special:Contributions/Wrexial"/>
	<updated>2026-05-28T20:14:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2439</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2439"/>
		<updated>2022-10-20T14:02:52Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 More Unlocks! Muppet, Jolly &amp;amp; Hammer])&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2438</id>
		<title>Game Version WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2438"/>
		<updated>2022-10-20T13:51:06Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: Replaced content with &amp;quot;n/a&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;n/a&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2437</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2437"/>
		<updated>2022-10-20T13:50:41Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Features &amp;amp; Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2436</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2436"/>
		<updated>2022-10-20T13:50:30Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* SDK Version 6.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2435</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2435"/>
		<updated>2022-10-20T13:49:35Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
:» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
:» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
:» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2434</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2434"/>
		<updated>2022-10-20T13:49:02Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Misc. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2433</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2433"/>
		<updated>2022-10-20T13:48:54Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* SDK Version 6.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
:» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
:» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
:» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
:» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2432</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2432"/>
		<updated>2022-10-20T13:48:27Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Features &amp;amp; Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
:» Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
:» Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
:» Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
:» Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
&lt;br /&gt;
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
&lt;br /&gt;
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
&lt;br /&gt;
» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
&lt;br /&gt;
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
&lt;br /&gt;
» Prop_ChurchLecturn_Mod&lt;br /&gt;
&lt;br /&gt;
» Prop_StandingCandleHolder_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_NoAction_InteractableObject&lt;br /&gt;
&lt;br /&gt;
» Functional_13GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_2GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_50GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_8GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_GunboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2431</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2431"/>
		<updated>2022-10-20T13:48:14Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Features &amp;amp; Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
:» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
:» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
:» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
:» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
** Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
** Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
** Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
** Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
** Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
&lt;br /&gt;
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
&lt;br /&gt;
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
&lt;br /&gt;
» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
&lt;br /&gt;
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
&lt;br /&gt;
» Prop_ChurchLecturn_Mod&lt;br /&gt;
&lt;br /&gt;
» Prop_StandingCandleHolder_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_NoAction_InteractableObject&lt;br /&gt;
&lt;br /&gt;
» Functional_13GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_2GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_50GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_8GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_GunboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2430</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2430"/>
		<updated>2022-10-20T13:47:34Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* 2.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
** Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
** Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
** Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
** Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
** Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
&lt;br /&gt;
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
&lt;br /&gt;
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
&lt;br /&gt;
» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
&lt;br /&gt;
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
&lt;br /&gt;
» Prop_ChurchLecturn_Mod&lt;br /&gt;
&lt;br /&gt;
» Prop_StandingCandleHolder_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_NoAction_InteractableObject&lt;br /&gt;
&lt;br /&gt;
» Functional_13GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_2GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_50GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_8GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_GunboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2429</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2429"/>
		<updated>2022-10-20T13:47:02Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Bug Fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
&lt;br /&gt;
» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
&lt;br /&gt;
» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
&lt;br /&gt;
» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
&lt;br /&gt;
» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
** Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
** Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
** Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
** Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
** Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
&lt;br /&gt;
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
&lt;br /&gt;
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
&lt;br /&gt;
» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
&lt;br /&gt;
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
&lt;br /&gt;
» Prop_ChurchLecturn_Mod&lt;br /&gt;
&lt;br /&gt;
» Prop_StandingCandleHolder_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_NoAction_InteractableObject&lt;br /&gt;
&lt;br /&gt;
» Functional_13GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_2GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_50GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_8GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_GunboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2428</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2428"/>
		<updated>2022-10-20T13:46:28Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179 2.9] ==&lt;br /&gt;
&lt;br /&gt;
=== Features &amp;amp; Improvements ===&lt;br /&gt;
&lt;br /&gt;
* Unlock 4 new heads usable across both Nations At War and Frontlines!&lt;br /&gt;
&lt;br /&gt;
» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)&lt;br /&gt;
&lt;br /&gt;
» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)&lt;br /&gt;
&lt;br /&gt;
» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)&lt;br /&gt;
&lt;br /&gt;
» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)&lt;br /&gt;
&lt;br /&gt;
* Introduced a new kill log icon to distinguish small cannonballs from the rest.&lt;br /&gt;
&lt;br /&gt;
* Added better support for testing VoIP in the ‘Settings' panel. These testing tools can be accessed while in-game or in the main menu.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
** Move 'Point A' slightly closer to the waterline of the beach to make capturing easier for attackers.&lt;br /&gt;
** Added 1 new climbable rope to the right side of the beach.&lt;br /&gt;
** Added a more natural route up to the fortress on the left side when attacking the gatehouse.&lt;br /&gt;
** Added some additional top cover for attackers when attacking the gatehouse.&lt;br /&gt;
** Slightly increased the out of bounds for the right side of the beach landing.&lt;br /&gt;
&lt;br /&gt;
=== SDK Version 6.0 ===&lt;br /&gt;
&lt;br /&gt;
* Bolstered the functionality of the SDK Character Editor.&lt;br /&gt;
&lt;br /&gt;
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.&lt;br /&gt;
&lt;br /&gt;
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.&lt;br /&gt;
&lt;br /&gt;
» You are now able to create mod packs which feature different heads. These can then be used by other mods.&lt;br /&gt;
&lt;br /&gt;
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.&lt;br /&gt;
&lt;br /&gt;
* Introduced functionality allowing artisans to define a separate model when in first-person.&lt;br /&gt;
&lt;br /&gt;
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - &amp;lt;Chef’s Kiss&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.&lt;br /&gt;
&lt;br /&gt;
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.&lt;br /&gt;
&lt;br /&gt;
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.&lt;br /&gt;
&lt;br /&gt;
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.&lt;br /&gt;
&lt;br /&gt;
» Prop_ChurchLecturn_Mod&lt;br /&gt;
&lt;br /&gt;
» Prop_StandingCandleHolder_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_NoAction_InteractableObject&lt;br /&gt;
&lt;br /&gt;
» Functional_13GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_2GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_50GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_8GunSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_GunboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
» Functional_RocketboatSpawner_Mod&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
&lt;br /&gt;
* Centered the first-person view of the swivel gun.&lt;br /&gt;
&lt;br /&gt;
* Introduced additional banners to the Regiment Registry.&lt;br /&gt;
&lt;br /&gt;
* Removed colliders from interactable in-world flags.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards an issue which very rarely caused servers to lag.&lt;br /&gt;
&lt;br /&gt;
* Various stability fixes for all in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with small cannonballs not damaging tents spawned by officers.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with rockets and mortars causing twice the intended damage to structures.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with Frontline shells facing the wrong when airborn.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with 'O' debug menu to quickly gather ammunition not working. &lt;br /&gt;
&lt;br /&gt;
» This requires rc set allowAmmoSelectorUIDebugShow true/false.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
&lt;br /&gt;
* Solved various uniform and head LOD issues.&lt;br /&gt;
&lt;br /&gt;
* Solved the issue with horse skin selection not persisting over respawns.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the stair collider being visible on Berkton Greens.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with snow on Fort Christina props not visually appearing as intended.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
&lt;br /&gt;
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended. Administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’&lt;br /&gt;
&lt;br /&gt;
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.&lt;br /&gt;
&lt;br /&gt;
» The ‘melee_weapons_only true/false’ command works in all game modes.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with the crosshair indicator option being skewed.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with people getting stuck in ice-cold pools on Glacier.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.&lt;br /&gt;
&lt;br /&gt;
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.&lt;br /&gt;
* Removed compression from night skyboxes to fix pixilation of the moon and stars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge water mesh&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
:» Solved an issue with not being able to load WW1 naval cannons&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
:» Introduced another banner to the regiment registry.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2427</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2427"/>
		<updated>2022-10-20T13:45:35Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-10-20''' - [[Game Version 2.X#2.9|Game Version 2.9]] released ([https://steamcommunity.com/games/589290/announcements/detail/3404184263848413179] More Unlocks! Muppet, Jolly &amp;amp; Hammer)&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2422</id>
		<title>Game Version WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2422"/>
		<updated>2022-10-17T11:26:39Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* SDK Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WIP==&lt;br /&gt;
===SDK Changes===&lt;br /&gt;
* New Head System&lt;br /&gt;
:» You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game.&lt;br /&gt;
:» You can now setup a CustomUniformDefinition to allow usage of base game heads. Ie: You make a uniform (and the hat as part of the uniform) and than tick an option to allow people to use base game heads.&lt;br /&gt;
:» You can now create global heads. Ie: You make a head which other mods and base game uniforms will support.&lt;br /&gt;
:» You can still use the old rigging system of a &amp;quot;Head+Hat&amp;quot; and &amp;quot;Uniform&amp;quot; system for backwards compatibility. Old mods shouldn't break, dm me if they do with the id please.&lt;br /&gt;
* New First Person System&lt;br /&gt;
:» In addition to having &amp;quot;uniform&amp;quot; lods, now you can create a specific &amp;quot;FirstPerson_x_LOD0&amp;quot; that will be loaded only for first person cam mode. For those crispy first person chef's kiss&lt;br /&gt;
* Systems&lt;br /&gt;
:» Your name now displays ingame for uniform/heads and in the loading screen for maps. You can set this up in the Mod Properties under the Creator section.&lt;br /&gt;
:» Custom Lod Objects works correctly with the spyglass now.&lt;br /&gt;
:» New object for scripting a &amp;quot;NoActionInteractableObjectModOverload&amp;quot; so you can hook networked player driven events.&lt;br /&gt;
* New Assets&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Added New First Person view model.&lt;br /&gt;
* Added a new kill log icon for small cannonballs.&lt;br /&gt;
* Centered First Person view of swivel cannon.&lt;br /&gt;
* Optimized all projectiles.&lt;br /&gt;
* Added better support for testing voip in the options panel both ingame and in the main menu.&lt;br /&gt;
* 4 new head options&lt;br /&gt;
:» George ‘Muppet‘ Burton unlocked at Silver 3 (Rank 30)&lt;br /&gt;
:» Albert ‘Jolly’ Saxton unlocked at Decorated 3 (Rank 60)&lt;br /&gt;
:» Frank ‘Hammer’ Chapman unlocked at Valour 1 (Rank 65)&lt;br /&gt;
:» Thomas ‘Shellshocked’ Baker unlocked at Decorated 2 (Rank 55)&lt;br /&gt;
* Secret Halloween event stuff.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Various stability fixes in regards to all projectiles.&lt;br /&gt;
* Solved an issue with small cannonballs not damaging spawn tents.&lt;br /&gt;
* Solved an issue with rockets and mortars double damaging structures.&lt;br /&gt;
* Solved an issue with frontline shells facing the wrong way whilst in air.&lt;br /&gt;
* Solved the issue with 'o' debug menu not working. (requires rc set allowAmmoSelectorUIDebugShow true/false)&lt;br /&gt;
* Solved an issue with French musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various Uniform and Head LOD issues.&lt;br /&gt;
* Solved the issue with Horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with Berkton Green stair collider being visibile.&lt;br /&gt;
* Solved an issue with the snow on Fort Christina props being weird.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed rc set meleeArenaAllowShooting true/false since it didnt work as expected. Now use the `melee_weapons_only true/false` server config file. If its `melee_weapons_only false`, you can handle midround shooting enabling/disabling using the `rc set allowFiring true/false`.&lt;br /&gt;
:» Note: `melee_weapons_only true/false` works in all gamemodes.&lt;br /&gt;
* Solved an issue with the the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defender side on Heroes Landing.&lt;br /&gt;
* Solved an issue with carried objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with testing voip where it led to repeating audio inworld in specific conditions.&lt;br /&gt;
* Solved an issue with cavalry tanking multiple grapeshot or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshots breaking cannons when reflective damage was enabled.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Introduced another few banner to the regiment registry.&lt;br /&gt;
* Potential fix for a rare case of server lag.&lt;br /&gt;
* Removed colliders from interable map flags.&lt;br /&gt;
* Merged multiple ammo type requirements together.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2420</id>
		<title>Game Version WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2420"/>
		<updated>2022-10-13T15:48:27Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WIP==&lt;br /&gt;
===SDK Changes===&lt;br /&gt;
* New Head System&lt;br /&gt;
:» You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game.&lt;br /&gt;
:» You can now setup a CustomUniformDefinition to allow usage of base game heads. Ie: You make a uniform (and the hat as part of the uniform) and than tick an option to allow people to use base game heads.&lt;br /&gt;
:» You can now create global heads. Ie: You make a head which other mods and base game uniforms will support.&lt;br /&gt;
:» You can still use the old rigging system of a &amp;quot;Head+Hat&amp;quot; and &amp;quot;Uniform&amp;quot; system for backwards compatibility. Old mods shouldn't break, dm me if they do with the id please.&lt;br /&gt;
* New First Person System&lt;br /&gt;
:» In addition to having &amp;quot;uniform&amp;quot; lods, now you can create a specific &amp;quot;FirstPerson_x_LOD0&amp;quot; that will be loaded only for first person cam mode. For those crispy first person chef's kiss&lt;br /&gt;
* Systems&lt;br /&gt;
:» Your name now displays ingame for uniform/heads and in the loading screen for maps. You can set this up in the Mod Properties under the Creator section.&lt;br /&gt;
:» Custom Lod Objects works correctly with the spyglass now.&lt;br /&gt;
:» New object for scripting a &amp;quot;NoActionInteractableObjectModOverload&amp;quot; so you can hook networked player driven events.&lt;br /&gt;
* New Assets&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
* Unity 2021.3.10f1 support&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Added New First Person view model.&lt;br /&gt;
* Added a new kill log icon for small cannonballs.&lt;br /&gt;
* Added better support for testing voip in the options panel both ingame and in the main menu.&lt;br /&gt;
* 4 new head options&lt;br /&gt;
:» George ‘Muppet‘ Burton unlocked at Silver 3 (Rank 30)&lt;br /&gt;
:» Albert ‘Jolly’ Saxton unlocked at Decorated 3 (Rank 60)&lt;br /&gt;
:» Frank ‘Hammer’ Chapman unlocked at Valour 1 (Rank 65)&lt;br /&gt;
:» Thomas ‘Shellshocked’ Baker unlocked at Decorated 2 (Rank 55)&lt;br /&gt;
* Secret Halloween event stuff.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved the issue with 'o' debug menu not working. (requires rc set allowAmmoSelectorUIDebugShow true/false)&lt;br /&gt;
* Solved an issue with French musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various Uniform and Head LOD issues.&lt;br /&gt;
* Solved the issue with Horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with Berkton Green stair collider being visibile.&lt;br /&gt;
* Solved an issue with the snow on Fort Christina props being weird.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed rc set meleeArenaAllowShooting true/false since it didnt work as expected. Now use the `melee_weapons_only true/false` server config file. If its `melee_weapons_only false`, you can handle midround shooting enabling/disabling using the `rc set allowFiring true/false`.&lt;br /&gt;
:» Note: `melee_weapons_only true/false` works in all gamemodes.&lt;br /&gt;
* Solved an issue with the the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defender side on Heroes Landing.&lt;br /&gt;
* Solved an issue with carried objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with testing voip where it led to repeating audio inworld in specific conditions.&lt;br /&gt;
* Solved an issue with cavalry tanking multiple grapeshot or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshots breaking cannons when reflective damage was enabled.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Introduced another few banner to the regiment registry.&lt;br /&gt;
* Potential fix for a rare case of server lag.&lt;br /&gt;
* Removed colliders from interable map flags.&lt;br /&gt;
* Merged multiple ammo type requirements together.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2419</id>
		<title>Game Version WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_WIP&amp;diff=2419"/>
		<updated>2022-10-13T15:47:46Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: Created page with &amp;quot;===SDK Changes=== * New Head System :» You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game. :» You can now s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===SDK Changes===&lt;br /&gt;
* New Head System&lt;br /&gt;
:» You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game.&lt;br /&gt;
:» You can now setup a CustomUniformDefinition to allow usage of base game heads. Ie: You make a uniform (and the hat as part of the uniform) and than tick an option to allow people to use base game heads.&lt;br /&gt;
:» You can now create global heads. Ie: You make a head which other mods and base game uniforms will support.&lt;br /&gt;
:» You can still use the old rigging system of a &amp;quot;Head+Hat&amp;quot; and &amp;quot;Uniform&amp;quot; system for backwards compatibility. Old mods shouldn't break, dm me if they do with the id please.&lt;br /&gt;
* New First Person System&lt;br /&gt;
:» In addition to having &amp;quot;uniform&amp;quot; lods, now you can create a specific &amp;quot;FirstPerson_x_LOD0&amp;quot; that will be loaded only for first person cam mode. For those crispy first person chef's kiss&lt;br /&gt;
* Systems&lt;br /&gt;
:» Your name now displays ingame for uniform/heads and in the loading screen for maps. You can set this up in the Mod Properties under the Creator section.&lt;br /&gt;
:» Custom Lod Objects works correctly with the spyglass now.&lt;br /&gt;
:» New object for scripting a &amp;quot;NoActionInteractableObjectModOverload&amp;quot; so you can hook networked player driven events.&lt;br /&gt;
* New Assets&lt;br /&gt;
:» Prop_ChurchLecturn_Mod&lt;br /&gt;
:» Prop_StandingCandleHolder_Mod&lt;br /&gt;
:» Functional_NoAction_InteractableObject&lt;br /&gt;
:» Functional_13GunSpawner_Mod&lt;br /&gt;
:» Functional_2GunSpawner_Mod&lt;br /&gt;
:» Functional_50GunSpawner_Mod&lt;br /&gt;
:» Functional_8GunSpawner_Mod&lt;br /&gt;
:» Functional_GunboatSpawner_Mod&lt;br /&gt;
:» Functional_RocketboatSpawner_Mod&lt;br /&gt;
* Unity 2021.3.10f1 support&lt;br /&gt;
&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* Added New First Person view model.&lt;br /&gt;
* Added a new kill log icon for small cannonballs.&lt;br /&gt;
* Added better support for testing voip in the options panel both ingame and in the main menu.&lt;br /&gt;
* 4 new head options&lt;br /&gt;
:» George ‘Muppet‘ Burton unlocked at Silver 3 (Rank 30)&lt;br /&gt;
:» Albert ‘Jolly’ Saxton unlocked at Decorated 3 (Rank 60)&lt;br /&gt;
:» Frank ‘Hammer’ Chapman unlocked at Valour 1 (Rank 65)&lt;br /&gt;
:» Thomas ‘Shellshocked’ Baker unlocked at Decorated 2 (Rank 55)&lt;br /&gt;
* Secret Halloween event stuff.&lt;br /&gt;
WIP&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved the issue with 'o' debug menu not working. (requires rc set allowAmmoSelectorUIDebugShow true/false)&lt;br /&gt;
* Solved an issue with French musician (violinist) uniform panel icons being mismatched.&lt;br /&gt;
* Solved various Uniform and Head LOD issues.&lt;br /&gt;
* Solved the issue with Horse skin selection not persisting over respawns.&lt;br /&gt;
* Solved an issue with Berkton Green stair collider being visibile.&lt;br /&gt;
* Solved an issue with the snow on Fort Christina props being weird.&lt;br /&gt;
* Solved an issue with lighthouse destruction which led to round delays.&lt;br /&gt;
* Removed rc set meleeArenaAllowShooting true/false since it didnt work as expected. Now use the `melee_weapons_only true/false` server config file. If its `melee_weapons_only false`, you can handle midround shooting enabling/disabling using the `rc set allowFiring true/false`.&lt;br /&gt;
:» Note: `melee_weapons_only true/false` works in all gamemodes.&lt;br /&gt;
* Solved an issue with the the crosshair indicator option being skewed.&lt;br /&gt;
* Solved an issue with people getting stuck in pools on Glacier.&lt;br /&gt;
* Solved an issue with steamboats not destroying themselves when boarded by the defender side on Heroes Landing.&lt;br /&gt;
* Solved an issue with carried objects in the spawn menu bugging out through multiple rounds.&lt;br /&gt;
* Solved an issue with testing voip where it led to repeating audio inworld in specific conditions.&lt;br /&gt;
* Solved an issue with cavalry tanking multiple grapeshot or blunderbuss shots incorrectly.&lt;br /&gt;
* Solved an issue with buckshots breaking cannons when reflective damage was enabled.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Introduced another few banner to the regiment registry.&lt;br /&gt;
* Potential fix for a rare case of server lag.&lt;br /&gt;
* Removed colliders from interable map flags.&lt;br /&gt;
* Merged multiple ammo type requirements together.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Modes&amp;diff=2416</id>
		<title>Game Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Modes&amp;diff=2416"/>
		<updated>2022-09-30T08:53:03Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Gamemode Usable Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gamemodes ==&lt;br /&gt;
There are currently nine gamemodes in Holdfast: NaW. They are Army Battlefield, Army Assault, Army Deathmatch, Army Conquest, Army Siege, Naval Battlefield, Coastal Siege, Naval Assault, and Melee Arena.&lt;br /&gt;
&lt;br /&gt;
Each gamemode has specific features that makes it unique, and certain maps are only useable in some gamemodes.&lt;br /&gt;
&lt;br /&gt;
== Gamemode Features ==&lt;br /&gt;
Each gamemode has a specific use/features. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gamemode !! Usage !! Features&lt;br /&gt;
|-&lt;br /&gt;
| Army Siege || Siege || Adds in capturable points that will result in a game victory.&lt;br /&gt;
|-&lt;br /&gt;
| Army Conquest || Point Capturing || Adds in capturable points that will add points, and add ticking points that lead to game victory.&lt;br /&gt;
|-&lt;br /&gt;
| Army Battlefield || Arcade Style || Allows players to respawn regularly and wear each other side down.&lt;br /&gt;
|-&lt;br /&gt;
| Army Assault || Linebattle || Typically one respawn and is typically the go-to mode for Linebattle events.&lt;br /&gt;
|-&lt;br /&gt;
| Army Deathmatch || Deathmatch || Allows deathmatch playstyle.&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Siege || Naval Siege || Allows for an aquatic-based siege.&lt;br /&gt;
|-&lt;br /&gt;
| Naval Assault || Naval Events || Allows for two sides of ships to engage each other.&lt;br /&gt;
|-&lt;br /&gt;
| Naval Battlefield || Arcade Style || Regular respawns allow for arcade-style gameplay.&lt;br /&gt;
|-&lt;br /&gt;
| Melee Arena || Melee || Melee only in constrained maps for fast matches.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive || Linear Point Capturing || Adds capturable points that need to be taken in a specific order by both teams&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Linear Siege  || Adds capturable points that need to be taken in a specific order by an attacker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamemode Usable Maps ==&lt;br /&gt;
This list shows maps that can played on it's gamemode. (pre-2.0 list)&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Gamemode !! Usable Maps&lt;br /&gt;
|-&lt;br /&gt;
| Army Battlefield || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Army Assault || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Army Siege || Arendan River, 	Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, Highlands, Sharpton&lt;br /&gt;
|-&lt;br /&gt;
| Army Conquest || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds&lt;br /&gt;
|-&lt;br /&gt;
| Army Deathmatch || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Naval Battlefield || Caribbean, Harouti Islands, Martello Tower, Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| Naval Assault || Caribbean, Harouti Islands, Martello Tower, Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Siege || Balamor Bay, Fort Imperial, Martello Tower, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Melee Arena || Canyon, Castle Arena, Fort Arena, Garrison Arena, Palisade Arena, Sacred Arena, Watchtower Arena&lt;br /&gt;
|-&lt;br /&gt;
|Invasion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Offensive&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Modes&amp;diff=2415</id>
		<title>Game Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Modes&amp;diff=2415"/>
		<updated>2022-09-30T08:52:49Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Gamemode Usable Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gamemodes ==&lt;br /&gt;
There are currently nine gamemodes in Holdfast: NaW. They are Army Battlefield, Army Assault, Army Deathmatch, Army Conquest, Army Siege, Naval Battlefield, Coastal Siege, Naval Assault, and Melee Arena.&lt;br /&gt;
&lt;br /&gt;
Each gamemode has specific features that makes it unique, and certain maps are only useable in some gamemodes.&lt;br /&gt;
&lt;br /&gt;
== Gamemode Features ==&lt;br /&gt;
Each gamemode has a specific use/features. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gamemode !! Usage !! Features&lt;br /&gt;
|-&lt;br /&gt;
| Army Siege || Siege || Adds in capturable points that will result in a game victory.&lt;br /&gt;
|-&lt;br /&gt;
| Army Conquest || Point Capturing || Adds in capturable points that will add points, and add ticking points that lead to game victory.&lt;br /&gt;
|-&lt;br /&gt;
| Army Battlefield || Arcade Style || Allows players to respawn regularly and wear each other side down.&lt;br /&gt;
|-&lt;br /&gt;
| Army Assault || Linebattle || Typically one respawn and is typically the go-to mode for Linebattle events.&lt;br /&gt;
|-&lt;br /&gt;
| Army Deathmatch || Deathmatch || Allows deathmatch playstyle.&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Siege || Naval Siege || Allows for an aquatic-based siege.&lt;br /&gt;
|-&lt;br /&gt;
| Naval Assault || Naval Events || Allows for two sides of ships to engage each other.&lt;br /&gt;
|-&lt;br /&gt;
| Naval Battlefield || Arcade Style || Regular respawns allow for arcade-style gameplay.&lt;br /&gt;
|-&lt;br /&gt;
| Melee Arena || Melee || Melee only in constrained maps for fast matches.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive || Linear Point Capturing || Adds capturable points that need to be taken in a specific order by both teams&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Linear Siege  || Adds capturable points that need to be taken in a specific order by an attacker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamemode Usable Maps ==&lt;br /&gt;
This list shows maps that can played on it's gamemode.&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Gamemode !! Usable Maps&lt;br /&gt;
|-&lt;br /&gt;
| Army Battlefield || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Army Assault || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Army Siege || Arendan River, 	Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, Highlands, Sharpton&lt;br /&gt;
|-&lt;br /&gt;
| Army Conquest || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds&lt;br /&gt;
|-&lt;br /&gt;
| Army Deathmatch || Arendan River, Black Forest, Camp Salamanca, Canyon, Causeways, Cross Hills, Desert Ruins, Dutch Canals, Ernest Ridge, Fort Christina, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, King George, LamarshFen, Linburg, Sharpton, Spanish Farm, Ancient Plains, Desert Plains, Desert Plains (Small), Grassy Plains 1-3, Snowy Plains (Small), Snowy Plains 1-5, Tahir Desert, Training Grounds, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Naval Battlefield || Caribbean, Harouti Islands, Martello Tower, Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| Naval Assault || Caribbean, Harouti Islands, Martello Tower, Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Siege || Balamor Bay, Fort Imperial, Martello Tower, South Sea Castle&lt;br /&gt;
|-&lt;br /&gt;
| Melee Arena || Canyon, Castle Arena, Fort Arena, Garrison Arena, Palisade Arena, Sacred Arena, Watchtower Arena&lt;br /&gt;
|-&lt;br /&gt;
|Invasion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Offensive&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2414</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2414"/>
		<updated>2022-09-24T22:46:14Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Starting Weapon Override */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2413</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2413"/>
		<updated>2022-09-24T22:43:32Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Starting Weapon Override */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2410</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2410"/>
		<updated>2022-09-17T22:05:50Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Unarmed&lt;br /&gt;
|- &lt;br /&gt;
| Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2409</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2409"/>
		<updated>2022-09-17T22:05:34Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Unarmed&lt;br /&gt;
|- &lt;br /&gt;
| Unarmed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2408</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2408"/>
		<updated>2022-09-17T22:04:16Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Officier_Infanterie&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1796_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_1805_Epee&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Claymore&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2407</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2407"/>
		<updated>2022-09-17T21:59:15Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2406</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2406"/>
		<updated>2022-09-17T21:58:46Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War Weapons&lt;br /&gt;
! Weapon Class&lt;br /&gt;
! Weapon Enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;|Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|MusketGuard&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|MusketUnbayonetted&lt;br /&gt;
|-&lt;br /&gt;
| Musket_LandLightInfantryPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketIX_XIII_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_1808PatternMusket_LightVariant_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketMarinePatternAnIX_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMusketDragoonPattern_NoBayonet&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
|- &lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Blunderbass&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot;|Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
|- &lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
|- &lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|SwordOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;|SwordCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe2H&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Axe1H&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Knife&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Russian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| Prussian_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| French_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| British_Spontoon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|RamRod&lt;br /&gt;
|- &lt;br /&gt;
| CannonRamRod&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|ConstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|DeconstructingHammer&lt;br /&gt;
|- &lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Spade&lt;br /&gt;
|- &lt;br /&gt;
| DiggingSpade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2404</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2404"/>
		<updated>2022-09-17T20:26:35Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Unbayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Unbayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2400</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2400"/>
		<updated>2022-09-13T13:42:37Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2399</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2399"/>
		<updated>2022-09-13T13:42:28Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://steamcommunity.com/games/589290/announcements/detail/3301723568242853536 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge me&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2398</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2398"/>
		<updated>2022-09-13T12:53:35Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [/ 2.8] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
:» Players now have more time to block a melee strike (melee leeway).&lt;br /&gt;
:» Carpenters now come equipped with a short sword. They are unable to switch to this weapon while having the 'Berserk' ability active.&lt;br /&gt;
:» Avignon now has rocket launchers available to make use of.&lt;br /&gt;
:» Introduced more ammoboxes in Avignon.&lt;br /&gt;
:» Mortar ammoboxes on Avignon are no longer moveable.&lt;br /&gt;
:» Ladders on Lamarsh Fen are now climbable.&lt;br /&gt;
:» Dished out an optimisation pass on Vanoise Heights.&lt;br /&gt;
:» Removed the ability for players to spawn on captured points when Al Kimar Pyramids or Port Nile is in play on the conquest game mode.&lt;br /&gt;
:» Removed collision from small oak sapling.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
:» Solved an issue with the head hitbox.&lt;br /&gt;
:» Solved a few issues with sword strike hit detection while riding on horseback.&lt;br /&gt;
:» Solved an issue where the short stun applied after hitting another player with melee was not working as intended.&lt;br /&gt;
:» Solved an issue with Flag Bearers and Musicians not having appropriate instruments or flags.&lt;br /&gt;
:» Experimental fix towards an issue which intermittently stalled the server.&lt;br /&gt;
:» Solved an issue on Aspern with some of the rocks being placed too deep into the ground.&lt;br /&gt;
:» Solved an issue on Linburg with a rouge me&lt;br /&gt;
:» Solved an issue with shadows on Glacier.&lt;br /&gt;
:» Solved an issue with the fog distance on Canyon.&lt;br /&gt;
:» Solved an issue with missing faces on props present in Tahir Desert.&lt;br /&gt;
:» Solved an issue with the first-person musket view shaking on Fort Salettes.&lt;br /&gt;
:» Solved an issue on Fort Darial where players could go through certain rocks.&lt;br /&gt;
:» Solved an issue on Fort Pierre with flag poles not showing on blockhouses.&lt;br /&gt;
:» Solved an issue where the sergeant class wasn't playable on Highlands.&lt;br /&gt;
:» Solved an issue on Highlands with specific classes having an incorrect number of playable slots.&lt;br /&gt;
:» Solved an issue with the blockhouse mod prefabs not having proper rain exclusion.&lt;br /&gt;
:» Changed the LOD distance on gabion mode prefabs due to them changing to a lower quality model too soon.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
:» Changed the text of the head unlockable by joining the Holdfast Discord to specifically mention that this requires the Discord application to be installed.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2397</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2397"/>
		<updated>2022-09-13T12:49:44Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-09-13''' - [[Game Version 2.X#2.8|Game Version 2.8]] released ([/ Linebattle 2.0 Additional Fixes])&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2378</id>
		<title>Server Configuration Enums</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration_Enums&amp;diff=2378"/>
		<updated>2022-09-09T15:56:33Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Specific Enums==&lt;br /&gt;
===Gamemodes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| ArmyAssault || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
| ArmyBattlefield || Army Battlefield&lt;br /&gt;
|-&lt;br /&gt;
| ArmyConquest || Army Conquest&lt;br /&gt;
|-&lt;br /&gt;
| ArmyDeathmatch || Army Deathmatch &lt;br /&gt;
|-&lt;br /&gt;
| ArmySiege || Army Siege &lt;br /&gt;
|-&lt;br /&gt;
| NavalAssault || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
| NavalBattlefield || Naval Battlefield &lt;br /&gt;
|-&lt;br /&gt;
| CoastalSiege || Coastal Siege &lt;br /&gt;
|-&lt;br /&gt;
| MeleeArena || Melee Arena &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines gamemodes&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Gametype output&lt;br /&gt;
|-&lt;br /&gt;
| Offensive|| Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Invasion || Invasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Names===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Battlefield Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AlUddinRuins || Al Uddin Ruins&lt;br /&gt;
|-&lt;br /&gt;
| ArendanRiver || Arendan River&lt;br /&gt;
|-&lt;br /&gt;
| AunbyValley || Aunby Valley&lt;br /&gt;
|-&lt;br /&gt;
| AutumnWatch || Autumn Watch &lt;br /&gt;
|-&lt;br /&gt;
| BlackForest || Black Forest&lt;br /&gt;
|-&lt;br /&gt;
| CampSalamanca || Camp Salamanca&lt;br /&gt;
|-&lt;br /&gt;
| Canyon || Canyon &lt;br /&gt;
|-&lt;br /&gt;
| Causeways || Causeways &lt;br /&gt;
|-&lt;br /&gt;
| CrossHills || Crosshills&lt;br /&gt;
|-&lt;br /&gt;
| DesertRuins || Desert Ruins&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || Tahir Desert&lt;br /&gt;
|-&lt;br /&gt;
| ErnestRidge || Ernest Ridge&lt;br /&gt;
|-&lt;br /&gt;
| Glacier || Glacier&lt;br /&gt;
|-&lt;br /&gt;
| Heartmound || Heartmound&lt;br /&gt;
|- &lt;br /&gt;
| Highlands || Highlands&lt;br /&gt;
|-&lt;br /&gt;
| KingGeorge || King George&lt;br /&gt;
|-&lt;br /&gt;
| LamarshFen || Lamarsh Fen&lt;br /&gt;
|-&lt;br /&gt;
| Linburg || Linburg&lt;br /&gt;
|-&lt;br /&gt;
| Marquette || Marquette&lt;br /&gt;
|-&lt;br /&gt;
| Portnile || Port Nile&lt;br /&gt;
|-&lt;br /&gt;
| Ravenstone || Ravenstone&lt;br /&gt;
|-&lt;br /&gt;
| Ryhallvale || Ryhall Vale&lt;br /&gt;
|-&lt;br /&gt;
| SacredValley || Sacred Valley&lt;br /&gt;
|- &lt;br /&gt;
| Sharpton || Sharpton &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Army Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| FortAlFarid || Fort Al-Farid &lt;br /&gt;
|-&lt;br /&gt;
| FortChristina || Fort Christina&lt;br /&gt;
|-&lt;br /&gt;
| FortDarial || Fort Darial&lt;br /&gt;
|-&lt;br /&gt;
| FortPierre || Fort Pierre &lt;br /&gt;
|-&lt;br /&gt;
| FortSalettes || Fort Salettes &lt;br /&gt;
|-&lt;br /&gt;
| FortSchwarz || Fort Schwarz&lt;br /&gt;
|-&lt;br /&gt;
| FortWinston || Fort Winston&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Linebattle Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| AncientPlains || Ancient Plains &lt;br /&gt;
|-&lt;br /&gt;
| DesertPlains || Desert Plains&lt;br /&gt;
|-&lt;br /&gt;
| DesertPlainsSmall || Desert Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlains || Grassy Plains 1&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsii || Grassy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiii || Grassy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsiv || Grassy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| GrassyPlainsv || Grassy Plains 5&lt;br /&gt;
|-&lt;br /&gt;
| IslandPlains || Island Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsSmall || Snowy Plains (Small)&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlains || Snowy Plains&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsii || Snowy Plains 2&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiii || Snowy Plains 3&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsiv || Snowy Plains 4&lt;br /&gt;
|-&lt;br /&gt;
| SnowyPlainsv || Snowy Plains 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AlKimarPyramids || Al Kimar Pyramids&lt;br /&gt;
|-&lt;br /&gt;
| Avignon || Avignon&lt;br /&gt;
|-&lt;br /&gt;
| MontePilleronePass || Monte Pillerone Pass&lt;br /&gt;
|-&lt;br /&gt;
| VanoiseHeights || Vanoise Heights&lt;br /&gt;
|-&lt;br /&gt;
| HudreeMarsh || Hudree Marsh &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Naval &amp;amp; Coastal Siege Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BalamorBay || Balamor Bay &lt;br /&gt;
|-&lt;br /&gt;
| Caribbean || Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| FortNational || Fort Imperial&lt;br /&gt;
|-&lt;br /&gt;
| HaroutiIslands || Harouti Islands&lt;br /&gt;
|-&lt;br /&gt;
| MartelloTower || Martello Tower&lt;br /&gt;
|-&lt;br /&gt;
| RandomWaters || Open Waters&lt;br /&gt;
|-&lt;br /&gt;
| SouthSeaCastle || South Sea Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| BerktonGreen || Berkton Green &lt;br /&gt;
|-&lt;br /&gt;
| Countryside || Countryside&lt;br /&gt;
|-&lt;br /&gt;
| FortImraan || Fort Imraan&lt;br /&gt;
|-&lt;br /&gt;
| Foxhole || Foxhole&lt;br /&gt;
|-&lt;br /&gt;
| Freurlund || Freurlund &lt;br /&gt;
|-&lt;br /&gt;
| HeroesLanding || Heroes Landing &lt;br /&gt;
|-&lt;br /&gt;
| Lysartvalley || Lysart Valley&lt;br /&gt;
|-&lt;br /&gt;
| Mansion || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Marre || Marre&lt;br /&gt;
|-&lt;br /&gt;
| Sacrifice || Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| StPeters || St. Peter's&lt;br /&gt;
|-&lt;br /&gt;
| Wasteland || Wasteland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Melee Arenas&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CastleArena || Castle Arena &lt;br /&gt;
|-&lt;br /&gt;
| FortArena || Fort Arena&lt;br /&gt;
|-&lt;br /&gt;
| GarrisonArena || Garrison Arena&lt;br /&gt;
|-&lt;br /&gt;
| PalisadeArena || Palisade Arena&lt;br /&gt;
|-&lt;br /&gt;
| SacredArena || Sacred Arena&lt;br /&gt;
|-&lt;br /&gt;
| WatchtowerArena || Watchtower Arena&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Miscellaneous Maps&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Map&lt;br /&gt;
|-&lt;br /&gt;
| CustomMap || Flat Plains 1 &lt;br /&gt;
|-&lt;br /&gt;
| CustomMapNaval || Open Ocean&lt;br /&gt;
|-&lt;br /&gt;
| TrainingGrounds || Training Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FactionRoundWinnerReason&lt;br /&gt;
! Reason || Game Mode&lt;br /&gt;
|-&lt;br /&gt;
|None || All&lt;br /&gt;
|-&lt;br /&gt;
|NotEnoughPlayers || Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasTouchedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasCapturedGameObjectiveObject || All&lt;br /&gt;
|-&lt;br /&gt;
|FactionShipsEliminated || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRemainingCrewReinforcements || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionTroopsEliminated || Army Assault, Army Battlefield, Army Siege, Coastal Siege, Invasion, Melee Areana, Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreSurvivingTroops || Army Battlefield, Melee Arena&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostAllSpawnPoints || Unused&lt;br /&gt;
|-&lt;br /&gt;
|FactionLostMajorSpawnPoints || Army Siege, Coastal Siege, Invasion&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreShips || Naval Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreKills || Army Assault&lt;br /&gt;
|-&lt;br /&gt;
|FactionCapturedAllCapturePoints|| Army Conquest, Offensive &lt;br /&gt;
|-&lt;br /&gt;
|FactionReachedMaxTickets|| Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreTickets || Army Conquest, Naval Battlefield, Offensive&lt;br /&gt;
|-&lt;br /&gt;
|FactionHasMoreRounds || Melee Areana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Properties Enums==&lt;br /&gt;
===Class===&lt;br /&gt;
&lt;br /&gt;
Defines a type of player class.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Line Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Grenadier&lt;br /&gt;
| Grenadier&lt;br /&gt;
|-&lt;br /&gt;
| Guard&lt;br /&gt;
| Guard&lt;br /&gt;
|-&lt;br /&gt;
| LightInfantry&lt;br /&gt;
| Light Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Rifleman&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| FlagBearer&lt;br /&gt;
| Flag Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Musician&lt;br /&gt;
| Drummer, Fifer, Bagpiper and Violinist&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Surgeon&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Sapper&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Cannoneer&lt;br /&gt;
|-&lt;br /&gt;
| Rocketeer&lt;br /&gt;
| Rocketeer&lt;br /&gt;
|-&lt;br /&gt;
| NavalCaptain&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| NavalMarine&lt;br /&gt;
| Marine&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor&lt;br /&gt;
| Sailor&lt;br /&gt;
|-&lt;br /&gt;
| NavalSailor2&lt;br /&gt;
| Adept Sailor&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&lt;br /&gt;
| Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| CoastGuard&lt;br /&gt;
| Coast Guard&lt;br /&gt;
|-&lt;br /&gt;
| Customs&lt;br /&gt;
| Customs&lt;br /&gt;
|-&lt;br /&gt;
| Hussar&lt;br /&gt;
| Hussar&lt;br /&gt;
|-&lt;br /&gt;
| Dragoon&lt;br /&gt;
| Cuirassier or Dragoon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines classes&lt;br /&gt;
!Command Input&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
| ArmyInfantryOfficer&lt;br /&gt;
| Infantry Officer&lt;br /&gt;
|-&lt;br /&gt;
| ArmyLineInfantry&lt;br /&gt;
| Rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&lt;br /&gt;
| Medic&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Cannoneer&lt;br /&gt;
| Artilleryman&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Defines a player weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nations at War weapons&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation1&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H_Variation2&lt;br /&gt;
| 2H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Adze&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter_Axe&lt;br /&gt;
| 1H Axe&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficer&lt;br /&gt;
| Sword (British Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILight&lt;br /&gt;
| Sword (French &amp;amp; Prussian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1715Pattern &lt;br /&gt;
| Sword (Prussian Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLight&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Bayonet&lt;br /&gt;
| Sword (British Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_Briquet&lt;br /&gt;
| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation1&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Hanger_Variation2&lt;br /&gt;
| Hanger&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_1804PatternNaval&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass_YearIXBoardingSabre&lt;br /&gt;
| Cutlass&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation1&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Dagger_Variation2&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation1&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| Knife_Variation2&lt;br /&gt;
| Knife&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation1&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| BoardingPike_Variation2&lt;br /&gt;
| Boarding Pike&lt;br /&gt;
|-&lt;br /&gt;
| CannonRamRod&lt;br /&gt;
| Cannon's Ram Rod&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer&lt;br /&gt;
| Sledge Hammer&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer&lt;br /&gt;
| Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DiggingSpade&lt;br /&gt;
| Spade&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag&lt;br /&gt;
| Flag of the Player's Nation&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_AnXILightCavalry&lt;br /&gt;
| An XI Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Pattern1803FlankOfficerCavalry&lt;br /&gt;
| Pattern 1803 Flank Officer's Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sabre_1796PatternLightCavalry&lt;br /&gt;
| 1796 Pattern Light Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee&lt;br /&gt;
| Sword (Russian Infantry/Aux)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Rifle&lt;br /&gt;
| Sword (Russian Rifleman)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Epee_Officer&lt;br /&gt;
| Sword (Russian Officer)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Cuirassier&lt;br /&gt;
| Sword (Russian Cuirassier)&lt;br /&gt;
|-&lt;br /&gt;
| Sword_Russian_Hussar&lt;br /&gt;
| Sword (Russian Hussar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines weapons&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| Fists&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII || Rifle (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98 || Rifle (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield || Rifle (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886 || Rifle (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_LeeEnfield_MKIII_No_Bayonet || Rifle No Bayonet (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_Gewehr_98_No_Bayonet || Rifle No Bayonet (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1903_Springfield_No_Bayonet|| Rifle No Bayonet (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Lebel_Model_1886_No_Bayonet || Rifle No Bayonet (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Webley_Revolver_MKIV || Revolver (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Modele_1892_Revolver || Revolver (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1917_Revolver || Revolver (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Mauser_C78_Revolver|| Revolver (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Pattern_1897_Officer_Sword || Sword (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1882_Sabre_d_officier || Sword (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Model_1902_Army_Officers_Sword|| Sword (American)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1889_infantrie_saebel || Sword (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_British_Trench_Club || Club (British)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_French_Trench_Club || Club (French)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Trench_Club || Club (German)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_P1907_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_M1916_Vengeur_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_1918_Trench_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_German_Boker_Knife || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Allied_Shovel || Shovel (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_CentralPower_Shovel || Shovel (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_MillsGrenade_MKII || HE Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_Stielhandgranate_1916 || HE Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_No37_MKI || Smoke Grenade (Allied)&lt;br /&gt;
|-&lt;br /&gt;
| Frontlines_HandNebelBombe || Smoke Grenade (Central)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command Input !! Resulting Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Musket&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketGuard || Guard Musket&lt;br /&gt;
|-&lt;br /&gt;
| MusketUnbayonetted || Bayonetted Musket&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Carbine || Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbass || Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordOfficer || Officer Sword&lt;br /&gt;
|-&lt;br /&gt;
| SwordCavalry || Cavalry Sword&lt;br /&gt;
|-&lt;br /&gt;
| Pike || Pike&lt;br /&gt;
|-&lt;br /&gt;
| Axe2H || Two-handed Axe&lt;br /&gt;
|-&lt;br /&gt;
| Axe1H || One-handed Axe (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Knife (Weak)&lt;br /&gt;
|-&lt;br /&gt;
| RamRod || RamRod&lt;br /&gt;
|-&lt;br /&gt;
| BearingFlag || Nation flag&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Rifle || WW1 Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Revolver || WW1 Revolver&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Sword || WW1 Sword&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchKnife || WW1 TrenchKnife&lt;br /&gt;
|-&lt;br /&gt;
| WW1_Bludgeon || WW1 Bludgeon&lt;br /&gt;
|-&lt;br /&gt;
| WW1_ExplosiveGrenade || WW1 HE Grenade&lt;br /&gt;
|-&lt;br /&gt;
| WW1_SmokeGrenade || WW1 Smoke Grenade&lt;br /&gt;
|-&lt;br /&gt;
| ConstructingHammer || One-handed Hammer&lt;br /&gt;
|-&lt;br /&gt;
| DeconstructingHammer || Two-handed Sledgehammer&lt;br /&gt;
|-&lt;br /&gt;
| Spade || Two-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| WW1_RifleUnbayonetted || WW1 Bayonetted Rifle&lt;br /&gt;
|-&lt;br /&gt;
| WW1_TrenchShovel || WW1 One-handed Shovel&lt;br /&gt;
|-&lt;br /&gt;
| Spontoon || Sergeant's Spontoon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Firearm===&lt;br /&gt;
Handheld weapons that go boom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed &lt;br /&gt;
| (Ammoboxes Only) General Ammobox which replenishes ammunition for all firearms&lt;br /&gt;
|-&lt;br /&gt;
| Musket_SeaServiceBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleMarinePatternANIX&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_IndiaPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleIXXII&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleGuardPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_NewLandLightInfantryPatternBrownBess&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_CharlevilleDragoonPattern&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Guard&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Musket_Russian_1808_Light&lt;br /&gt;
| Musket&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Elliot&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_CharlevilleCavalryIXXIII&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Carbine_Russian_Cuirassier&lt;br /&gt;
| Carbine&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Pattern1800Infantry&lt;br /&gt;
| Rifle (Baker Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_CharlevilleDragoonPattern_NoBayonet&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Rifle_Russian_1806&lt;br /&gt;
| Rifle&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_SeaService&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_XIII&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_NewLandPattern&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Pistol_Russian_1809_Pistol&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation1&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss_Variation2&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction===&lt;br /&gt;
Defines a game faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| British&lt;br /&gt;
| British Empire&lt;br /&gt;
|-&lt;br /&gt;
| French&lt;br /&gt;
| French Empire&lt;br /&gt;
|-&lt;br /&gt;
| Prussian&lt;br /&gt;
| Kingdom of Prussia&lt;br /&gt;
|-&lt;br /&gt;
| Russian&lt;br /&gt;
| Russian Empire&lt;br /&gt;
|-&lt;br /&gt;
| Italian&lt;br /&gt;
| Kingdom of Italy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Frontlines factions&lt;br /&gt;
! Command Input&lt;br /&gt;
! Resulting Faction&lt;br /&gt;
|-&lt;br /&gt;
| Allied&lt;br /&gt;
| Allied Powers&lt;br /&gt;
|-&lt;br /&gt;
| Central&lt;br /&gt;
| Central Powers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attacking Or Defending===&lt;br /&gt;
Define if the command should apply for the attacking or defending factions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Attacking&lt;br /&gt;
| The attacking faction&lt;br /&gt;
|-&lt;br /&gt;
| Defending&lt;br /&gt;
| The defending faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Voice Phrases===&lt;br /&gt;
Voice phrases that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| AbandonShip ||LeftBroadsideFire ||RepairBoat ||TakeAim ||OpenGunports &lt;br /&gt;
|-&lt;br /&gt;
| AimHigher ||LightLanterns ||RepairShip ||TakeHelm ||PrepareCombat &lt;br /&gt;
|-&lt;br /&gt;
| AimLower ||LoadCanisterShot ||RepelBoarders ||TakeHer ||PresentArms &lt;br /&gt;
|-&lt;br /&gt;
| AimRockets ||LoadCarcassRocket ||Retreat ||Taunt ||FixBayonet &lt;br /&gt;
|-&lt;br /&gt;
| BailShip ||LoadCaseRocket ||RetrieveBoats ||Thanks ||FullPort &lt;br /&gt;
|-&lt;br /&gt;
| BelayOrder ||LoadChainShot ||RightBroadsideFire ||VesselSighted ||FullStarboard &lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire ||LoadHotShot ||RunOutGuns ||WeighAnchor ||GetDown &lt;br /&gt;
|-&lt;br /&gt;
| Charge ||LoadRocket ||Salute ||WetSail ||GoodShot &lt;br /&gt;
|-&lt;br /&gt;
| Cheer ||LoadRoundShot ||SecondRankFire ||YesSir ||HalfPort &lt;br /&gt;
|-&lt;br /&gt;
| CloseGunports ||LoadShot ||SectionsFire ||Warcry ||HalfStarboard &lt;br /&gt;
|-&lt;br /&gt;
| Compliment ||LowerGuns ||ShortenSail ||Duel ||HeaveTheLead &lt;br /&gt;
|-&lt;br /&gt;
| Disguise ||LowerRockets ||ShoulderArms ||PrimeLoad ||Help &lt;br /&gt;
|-&lt;br /&gt;
| DouseLanterns ||MakeReady ||SightGuns ||PutOutFires ||HoistColors &lt;br /&gt;
|-&lt;br /&gt;
| DropAnchor ||MakeSail ||StandGround ||QuarterPort ||Insult &lt;br /&gt;
|-&lt;br /&gt;
| EnemyVesselSighted ||Medic ||StayCalm ||QuarterStarboard ||LaunchBoats &lt;br /&gt;
|-&lt;br /&gt;
| Fire ||Mutiny ||StrikeColors ||RaiseGuns ||ReadyGuns &lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill ||NoShouts ||Surrender ||RaiseRockets ||RemoveBayonet &lt;br /&gt;
|-&lt;br /&gt;
| FirstRankFire ||NoSir ||Swivel ||RamShot ||PatrioticCheer &lt;br /&gt;
|-&lt;br /&gt;
| HurrahCheer || FormColumn || ForwardMarch || Follow || Halt&lt;br /&gt;
|-&lt;br /&gt;
| AtTheDouble || CloseRanks ||DoubleRank || SingleRank || Reinforce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Actions===&lt;br /&gt;
Player actions that can be used (normally for bot commands).&lt;br /&gt;
&lt;br /&gt;
Some actions must be executed in a sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| None ||ShipAutoMove ||Jump ||StartAimingFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StopAimingFirearm ||FireFirearm ||FireCannon ||Driveship&lt;br /&gt;
|-&lt;br /&gt;
| Run ||Crouch ||PlayerAutoWalk ||SwitchWeapon&lt;br /&gt;
|-&lt;br /&gt;
| StartReloadFirearm ||InterruptReloadFirearm ||FinishReloadFirearm ||EnableCombatStance&lt;br /&gt;
|-&lt;br /&gt;
| DisableCombatStance ||StartMeleeWeaponHold ||StopMeleeWeaponHold ||ExecuteMeleeWeaponStrike&lt;br /&gt;
|-&lt;br /&gt;
| MeleeStrikeHigh ||MeleeStrikeLow ||MeleeStrikeLeft ||MeleeStrikeRight&lt;br /&gt;
|-&lt;br /&gt;
| StartMeleeBlock ||StopMeleeBlock ||ChangeMeleeBlock ||MeleeBlockHigh&lt;br /&gt;
|-&lt;br /&gt;
| MeleeBlockLow ||MeleeBlockLeft ||MeleeBlockRight ||FireDryFirearm&lt;br /&gt;
|-&lt;br /&gt;
| StartCrouching ||StopCrouching ||StopGestureAnimation ||PlayerGestureDanceGanGamStyle&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureDanceHipHop ||PlayerGestureDanceThriller ||PlayerGestureDanceBelly ||PlayerGestureMusketKick&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureMusketCrouch ||PlayerGestureInstrumentBass ||PlayerGestureInstrumentGuitar ||PlayerGestureInstrumentDrums&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSalute ||PlayerGesturePointing ||PlayerGestureLookingHorizon ||PlayerGestureMaleLayingDownPose&lt;br /&gt;
|-&lt;br /&gt;
| ExecuteSecondaryAttack ||PlayerGestureSaluteMusket ||PlayerGesturePresentArmsMusket ||PlayerGesturePray&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSurrender ||PlayerGesturePoint ||PlayerGestureWave ||PlayerGestureSillyDance&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSaluteSword ||PlayerGestureAttentionWave ||PlayerGestureDancingTwerk ||PlayerGestureDancingFunny&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureSwingDancing ||PlayerGestureNorthernSoulFloorCombo ||PlayerGestureBackFlip ||StartBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| StartBayonetDetach ||InterruptBayonetAttach ||InterruptBayonetDetach ||FinishBayonetAttach&lt;br /&gt;
|-&lt;br /&gt;
| FinishBayonetDetach ||PlayerGesturePanic ||PlayerGestureSitDown ||PlayerGestureCharge&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureTauntAxe ||PlayerGestureTauntAxe2 ||WeaponUnloaded ||PlayerGestureCheer&lt;br /&gt;
|-&lt;br /&gt;
| StartGestureAnimation ||PlayerGestureRPSPaper ||PlayerGestureRPSRock ||PlayerGestureRPSScissors&lt;br /&gt;
|-&lt;br /&gt;
| PlayerGestureWhistle || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gestures require a &amp;lt;code&amp;gt;StartGestureAnimation&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MeleeBlockHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeBlockLeft&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MeleeBlockRight&amp;lt;/code&amp;gt; require a &amp;lt;code&amp;gt;StartMeleeBlock&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ExecuteMeleeWeaponStrike&amp;lt;/code&amp;gt; requires either a &amp;lt;code&amp;gt;MeleeStrikeHigh&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MeleeStrikeLeft&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;MeleeStrikeRight&amp;lt;/code&amp;gt; action beforehand.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Possible intrument enums.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Useage&lt;br /&gt;
|-&lt;br /&gt;
| None || None&lt;br /&gt;
|-&lt;br /&gt;
| Piano || Inworld&lt;br /&gt;
|-&lt;br /&gt;
| Synth || Unused&lt;br /&gt;
|-&lt;br /&gt;
| MarchingDrum || By the Drummer class&lt;br /&gt;
|-&lt;br /&gt;
| Fife || By the Fifer class&lt;br /&gt;
|-&lt;br /&gt;
| Violin || By the Violinist class&lt;br /&gt;
|-&lt;br /&gt;
| Bagpipes || By the Bagpiper class&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Instrument Songs===&lt;br /&gt;
Possible intrument songs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Song ID&lt;br /&gt;
! Name&lt;br /&gt;
! Global (usable by any faction)&lt;br /&gt;
! Factions Available&lt;br /&gt;
! Instruments Available&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mozart Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mozart Andante Amoroso || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mozart Rondo Allegro || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Beethoven Variations F Major || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Living in the Dark || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bad Encounter || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Morbid Mind || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Wasted Wonderland || True || || Piano &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Adeste Fideles || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Angels we have heard on high || True|| ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Good kind wenceslas || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Jingle bells || True || ||  Piano &lt;br /&gt;
|-&lt;br /&gt;
| 13 || Double Presto || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Sarabande || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Tempo Di Borea || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 17 || Scotland The Brave || False || British Fife || MarchingDrum Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 19 || The British Grenadiers || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 20 || La Victoire Est A Nous || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 21 || Rule Britannia || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 22 || Le Chant de L'Oignon || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 23 || Heart of Oak || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Men Of Harlech || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Auprès De Ma Blonde || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 26 || Pas Cadence || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 27 || Drum Roll || True || || MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Spanish Ladies || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 29 || Lillibullero || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Over The Hills And Far Away || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 31 || Cadet Rousselle || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 32 || La Marseillaise || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 33 || Trois Jeunes Tambours || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 34 || Chant Du Depart || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 35 || The Grenadier's Return || False || British || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 36 || Marlbrough s'en va-t-en Guerre  || False || French || MarchingDrum Fife &lt;br /&gt;
|-&lt;br /&gt;
| 37 || Allemanda || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 38 || Bach Double || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 39 || Corrente || False || British French || Violin &lt;br /&gt;
|-&lt;br /&gt;
| 40 || With a Hundred Pipers || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 41 || War or Peace || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 42 || The Standard on the Braes O’ Mar || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 43 || The Point of War || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 44 || The Garb of old Gaul || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 45 || The Black Bear || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 46 || Muckin’ O’ Geordie’s Byre || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 47 || March of the Cameron Men || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 48 || Lochaber No More || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 49 || Lads With the Kilt || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 51 || Highland Laddie || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 52 || Hey Johnnie Cope || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 53 || Flower of Scotland || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 54 || Cock O’ the North || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 55 || Campbells are Coming || False || British || Bagpipes Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 56 || Cabar Feidh || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 57 || Brose and Butter || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 58 || Bonnie Dundee || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 59 || Blue Bonnet || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 60 || Battle of Waterloo || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 61 || A Man's a Man || False || British || Bagpipes &lt;br /&gt;
|-&lt;br /&gt;
| 62 || The Girl I Left Behind Me || False || British || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 63 || Fanchon || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 64 || Le 31 Du Mois D'Août || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 65 || On Va Leur Percer Le Flanc || False || French || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 66 || Althessischer Reitermarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 67 || Der Dessauer || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 68 || Heil dir im Siegerkranz || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 69 || Hohenfriedberger Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 70 || Yorkscher Marsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 71 || Pariser Einzugsmarsch || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 72 || Lockmarsch  || False || Prussian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 73 || Fanagoriysky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 74 || God Save the Tsar || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 75 || Izmaylovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 76 || Let the Thunder of Victory Rumble || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Preobrazhensky March || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 78 || Semenovsky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 79 || Yegersky || False || Russian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 80 || Ah! Ça Ira || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 81 || Marcia Guardia Nazionale || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 82 || Marcia Guardia Consolare || False || Italian || Fife MarchingDrum &lt;br /&gt;
|-&lt;br /&gt;
| 83 || Pas Redoublé || False || Italian || Fife MarchingDrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Orders===&lt;br /&gt;
Possible Officer Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
|-&lt;br /&gt;
| FormLine&lt;br /&gt;
|-&lt;br /&gt;
| BreakRankAndFollow&lt;br /&gt;
|-&lt;br /&gt;
| FireAtWill&lt;br /&gt;
|-&lt;br /&gt;
| MakeReady&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| CeaseFire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carryable Objects===&lt;br /&gt;
Possible carryable objects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Id&lt;br /&gt;
! Item&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| 2 || CannonBall&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 4 || SmallBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ChainShot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Spyglass&lt;br /&gt;
|-&lt;br /&gt;
| 7 || BearingFlagBritish || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BearingFlagFrench || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MarchingDrumFrench&lt;br /&gt;
|-&lt;br /&gt;
| 10 || MarchingDrumBritish&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FifeBritish&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Violin&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Bagpipes&lt;br /&gt;
|-&lt;br /&gt;
| 14 || FifeFrench&lt;br /&gt;
|-&lt;br /&gt;
| 15 || BearingFlagPrussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 16  || FifePrussian&lt;br /&gt;
|-&lt;br /&gt;
| 17 || MarchingDrumPrussian&lt;br /&gt;
|-&lt;br /&gt;
| 18 || AmmoBox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 19 || LargeBuckShot&lt;br /&gt;
|-&lt;br /&gt;
| 20 || RocketCarcass || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 21 || CaseRockets || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 22 || RocketAmmobox || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 23 || RocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 24 || ExplosiveBarrel || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 25 || SwivelGun || Should be only used with an inworld id&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SmallRocketShell&lt;br /&gt;
|-&lt;br /&gt;
| 27 || MarchingDrumRussian&lt;br /&gt;
|-&lt;br /&gt;
| 28 || FifeRussian&lt;br /&gt;
|-&lt;br /&gt;
| 29 || BearingFlagRussian || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 30 || FifeItalian&lt;br /&gt;
|-&lt;br /&gt;
| 31 || MarchingDrumItalian&lt;br /&gt;
|-&lt;br /&gt;
| 32 || BearingFlagItalian || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naval Specific Enums==&lt;br /&gt;
===Ship Type===&lt;br /&gt;
Defines a ship's type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Frigate50gun&lt;br /&gt;
| 50-Gun Frigate&lt;br /&gt;
|-&lt;br /&gt;
| Brigsloop13gun&lt;br /&gt;
| 13-Gun Brig-Sloop&lt;br /&gt;
|-&lt;br /&gt;
| Schooner8gun&lt;br /&gt;
| 8-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Schooner2gun&lt;br /&gt;
| 2-Gun Schooner&lt;br /&gt;
|-&lt;br /&gt;
| Rocketboat&lt;br /&gt;
| Rocketboat&lt;br /&gt;
|-&lt;br /&gt;
| Gunboat&lt;br /&gt;
| Gunboat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Name===&lt;br /&gt;
Defines a ship's name.&lt;br /&gt;
&lt;br /&gt;
====British====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Superb || (1) HMS Brave || (2) HMS Thames || (3) HMS Wolfe || (4) HMS Argo&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Leander || (6) HMS Renown || (7) HMS Adamant || (8) HMS Ambuscade || (9) HMS Maidstone&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Spartan || (11) HMS Justinian || (12) HMS Indefatigable || (13) HMS Surprise&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Sphinx || (1) HMS Camilla || (2) HMS Daphne || (3) HMS Ariadne || (4) HMS Perseus&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Narcissus || (6) HMS Porcupine || (7) HMS Eurydice || (8) HMS Hyaena || (9) HMS Champion&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Myrmidon || (11) HMS Squirrel || (12) HMS Crocodile || (13) HMS Cossack || (14) HMS Cyane&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Banterer || (16) HMS Boreas || (17) HMS Laurel || (18) HMS Comus || (19) HMS Garland&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Perseus || (21) HMS Volage || (22) HMS Hermes || (23) HMS Myrmidon || (24) HMS Seagull&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Neptune || (26) HMS Dart || (27) HMS Beaver || (28) HMS Mutine || (29) HMS Saint Lucia&lt;br /&gt;
|-&lt;br /&gt;
| (30) HMS Peterel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMS Pickle || (1) HMS Pictou || (2) HMS Whiting || (3) HMS Charlotte || (4) HMS Musquito&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMS Crafty || (6) HMS Alban || (7) HMS Lord Nelson || (8) HMS Ballahoo || (9) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMS Barracouta || (11) HMS Capelin || (12) HMS Kingfish || (13) HMS Grouper || (14) HMS Haddock&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMS Herring || (16) HMS Mackerel || (17) HMS Pike || (18) HMS Pilchard || (19) HMS Snapper&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMS Bream || (21) HMS Chub || (22) HMS Cuttle || (23) HMS Porgey || (24) HMS Mullett&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMS Tang || (26) HMS Cuckoo || (27) HMS Magpie || (28) HMS Jackdaw || (29) HMS Landrail&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMS Woodcock || (41) HMS Wagtail || (42) HMS Crane || (43) HMS Quail || (44) HMS Pigeon&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMS Rook || (46) HMS Widgeon || (47) HMS Sealark || (48) HMS Malta || (49) HMS Gozo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) HMB Aimwell || (1) HMB Pelter || (2) HMB Borer || (3) HMB Plumper || (4) HMB Teazer&lt;br /&gt;
|-&lt;br /&gt;
| (5) HMB Tickler || (6) HMB Swinger || (7) HMB Force || (8) HMB Piercer || (9) HMB Attack&lt;br /&gt;
|-&lt;br /&gt;
| (10) HMB Fearless || (11) HMB Conquest || (12) HMB Assault || (13) HMB Acute || (14) HMB Sparkler&lt;br /&gt;
|-&lt;br /&gt;
| (15) HMB Bouncer || (16) HMB Boxer || (17) HMB Biter || (18) HMB Bruiser || (19) HMB Blazer&lt;br /&gt;
|-&lt;br /&gt;
| (20) HMB Cracker || (21) HMB Clinker || (22) HMB Crash || (23) HMB Contest || (24) HMB Adder&lt;br /&gt;
|-&lt;br /&gt;
| (25) HMB Spiteful || (26) HMB Steady || (27) HMB Courser || (28) HMB Defender || (29) HMB Eclipse&lt;br /&gt;
|-&lt;br /&gt;
| (40) HMB Furious || (41) HMB Flamer || (42) HMB Furnace || (43) HMB Growler || (44) HMB Griper&lt;br /&gt;
|-&lt;br /&gt;
| (45) HMB Grappler || (46) HMB Galiant || (47) HMB Hardy || (48) HMB Haughty || (49) HMB Hecate&lt;br /&gt;
|-&lt;br /&gt;
| (50) HMB Hasty || (51) HMB Tigress || (52) HMB Meteor || (53) HMB Mastiff || (54) HMB Minx&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Manly || (56) HMB Pouncer || (57) HMB Wrangler || (58) HMB Rattler || (59) HMB Ready&lt;br /&gt;
|-&lt;br /&gt;
| (55) HMB Safeguard || (56) HMB Staunch || (57) HMB Janissary || (58) HMB Cody&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====French====&lt;br /&gt;
=====50-Gun Frigates=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Annibal || (1) Intrépide || (2) Pomone || (3) Incorruptible || (4) Formidable&lt;br /&gt;
|-&lt;br /&gt;
| (5) Tamise || (6) Scipion || (7) Mont-Blanc || (8) Achille || (9) Andromaque&lt;br /&gt;
|-&lt;br /&gt;
| (10) Résolue || (11) Réunion || (12) Néréide || (13) Diane || (14) La Proserpine&lt;br /&gt;
|-&lt;br /&gt;
| (15) Acheron &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====13-Gun Sloops=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Falcon || (1) Cheveret || (2) Espiègle || (3) Le Venguer || (4) Atalante&lt;br /&gt;
|-&lt;br /&gt;
| (5) Fortune || (6) Modeste || (7) Henriette || (8) Brutus || (9) Lacédémonienne&lt;br /&gt;
|-&lt;br /&gt;
| (10) Aventurier || (11) Anacréon || (12) Salamine || (13) Affronteur || (14) Papillon&lt;br /&gt;
|-&lt;br /&gt;
| (15) Cerf || (16) Déterminée || (17) Bonaparte || (18) Carlotta || (19) Ligurienne&lt;br /&gt;
|-&lt;br /&gt;
| (20) Furet || (21) Argus || (22) Vendicare || (23) Aréthuse || (24) Bayonnaise&lt;br /&gt;
|-&lt;br /&gt;
| (25) Berceau || (26) Diligente || (27) Teulié || (28) Sardine || (29) Mignonne&lt;br /&gt;
|-&lt;br /&gt;
| (30) Mercure || (31) Lodi || (32) Iéna || (33) Oreste ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====8-Gun &amp;amp; 2-Gun Schooners=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) Chandenque || (1) Venus || (2) Trompeuse || (3) Hunter || (4) Emilie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Magicienne || (6) Renard || (7) Byoneuse || (8) Floretta || (9) Deux Amis&lt;br /&gt;
|-&lt;br /&gt;
| (10) Enfant Prodigue &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Rocket &amp;amp; Gunboats=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| (0) St. Roche || (1) Vésuve || (2) Cruelle || (3) Duguay-Trouin || (4) Génie&lt;br /&gt;
|-&lt;br /&gt;
| (5) Marie-Rose || (6) Deux Frères || (7) Tartane || (8) Patronne || (9) Esperance&lt;br /&gt;
|-&lt;br /&gt;
| (10) L'Anglais || (11) Triton || (12) St. François&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sapper/Engineer Specific Enums=&lt;br /&gt;
===Emplacement Type===&lt;br /&gt;
Define the type of emplacement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nations at War Sapper structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InfantryStakes&lt;br /&gt;
| Infantry Stakes&lt;br /&gt;
|-&lt;br /&gt;
| Gabion&lt;br /&gt;
| Gabion&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseLarge&lt;br /&gt;
| Chevaux De Frise (L)&lt;br /&gt;
|-&lt;br /&gt;
| ChevauxDeFriseSmall&lt;br /&gt;
| Chevaux De Frise (S)&lt;br /&gt;
|-&lt;br /&gt;
| ExplosiveBarrel&lt;br /&gt;
| Explosive Barrel&lt;br /&gt;
|-&lt;br /&gt;
| Palisade&lt;br /&gt;
| Palisade&lt;br /&gt;
|-&lt;br /&gt;
| ShootingPlatform&lt;br /&gt;
| Palisade Platform&lt;br /&gt;
|-&lt;br /&gt;
| Chair&lt;br /&gt;
| Chair&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| Earthworks&lt;br /&gt;
| Earthworks&lt;br /&gt;
|-&lt;br /&gt;
| Sandbag&lt;br /&gt;
| Sandbag&lt;br /&gt;
|-&lt;br /&gt;
| SwivelGun&lt;br /&gt;
| Swivel Gun&lt;br /&gt;
|-&lt;br /&gt;
| Ammobox&lt;br /&gt;
| Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| FirearmAmmobox&lt;br /&gt;
| Firearm Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| RocketStack&lt;br /&gt;
| Rocket Stack&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Frontlines Engineer structures&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| Table&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAllied&lt;br /&gt;
| Vickers MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunCentral&lt;br /&gt;
| Maschinengewehr 08 MG&lt;br /&gt;
|-&lt;br /&gt;
| MachineGunAmmobox&lt;br /&gt;
| MG Ammo&lt;br /&gt;
|-&lt;br /&gt;
| HowitzerAmmobox&lt;br /&gt;
| Howitzer Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| HeavyMortarAmmobox&lt;br /&gt;
| Heavy Mortar Ammobox&lt;br /&gt;
|-&lt;br /&gt;
| BarbedWire&lt;br /&gt;
| Barbed Wire&lt;br /&gt;
|-&lt;br /&gt;
| Hedgehog&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| Sandbags&lt;br /&gt;
| Sandbags&lt;br /&gt;
|-&lt;br /&gt;
| Cello&lt;br /&gt;
| Cello&lt;br /&gt;
|-&lt;br /&gt;
| Snowman&lt;br /&gt;
| Snowman&lt;br /&gt;
|-&lt;br /&gt;
| TNT&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| FrontlinesChair&lt;br /&gt;
| Chair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sapper Build Mode===&lt;br /&gt;
Define the current player's build mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| HammerConstructMode&lt;br /&gt;
| Hammer Construct Mode, used while the player has the small hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| HammerDeconstructMode&lt;br /&gt;
| Hammer Deconstruct Mode, used while the player has the big hammer in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeConstructMode&lt;br /&gt;
| Spade Construct Mode, used while the player has the spade in his hand&lt;br /&gt;
|-&lt;br /&gt;
| SpadeDeconstructMode&lt;br /&gt;
| Spade Deconstruct Mode, used while the player has the spade in his hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2371</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2371"/>
		<updated>2022-09-09T00:32:28Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* 2.7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2370</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2370"/>
		<updated>2022-09-09T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Features &amp;amp; Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
:» Pistol reload was slowed down by 2 seconds (6s -&amp;gt; 8s).&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivel guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2365</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2365"/>
		<updated>2022-09-08T17:41:49Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* 2.7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://store.steampowered.com/news/app/589290/view/3301723568224735001 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more transparent.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivle guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2364</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2364"/>
		<updated>2022-09-08T17:41:28Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://store.steampowered.com/news/app/589290/view/3301723568224735001 Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2363</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2363"/>
		<updated>2022-09-08T13:32:03Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Features &amp;amp; Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://www.youtube.com/watch?v=dQw4w9WgXcQ&amp;amp;ab_channel=RickAstley 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more opaque.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivle guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2362</id>
		<title>Game Version 2.X</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Game_Version_2.X&amp;diff=2362"/>
		<updated>2022-09-08T13:30:41Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [https://www.youtube.com/watch?v=dQw4w9WgXcQ&amp;amp;ab_channel=RickAstley 2.7] ==&lt;br /&gt;
===Features &amp;amp; Improvements===&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/2107250 The Grenadier Regiments DLC!] Stand side by side with your fellow elites with this new DLC for the game’s Napoleonic front.&lt;br /&gt;
* Character Progression! Show your veterancy in the field of battle with the new progression system. Unlock a selection of cosmetics to furnish your soldier with as you advance a class through 75 ranks.&lt;br /&gt;
* Character Customisation! Pick and select from 17 unlockable heads a plethora of weapons, your desired horse to ride into battle as well as your desired voice pitch to customise your soldier with.&lt;br /&gt;
* The Sergeant Arrives! This fearsome new class on the battlefield has the ability to order commands providing those in the rank and file with bonuses. They come equipped with a new melee weapon, the spontoon. The sergeant class is also able to take up the role of the rank and file * gathering bonuses from officers or sergeants whilst firing their musket.&lt;br /&gt;
* Rocketeer Class! This class is now playable across all factions in Holdfast: Nations At War. This has class been redesigned to excel at the use of rocket launchers.&lt;br /&gt;
* Squad System! Significantly reducing the amount of running, the flag forward position mechanic accessible to the officer class has now been redesigned to feature squad mechanics. The officer and his fellow squad mates will be able to spawn on this forward position until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
* Class Redesign! Classes have undergone a first pass redesign to better define their purpose and roles on the battlefield. You can find all the details listed below.&lt;br /&gt;
:» All usable abilities are now featured on-screen in a dedicated UI for every class.&lt;br /&gt;
:» Amended the popup text of various class abilities and traits making them easier to grasp.&lt;br /&gt;
:» Increased the accuracy gathered when detaching a bayonet from 5 to 8%.&lt;br /&gt;
:» You are now able to crouch while attaching and detaching bayonets.&lt;br /&gt;
:» Changed the order of the ‘Break Rank &amp;amp; Follow’ and ‘Charge’ orders for the officer class.&lt;br /&gt;
:» Officers and sergeants now cast their respective ‘Charge’ and ‘Rally’ buffs in an aoe radius. You no longer have to stand in line to receive the buff. This will aid the pace of linebattle play.&lt;br /&gt;
:» Those in the rank and file, supporting units and the officer himself are now able to receive buffs provided through the ‘Charge’ and ‘Rally’ orders. Use this to chase down skirmishers or gather an advantage in melee.&lt;br /&gt;
:» Every class irrespective of the faction it is affiliated with now comes equipped with the same weapons. IE. If guards come equipped with a musket and sword then all guard classes across all factions will do so.&lt;br /&gt;
:» Reduced the number of available cannoneers on maps from 9 to 6 as there is now 3 rocketeers available instead.&lt;br /&gt;
:» Amended the ‘Rank Discipline’ trait for the line infantryman class allowing them to gather an 8% accuracy bonus while standing in line and an additional 5% if crouching and firing.&lt;br /&gt;
:» The ‘Guardsman’ ability available to the guard class now also benefits the new sergeant class.&lt;br /&gt;
:» Increased the score for rifleman kill streaks from 5 to 7.&lt;br /&gt;
:» The flagbearer now comes with a new passive ability ‘Regimental Honours’ which allows those in the rank and file for their reloads to go uninterrupted if maimed by a shot from a firearm.&lt;br /&gt;
:» Flagbearers are now able to wield their flag while also having a sword or a pistol equipped. Press ‘Q’ than select your desired weapon to show your dominance.&lt;br /&gt;
:» Musicians are now unable to crouch whilst playing tunes.&lt;br /&gt;
:» Fifers, drummers, bagpipers and violinists have been homogenised into one class, the musician.&lt;br /&gt;
:» Musicians can now run while playing their tunes to keep up with agile-moving lines.&lt;br /&gt;
:» Surgeons are now able to crouch while using the ‘Medicine’ and ‘Bandage’ abilities.&lt;br /&gt;
:» Increased the healing rate of surgeons by 20%.&lt;br /&gt;
:» Sappers are now able to construct flippable tables. No one dislikes flipping tables. No one.&lt;br /&gt;
:» Renamed the ‘Artillery’ category of the sapper class to ‘Supplies’.&lt;br /&gt;
:» Sappers now receive more score for building or repairing emplacements.&lt;br /&gt;
:» Carpenters now feature a new ‘Berserk’ ability. This allows the carpenter to take reduced damage from firearms and melee weapons while increasing weapons. You will also be able to swing your axe to the left and right while this ability is ongoing. Players are unable to switch to another weapon while this ability is active.&lt;br /&gt;
:» Carpenters no longer come equipped with a small sword.&lt;br /&gt;
:» Carpenters now have to option to select between the blunderbuss or carbine.&lt;br /&gt;
:» Removed the ‘Rocket Operator’ ability from cannoneers. This is now instead available only to the rocketeer class.&lt;br /&gt;
:» Increased the ‘Rocket Specialisation’ trait from 15 to 20% allowing rocketeers to load their rockets faster.&lt;br /&gt;
:» Cavalry units equipped with carbines who excel at shooting them from horseback are now referred to as dragoons.&lt;br /&gt;
:» Hussars and Dragoons now come equipped with a spyglass.&lt;br /&gt;
:» Trampling other players while on horseback now deals more damage.&lt;br /&gt;
:» Trampling damage is now impacted by melee damage reduction traits and abilities.&lt;br /&gt;
:» After trampling an unfortunate fellow while on horseback, you can now more quickly reach maximum speed. Horse speed is reduced when trampling another player making the cavalryman more vulnerable.&lt;br /&gt;
:» Coast guards no longer feature the ‘Artillery Operator’ ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 5 New Maps! More new linebattle-themed maps for our beloved community to enjoy. Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights and Hudree Marsh.&lt;br /&gt;
* Improved Audio! Musket, pistol, cannon, ambience and a plethora of new sounds to bring Holdfast to life. More on this in future updates.&lt;br /&gt;
* Improved Animations! New reload and aiming animations for all Napoleonic weapons, detaching and attaching bayonets, surgeon healing and various other tweaks and improvements to smoothen movement. We’ve also significantly improved the aiming responsiveness for all firearms.&lt;br /&gt;
* Ammo Depots! Starting ammunition available for all the varied firearms has been reduced. You can now replenish ammo through depots buildable by the sapper class.&lt;br /&gt;
* Revisited the musket smoke making them more opaque.&lt;br /&gt;
* Significantly buffed the HP of the turrets on Heroes Landing.&lt;br /&gt;
* Sappers are now available to play on Coastal Siege scenarios.&lt;br /&gt;
* Moved the attacker spawns closer on Fort Salettes when the Siege game mode is in play.&lt;br /&gt;
* Introduced interactable climbable ladders to the top of the final objective on Fort Schwarz.&lt;br /&gt;
* Introduced more cover on Al Uddin Ruins to aid pushing teams.&lt;br /&gt;
* Lowered the height of spawns to prevent artillery from being extremely when staying in spawn on Al Uddin Ruins.&lt;br /&gt;
* Swivle guns can now fire a small round shot which deals less damage, has a smaller hit detection and splash damage than the larger variant of the round shot fired from moveable field guns and other larger artillery pieces.&lt;br /&gt;
* Reduced the cooldown timer restricting firing between shots for naval swivel guns due to the above change.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
&lt;br /&gt;
* Dished out a whole slew of optimisations to improve client-side framerate.&lt;br /&gt;
* Significantly improved map loading times.&lt;br /&gt;
* Optimised game launch loading times.&lt;br /&gt;
* Updated the upscaling technology.&lt;br /&gt;
* Optimised chat messages.&lt;br /&gt;
* Optimised the destruction system.&lt;br /&gt;
* Improved the server tick rate for increased responsiveness. &lt;br /&gt;
:» Change your configs to the following command for increased responsivness network_broadcast_mode UltraHighAccuracy.&lt;br /&gt;
&lt;br /&gt;
===Graphical Additions===&lt;br /&gt;
&lt;br /&gt;
* Improved the graphical fidelity of the ice on snow maps.&lt;br /&gt;
* Issued several changes to post-processing effects as part of our ongoing optimisation efforts. We will continue working on this to improve the game’s graphical fidelity without impacting performance.&lt;br /&gt;
&lt;br /&gt;
===User Interface===&lt;br /&gt;
* A small warning UI indicator now shows when a player aims their firearm through objects. This will indicate if the shot will hit a wall or any other in-world object should the player fire. Look for a small orange eye icon to the top right of your crosshair whilst aiming.&lt;br /&gt;
* A spiffing new spawn menu to customise all your different units in.&lt;br /&gt;
* Class identification icons now show in the kill log.&lt;br /&gt;
* Produced better kill log and death screen identifiers for players facing their demise through getting crushed by their own horse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Experimental fix towards rockets not despawning after exploding.&lt;br /&gt;
* Experimental fix towards squad camps from the previous round continuing to show.&lt;br /&gt;
* Solved known exploits on Fort Imperial allowing players to go underneath the map.&lt;br /&gt;
* Solved an issue with one of the bottle props on Foxhole stopping player movement.&lt;br /&gt;
* Solved a bug where if the player continued to aim their firearm while the map changed, the inworld capture point indicators would appear to be greyed out.&lt;br /&gt;
* Solved an issue with the Rough_Shanty prop having its pivot positioned incorrectly.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with hit detection when the player is interacting with the captain’s wheel.&lt;br /&gt;
* Solved an issue with melee strikes going through walls and other props.&lt;br /&gt;
* Solved an issue with populated buildings spawned through the Holdfast SDK crashing the server.&lt;br /&gt;
* Solved an issue with rainbows occurring during night time scenarios.&lt;br /&gt;
* Solved an issue with a warning screen that appears when the player launches the game while not connected to Steam to be overlaid by the regiment registry UI.&lt;br /&gt;
* Solved an issue with Fred causing errors on Frontlines maps.&lt;br /&gt;
* Solved an issue where Türkiye was showing as Turkey in the language selection menu.&lt;br /&gt;
* Solved an issue with firearm hit detection.&lt;br /&gt;
* Solved an issue where water was preventing melee strikes or shots by firearms from going through. Hiding underneath rivers is no longer a safe haven. &lt;br /&gt;
* Solved an issue with the weather not synching correctly when an administrator defines an incorrect weather preset in the server configuration file.&lt;br /&gt;
* Solved an issue with players showing behind the terrain when looking through a spyglass.&lt;br /&gt;
* Solved an issue wit the voice and gesture menu staying open between rounds making it harder to press the spawn button.&lt;br /&gt;
* Solved an issue where the spawn wave timer was not always showing the correct data.&lt;br /&gt;
* Solved an issue with the spawn menu selection randomly resetting when switching between classes.&lt;br /&gt;
* Solved multiple warnings on all maps.&lt;br /&gt;
* Solved multiple issues with incorrect particles being spawned when hitting the terrain with a shot from a firearm or melee weapon.&lt;br /&gt;
* Solved an issue on Ancient Plains with players being able to phase through gabions.&lt;br /&gt;
* Solved an issue with floating trees outside of the north spawn on Ancient Plains.&lt;br /&gt;
* Solved multiple issues with props hidden under the terrain on Ancient Plains.&lt;br /&gt;
* Solved an issue on Port Nile where players could get stuck.&lt;br /&gt;
* Solved an issue on Aunby Valley which allowed players to jump inside one of the cliff faces.&lt;br /&gt;
* Solved an issue on Aspern where players were required to jump in order to jump at the top of the wooden steps.&lt;br /&gt;
* Solved a bug on Fort Salettes which prevented specific ladders from being moved.&lt;br /&gt;
* Solved an issue with the fife being positioned incorrectly on the player.&lt;br /&gt;
* Solved an issue where players could hide behind the boat on Marquette delaying the round. You can now go atop the rowboats by using the ladders to the side to slay any miscreants.&lt;br /&gt;
* Solved a bug with a tree floating on Tahir Desert.&lt;br /&gt;
* Solved more issues with floating trees on Black Forest.&lt;br /&gt;
* Solved multiple issues with classes having more slots available than intended on maps.&lt;br /&gt;
* Solved an issue with the specular settings on the wrecked rowboat prop. The object was too bright.&lt;br /&gt;
* Solved an issue with siege mode specific sandbag emplacements having no visible dirt slope.&lt;br /&gt;
* Solved an issue with the ‘Reserves’ defender spawn point spawning people too far on Freurlund when played on Invasion.&lt;br /&gt;
* Solved an issue with collision on the French FT 17 tank prop.&lt;br /&gt;
* Solved an issue with cloth physics on the Kingdom of Italy interactable flag.&lt;br /&gt;
* Solved an issue where some maps were unintentionally randomising snow presets.&lt;br /&gt;
&lt;br /&gt;
===Misc.===&lt;br /&gt;
&lt;br /&gt;
* Improved sapper placement detection.&lt;br /&gt;
* The mod maker’s name now shows in-game when downloading a modification prior to connecting to a server.&lt;br /&gt;
* Introduced an optional previous and next weapon keybind.&lt;br /&gt;
* Introduced 17 new regiment-submitted banners to the registry banner creator.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/6020764566746035380 2.6] ==&lt;br /&gt;
===Regiment Registry===&lt;br /&gt;
* Regiments that haven’t submitted any score (by playing on official servers) for 10 consecutive days will be categorised as inactive. Those that are marked as inactive are not deleted, they remain static until a regiment member submits score again. Inactive regiments will not show in the #regiment-registry Discord channel.&lt;br /&gt;
* The regiment registry is now much quicker. Have a go at opening one of the 150+ player regiments to see this for yourself.&lt;br /&gt;
* Moderators can now kick enlisted. They are unable to kick other moderators and the regiment owner. The moderators will now also feature a unique stud icon in the registry.&lt;br /&gt;
* You will no longer have to remove ranks to insert additional ones in between. Simply arrange their sorting ID and you’ll be good to go.&lt;br /&gt;
* Regiment owners are now able to assign a rank icon within the regiment manager. These will show in game next to the enlistee’s name both in game and on the round scoreboard.&lt;br /&gt;
* Promoting and assigning tags has been streamlined allowing you to now automatically assign regiment tags and ranks to your enlisted. The ‘Registry Name Formatter’ will allow owners to format their regiment’s tags as desired. By default players will use the given format of their regiment, however, at the enlistee’s discretion they will have the options to disable this feature from their name within the settings menu.&lt;br /&gt;
&lt;br /&gt;
===3 New Maps! Freurlund Revisited===&lt;br /&gt;
* Ryhall Vale is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Ravenstone is now playable in Holdfast. Join the Nations At War game type to check it out.&lt;br /&gt;
* Lisart Valley is now playable in Holdfast. Join the Frontlines gametype to check it out.&lt;br /&gt;
* Introduced Invasion support for Freurlund. Join the Frontlines gametype to check it out.&lt;br /&gt;
&lt;br /&gt;
===A New Scoreboard===&lt;br /&gt;
* Made the scoreboard easier to comprehend at glance by giving a well deserved cleanup to this UI.&lt;br /&gt;
* Re-designed every single medal found within the game and introduced new designs for the leaderboard ranking medals.&lt;br /&gt;
&lt;br /&gt;
===New Class Identification Icons===&lt;br /&gt;
&lt;br /&gt;
* Created unique icons to represent the many classes in Holdfast.&lt;br /&gt;
:» Classes on Holdfast’s Napoleonic army front.&lt;br /&gt;
:» Classes on Holdfast's Napoleonic naval front.&lt;br /&gt;
:» Classes on Holdfast’s WW1 front.&lt;br /&gt;
&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
* Updated the script SDK DLL files to match the new Frontlines standard.&lt;br /&gt;
* Solved an issue with local scope mod variables not working. Now local scope variables should be defined as mod_variable_local &amp;lt;string&amp;gt;.&lt;br /&gt;
* Solved an issue with the stonewall prop naming conventions.&lt;br /&gt;
* Introduced several new props to the Holdfast SDK.&lt;br /&gt;
:» Mountain cliff dark rock variants.&lt;br /&gt;
:» Lettuce props.&lt;br /&gt;
:» Carrot props.&lt;br /&gt;
:» Gallipoli ivy.&lt;br /&gt;
:» Gallipoli ferns and plans.&lt;br /&gt;
:» Small train.&lt;br /&gt;
:» Small lumber carriage.&lt;br /&gt;
:» Small liquid carriage.&lt;br /&gt;
:» Small train track set.&lt;br /&gt;
:» Pre-destroyed brittany houses and variants.&lt;br /&gt;
:» Pier with stands.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
* Players that get banned directly through the server’s file will now be immediately kicked from the server once the file is reloaded.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Additions===&lt;br /&gt;
* Introduced spawn points for officer tables at the top of the destroyed church on Foxhole.&lt;br /&gt;
* Removed a few MGs that covered the beachhead on Heroes Landing.&lt;br /&gt;
* Moved the flag closer to the shoreline on Heroes Landing.&lt;br /&gt;
* Changed a few tree sizes on Grassy Plains 5 to make them match ones pre the graphical additions with the Frontlines update.&lt;br /&gt;
* Updated Ancient Plains to balance gameplay and reduce its size.&lt;br /&gt;
* Port Nile is now playable on Army Conquest.&lt;br /&gt;
* Introduced additional clime-able ladders to the back of Fort Salettes and a mortar for the attackers to make use of during the siege.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Performed several minor LOD-based optimisations on props.&lt;br /&gt;
* Optimised several textures in game to reduce VRAM usage.&lt;br /&gt;
* Optimised Freurlund.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Performed a few additions to prevent people from getting stuck on map load.&lt;br /&gt;
* Solved an issue where custom uniforms could sometimes crash the server on load.&lt;br /&gt;
* Solved an issue with mod prefabs not featuring flag poles for the Kingdom of Italy, Central and Allied Powers factions.&lt;br /&gt;
* Solved an issue with one of the trees floating above ground on Fort Pierre.&lt;br /&gt;
* Solved an issue that allowed field gun cannonballs to explode using the explosive properties of a mortar.&lt;br /&gt;
* Solved an issue on Fort Pierre which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Solved an issue with occlusion on Wasteland.&lt;br /&gt;
* Solved an issue with a few of the fence posts on Berkton Green not playing the correct audio and particle effects.&lt;br /&gt;
* Replaced the old background trees on Fort Winston with new ones.&lt;br /&gt;
* Solved an issue with incorrectly positioned water on Fort Winston.&lt;br /&gt;
* Solved an issue with a tree floating above ground on Aunby Valley.&lt;br /&gt;
* Solved an issue on Causeways which disabled fire particles that killed players from showing if playing on the lower settings.&lt;br /&gt;
* Updated a few of the trees on Causeways to be in line with the graphical upgrade introduced during the Frontlines update.&lt;br /&gt;
* Ensured that all ruin props on Tahir Desert are applied one uniform sandstone brick texture.&lt;br /&gt;
* Solved an issue on Desert Plains (S) having twice the spawnable Carpenter classes available instead of the Sapper class.&lt;br /&gt;
* Removed moonbows from showing.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200382588897215705 2.5] ==&lt;br /&gt;
===New Features===&lt;br /&gt;
* Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
* Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
* Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
* It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
* The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
* The MG aboard steamboats are now easier to fire.&lt;br /&gt;
* Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
* Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
* Players assisting with aiming a rocket launcher or the new dreadnought turrets give assist score on kill.&lt;br /&gt;
&lt;br /&gt;
* Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
* Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
* The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
* Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
* Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
* Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
* Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
* Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
* Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
* Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
* Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
* Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
* Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
* Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
* Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
* Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
* Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
* Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
* Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
* Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
* Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
* Solved an issue with the Ottoman character models.&lt;br /&gt;
* Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
* Optimised all weapon models in the game.&lt;br /&gt;
* Optimised Heroes Landing.&lt;br /&gt;
* Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
* Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
* The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
* Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
* Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
* Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
* Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
* Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3195876925680684059 2.4] ==&lt;br /&gt;
*Fort Imraan! Fight over the desert fortress that has stood for centuries.&lt;br /&gt;
*Dreadnought turrets now have gun sights. Press ‘Right Click’ to zoom in while aiming.&lt;br /&gt;
*Reduced the dreadnought turrets reload time by 2 seconds.&lt;br /&gt;
*It is now easier to disembark from the spawnable rowboats on Heroes Landing.&lt;br /&gt;
*The MG aboard steamboats now have a shield for added cover.&lt;br /&gt;
*The MG aboard steamboats are now easier to fire.&lt;br /&gt;
*Performed various balancing changes on Heroes Landing.&lt;br /&gt;
:» Increased the health of the wall on the final fort stage near the cliff edge.&lt;br /&gt;
:» Introduced mortars to the upper decks of the dreadnaughts.&lt;br /&gt;
:» Introduced a new objective to fight over the trench line.&lt;br /&gt;
:» Moved objective A closer to the shoreline of the beach so it easier to capture.&lt;br /&gt;
:» Removed cover on the beach to encourage defenders to use their trench line and natural height advantage.&lt;br /&gt;
:» Added small ditches into the sand near the new A capture point location providing some cover.&lt;br /&gt;
:» Introduced more ladder entry points for the tunnel rats.&lt;br /&gt;
:» Engineers are no longer able to construct defences to block the tunnel rat exit positions.&lt;br /&gt;
:» Introduced more climable ropes to the fort and exterior cliffs allowing the attackers to more easily break through.&lt;br /&gt;
&lt;br /&gt;
*Added 3 new tunes for Frontlines! Play them on the Cellos or Pianos across all maps.&lt;br /&gt;
:» Waltzing Matilda&lt;br /&gt;
:» Gladiator&lt;br /&gt;
:» Ceddin Deden&lt;br /&gt;
&lt;br /&gt;
*Players assisting with aiming a rocket launcher or the new dreadnaught turrets give assist score on kill.&lt;br /&gt;
*Introduced a lobby override command which will enabled administrators to change the lobby game mode to one of the many brilliant activites hosted by our beloved community. Insert the following command per map rotation to change the game mode: lobby_override_game_mode &amp;lt;override&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:» BattleRoyale&lt;br /&gt;
:» TeamBattleRoyale&lt;br /&gt;
:» CommanderBattles&lt;br /&gt;
:» DuelsOnly&lt;br /&gt;
:» Tournament&lt;br /&gt;
:» GroupFighting&lt;br /&gt;
:» Linebattle&lt;br /&gt;
:» Roleplaying&lt;br /&gt;
:» JailBreak&lt;br /&gt;
:» PropHunt&lt;br /&gt;
&lt;br /&gt;
*Introduced direction indicators for the tables constructed by engineers on Frontlines.&lt;br /&gt;
*The new Invasion game mode now includes an objective indicator UI. This shows underneath the player’s health bar to the top right.&lt;br /&gt;
&lt;br /&gt;
===Upcoming===&lt;br /&gt;
*Are you a fan of the Commander Battles player-controlled bot game mode? Stay tuned. We’re working on something great with a fellow member of our community. Join this Discord for more.&lt;br /&gt;
:» Join The Commander Battle Discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue which prevented the attackers from spawning on captured positioned on the Army Siege and Coastal Siege game modes.&lt;br /&gt;
*Solved an issued where sometimes players would be able to switch to the ship camera view even though they are not interacting with said ship.&lt;br /&gt;
*Experimental fix for an issue which causes naval vessels to automatically sail forward at the start of the round or upon respawning.&lt;br /&gt;
*Solved an issue where smoke grenades would sink steamboats and rowboats.&lt;br /&gt;
*Experimental fix which very rarely causes artillery rounds to not explode.&lt;br /&gt;
*Solved an issue where players couldn’t switch to first person while sailing rowboats.&lt;br /&gt;
*Solved an issue with the smoke particle effects aboard the dreadnaughts on Heroes Landing.&lt;br /&gt;
*Solved an issue with the Sighting The Barn and Explosive Specialist achievements.&lt;br /&gt;
*Solved an issue which prevent players from unloading an MG aboard a spawnable steamboat.&lt;br /&gt;
*Solved an issue with one of the broken building colliders on Heroes Landing,&lt;br /&gt;
*Solved an issue with one of the stair colliders on Heroes Landing.&lt;br /&gt;
*Solved issues with some objects allowing rain to go through on Heroes Landing.&lt;br /&gt;
*Solved an issue with duplicate props being present on the boarding platform for the HMS Vengeance spawn.&lt;br /&gt;
*Solved an issue where players could get stuck between the trench and the rocks on Heroes landing.&lt;br /&gt;
*Solved an issue on Black Forest where the lake didn’t meet the land.&lt;br /&gt;
*Solved an issue where some spawn positions where below the map on Sacrifice.&lt;br /&gt;
*Solved an issue where sometimes players would spawn inside the fire on Sacrifice. Truly a bug fitting to the map’s name.&lt;br /&gt;
*Solved an issue where some fences on Berkton Green lacked collision.&lt;br /&gt;
*Solved an issue with one of the bike props floating on Berkton Green.&lt;br /&gt;
*Solved an issue with the Ottoman character models.&lt;br /&gt;
*Experimental fix towards an issue disallowing players to view servers in the lobby when sitting behind a VPN.&lt;br /&gt;
&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised all weapon models in the game.&lt;br /&gt;
*Optimised Heroes Landing.&lt;br /&gt;
*Optimised the new assets used across Frontlines and Nations At War.&lt;br /&gt;
&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Updated the translation for the good majority of languages.&lt;br /&gt;
&lt;br /&gt;
===Administration===&lt;br /&gt;
*The new Mask Name administrative feature was moved to the Discord Ban webhook instead of the warning one.&lt;br /&gt;
*Reordered the Round Players ‘P’ menu. The new Name Mask function was placed before the VoIP mute function.&lt;br /&gt;
*Widened the Round Players ‘P’ menu for administrators so the player names don’t clip through the administrative functions.&lt;br /&gt;
*Introduced new commands to forcefully end the round. Expect some brilliant mods to be created using this new feature.&lt;br /&gt;
:» rc set roundEndPlayerWin &amp;lt;playerId&amp;gt;&lt;br /&gt;
:» rc set roundEndFactionWin &amp;lt;faction&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotfix===&lt;br /&gt;
*Solved an issue with the carriable lanterns being somewhat oversized.&lt;br /&gt;
*Solved an issue with some textures going amiss on desert props.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3200379258794380599 2.3] ==&lt;br /&gt;
===New Battlefields===&lt;br /&gt;
*[[Maps:_Heroes Landing|Heroes Landing]]&lt;br /&gt;
*[[Maps:_Sacrifice|Sacrifice]]&lt;br /&gt;
*[[Maps:_Berkton Green|Berkton Green]]&lt;br /&gt;
*[[Maps:_Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
===Expanding Coalitions===&lt;br /&gt;
*Fight for the glory of the Ottoman Empire and enlist in the good Aussies from down under with the new Ottoman &amp;amp; Australian Forces DLCs. Both DLCs along with the previously released American Forces DLC now feature unique voice acted cheers, shouts and insults.&lt;br /&gt;
**[https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces Australian Forces]&lt;br /&gt;
**[https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces Ottoman Forces]&lt;br /&gt;
===New Features===&lt;br /&gt;
*Invasion Game Mode. Repel the invader in defense of your homeland! This siege-inspired game mode will see factions on either side struggle to capture or hold territory over multiple locations on the battlefield.&lt;br /&gt;
*Ottoman &amp;amp; Australian Forces. Take up arms with the 57'nci Piyade Alayı to fend off the invader or fight for King and country with the valiant men from the 6th Victoria Battalion.&lt;br /&gt;
*American Forces VA. Unique cheers, shouts and insults for the doughboys.&lt;br /&gt;
*4 New Maps. Heroes Landing inspired by the iconic Gallipoli campaign, Sacrifice, Berkton Green and Al Uddin Ruins.&lt;br /&gt;
*Black Forest is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*King George is now playable on the Army Conquest game mode. Join an Army Front server to check it out.&lt;br /&gt;
*Desert Plains 1 (S) is now playable on the Army Battlefield and Army Conquest game modes. Join an Army Front server to check it out.&lt;br /&gt;
*Dreadnought Gun Turrets. These truly fearsome weapons of war are tasked with shelling land to soften defenses for the landing parties to make a foothold.&lt;br /&gt;
*Steam Boats. Equipped with an MG, these boats are tasked with ferrying men on shore.&lt;br /&gt;
*Pick up the colours! With this new roleplay feature players can now charge into Napoleonic battles carrying the colours of their nation by simply picking one up from their spawn.&lt;br /&gt;
*Introduced unique announcer audio queues when domination is in effect whilst playing the Offensive game mode.&lt;br /&gt;
*Introduced camera shake when firing Napoleonic Field Guns and Mortars.&lt;br /&gt;
*Introduced a function allowing us greater control over the map vote history count. We can now base this on the number of players in a particular server.&lt;br /&gt;
**IE. It'll provide us with the ability to set history counts to a higher value so the same map would appear as part of the voting selection less often.&lt;br /&gt;
**This will be adjusted over time on official servers as we gather more data.&lt;br /&gt;
===Holdfast SDK===&lt;br /&gt;
*Scripting functionality for the Holdfast SDK makes a comeback. You can now once more enjoy the Commander Battle game mode.&lt;br /&gt;
===Gameplay &amp;amp; Misc===&lt;br /&gt;
*Improved the background healthbar flag image for the Aussies.&lt;br /&gt;
*Updated fire particles on all maps and campfires.&lt;br /&gt;
*Restricted players from going inside the barn on Causeways.&lt;br /&gt;
*Restricted Sappers from building defenses in the openings of the defender spawn on Fort Salettes.&lt;br /&gt;
*Restricted Sappers from building defenses in the attacker spawn on Heartmound.&lt;br /&gt;
*Replanted the big tree on the hill left of the attacker spawn on Island Plains 1 (L).&lt;br /&gt;
*Shrunk the broken tree to the left of the defender spawn providing better visibility for those artillery pieces left behind spawn defences on Island Plains 1 (L).&lt;br /&gt;
*Lowered the water levels to prevent players from almost submerging themselves fully on Island Plains 1 (L).&lt;br /&gt;
*The toppled barbed wire fence on Mansion near the objective G point no longer deals damage.&lt;br /&gt;
*Smoothed the shoreline on South Sea Castle to allow players to more easily get out of the water from swimming onto the beach.&lt;br /&gt;
*Restricted players from going outside the borders using cavalry units on Tahir Desert.&lt;br /&gt;
*Blocked several locations to prevent players from going out of the map borders on Port Nile.&lt;br /&gt;
*You can no longer go underneath the terrain using field guns on Marquette.&lt;br /&gt;
===Optimisations===&lt;br /&gt;
*Optimised the player connection and disconnection flow. It no longer causes framerate to drop on the server. This should greatly aid the public play experience.&lt;br /&gt;
*Optimised the cannonball ragdoll corpses and physical projectiles.&lt;br /&gt;
*Optimised ship spawning and instansitation.&lt;br /&gt;
===Server Administration===&lt;br /&gt;
*Use the following command to automatically sink rowboats and steamboats that aren’t being used.&lt;br /&gt;
**rc set autoKillableBoatCooldownTimer 60&lt;br /&gt;
*Use the following command to spawn WW1 artillery pieces through object overrides.&lt;br /&gt;
**FrontlinesMoveableHeavyMortar&lt;br /&gt;
**FrontlinesHeavyMortar&lt;br /&gt;
**FrontlinesLightHowitzer&lt;br /&gt;
**FrontlinesHeavyHowitzer&lt;br /&gt;
**FrontlinesHowitzerAmmoboxMoveable&lt;br /&gt;
**FrontlinesHowitzerAmmobox&lt;br /&gt;
**FrontlinesMortarAmmoboxMoveable&lt;br /&gt;
**FrontlinesMortarAmmobox&lt;br /&gt;
**FrontlinesStaticMachineGunAllied&lt;br /&gt;
**FrontlinesStaticMachineGunCentral&lt;br /&gt;
**FrontlinesMachineGunAmmoboxMoveable&lt;br /&gt;
**FrontlinesMachineGunAmmobox&lt;br /&gt;
*Use the following command to define a map vote history count based on the number of players in a particular server.&lt;br /&gt;
**map_voting_history_count_verylow 1&lt;br /&gt;
**map_voting_history_count_low 2&lt;br /&gt;
**map_voting_history_count_medium 4&lt;br /&gt;
**map_voting_history_count_high 10&lt;br /&gt;
*You can now alternatively use the ‘Offensive’ parameter instead of ‘FrontlinesOffensive’ to enable this game mode.&lt;br /&gt;
*Removed Elf’s built-in Auto-Admin since mod functionality is now back in action.&lt;br /&gt;
*Use the following commands to configure cavalry related mechanics.&lt;br /&gt;
**rc set vehicleAllowCollisionSlowdown true/false&lt;br /&gt;
**rc set vehicleAllowDamageRearing true/false&lt;br /&gt;
**rc set vehicleAllowDamageSlowdown true/false&lt;br /&gt;
**rc set vehicleDamageResistanceMultiplier 1&lt;br /&gt;
*Use the following command to allow or disallow artillery pieces from firing.&lt;br /&gt;
**rc set allowArtyFiring true/false&lt;br /&gt;
*Use the following command to control the cooldown timers for rowboat and steamboat spawners.&lt;br /&gt;
**rc set rowboatCooldownBetweenSpawns 30&lt;br /&gt;
**rc set gunboatCooldownBetweenSpawns 60&lt;br /&gt;
*Use the following command to disallow ships from getting stolen by one faction or the other. IE. Stop the defenders from sallying out using the attacker's ships.&lt;br /&gt;
**rc set allowShipStealing true/false&lt;br /&gt;
*Server administrators are now provided with the functionality to mask a player’s name from the Round Players ‘P’ menu.&lt;br /&gt;
*Rc commands are now tracked in the admin actions log file.&lt;br /&gt;
===Localisation===&lt;br /&gt;
*Revisited the German translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Friedrich&lt;br /&gt;
**Julian von Hipper&lt;br /&gt;
*Revisited the French translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Skyold&lt;br /&gt;
**Teonino&lt;br /&gt;
**Kanuk&lt;br /&gt;
**Leiloan&lt;br /&gt;
*Revisited the Italian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Aranos92&lt;br /&gt;
**Thor Tellino&lt;br /&gt;
**Jack Aubrey&lt;br /&gt;
**Barba Rossa&lt;br /&gt;
**Andrea&lt;br /&gt;
**Meschia&lt;br /&gt;
*Revisited the Spanish (European) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**SirTosky&lt;br /&gt;
*Revisited the Portuguese (Brazil) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Tatic&lt;br /&gt;
*Revisited the Russian translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Turkmenbashy&lt;br /&gt;
**yav4ik&lt;br /&gt;
**ImmuneDiamond&lt;br /&gt;
**Eustis&lt;br /&gt;
**CorporalCorgi&lt;br /&gt;
*Revisited the Czech translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Fainey&lt;br /&gt;
**Thompson&lt;br /&gt;
*Revisited the Dutch translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Fortune&lt;br /&gt;
*Revisited the Swedish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Ingvarsson&lt;br /&gt;
**Nordahl&lt;br /&gt;
**Baudino&lt;br /&gt;
*Revisited the Romanian translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Alexaroth&lt;br /&gt;
*Revisited the Chinese (Simplified) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Chinese (Traditional) translation. Special thanks to this good fellow for their helping hand.&lt;br /&gt;
**Lengeka&lt;br /&gt;
*Revisited the Greek translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Papanikoles&lt;br /&gt;
**Dredd&lt;br /&gt;
*Revisited the Polish translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**Szime'on&lt;br /&gt;
**Swayze.Express&lt;br /&gt;
**Czechu&lt;br /&gt;
*Revisited the Korean translation. Special thanks to these good fellows for their helping hand.&lt;br /&gt;
**SNG&lt;br /&gt;
**HRDG | Lemonid&lt;br /&gt;
**HRDG | KayYou&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Solved an issue with the Kaiheilia integration appearing in the Chinese (Traditional) language setting.&lt;br /&gt;
*Solved an issue where rockets remained visible on the ground after exploding.&lt;br /&gt;
*Solved an issue where water puddles looked like oil spills.&lt;br /&gt;
*Solved an issue where the British Officer could sometimes spawn missing a head.&lt;br /&gt;
*Solved an issue where the server wouldn’t automatically restart if the thread was stuck.&lt;br /&gt;
*Solved an issue where the objective announcer audio was unintentionally playing on Conquest and Siege game modes.&lt;br /&gt;
*Attempted fix towards an issue which causes players to turn invisible on Naval Warfront servers.&lt;br /&gt;
*Solved an issue which enabled players to double jump using gesture animations.&lt;br /&gt;
*Solved an issue which stopped melee strikes from going through water.&lt;br /&gt;
*Solved an issue which caused servers to lock out if the map history count exceeded the number of available maps in a rotation.&lt;br /&gt;
*Solved an issue where all footstep sounds defaulted to the dirt audio.&lt;br /&gt;
*Solved an issue where scaled buildings didn’t play nicely with destruction.&lt;br /&gt;
*Solved an issue which removed all pain and grunt related audio from the game.&lt;br /&gt;
*Solved an issue which enabled blocking sounds to be heard from all over the map irrespective of the distance.&lt;br /&gt;
*Solved an issue which enabled all classes to pack and unpack a rocket launcher. Packing, unpacking and aiming is now reserved for Cannoneers and Rocketeers.&lt;br /&gt;
*Solved an issue with the Italian intractable flag showing up as Russian.&lt;br /&gt;
*Solved an issue with rocket launchers and ladders not being able to go over bridges and other obstacles.&lt;br /&gt;
*Solved issues with floating trees on multiple maps.&lt;br /&gt;
*Solved an issue with vultures rendering behind clouds.&lt;br /&gt;
*Solved an issue with the hedges on Causeways being too bright.&lt;br /&gt;
*Solved an issue with metal doors on the factory storage structure being assigned the wrong material type.&lt;br /&gt;
*Solved an issue with metal doors being damaged with melee weapons.&lt;br /&gt;
*Solved multiple inconsistencies across the attacking and defending staring locations on all Nations At War maps.IE. They will now be consistent across all maps where attackers and defenders spawn for the different game modes.&lt;br /&gt;
**Attackers on Army Assault will spawn in the same general location as the Attackers on Army Conquest.&lt;br /&gt;
*Solved an issue with objects popping inside houses on Aspern.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Aspern.&lt;br /&gt;
*Solved an issue with water being too elevated atop of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue with the players swimming above water on Aunby Valley.&lt;br /&gt;
*Solved an issue with gaps being visible between the water and rocks where the river starts at the bottom of the dam on Aunby Valley.&lt;br /&gt;
*Solved an issue where players could clip through the rock cliff near the defender spawn on Aunby Valley.&lt;br /&gt;
*Solved an issue which caused players to float when walking on the bridge present on Balamor Bay.&lt;br /&gt;
*Removed the swivel guns on Black Forest when the Army Assault game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Camp Salamanca when the Army Assault, Army Battlefield and Army Conquest game mode is in play.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on Canyon when the Melee Arena game mode is in play.&lt;br /&gt;
*Solved an issue with mushroom props floating above ground on Countryside.&lt;br /&gt;
*Solved an issue with the rat on Countryside going through the terrain.&lt;br /&gt;
*Solved an issue with building props disappearing before the building collapses on Countryside.&lt;br /&gt;
*Solved an issue where one of the rifle props on Countryside was assigned an incorrect texture.&lt;br /&gt;
*Solved an issue where the outer terrain on Crosshills was a part of the playable area.&lt;br /&gt;
*Solved an issue on Desert Plains 1 (S) where twice the Carpenter class slots were present instead of the Sapper when playing the Army Conquest game mode.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Desert Ruins.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Dutch Canals.&lt;br /&gt;
*Solved an issue with the dirt mound defenses not rendering properly on Fort Christina.&lt;br /&gt;
*Solved an issue with the terrain surrounding the gates on Fort Al Farid.&lt;br /&gt;
*Solved an issue that caused players to get stuck on the bridge outside the fort on Fort Al Farid.&lt;br /&gt;
*Solved an issue with flag poles not displaying correctly when the Kingdom of Italy faction is in play on Fort Arena.&lt;br /&gt;
*Replaced a remnant of the old trees with the new ones on Fort Darial.&lt;br /&gt;
*Solved an issue with the sandbags in the attacker dugouts looking stretched on Fort Darial.&lt;br /&gt;
*Solved an issue with the defender rockets on Fort Darial being immobile.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Fort Schwarz.&lt;br /&gt;
*Solved multiple visual issues on the ground in the upper section of Fort Salettes.&lt;br /&gt;
*Solved an issue with a void appearing on a section of Fort Sallettes’ outer terrain.&lt;br /&gt;
*Solved an issue where snow particle effects remained visible when inside Fort Salettes.&lt;br /&gt;
*Solved an issue with rocks going amiss near one of the tunnel entrances on Foxhole.&lt;br /&gt;
*Solved an issue with mesh faces missing when the bunker was destroyed on Foxhole.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Freurlund.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Assault and Army Battlefield game mode when playing on Glacier.&lt;br /&gt;
*Solved an issue with capture points on Glacier when playing the Army Siege game mode.&lt;br /&gt;
*Solved an issue with the ice material type on Glacier.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 2 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the river flowing incorrectly on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue with the waterfall on Glassy Plains 5 (L).&lt;br /&gt;
*Solved an issue where the player floated above the water when swimming on Heartmound.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Highlands.&lt;br /&gt;
*Slightly raised some of the spawn points in an attempt to solve issues surrounding cavalry on Highlands.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Island Plains 1 (L).&lt;br /&gt;
*Solved an issue with the out of bounds river on Linburg morphing unnaturally.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Mansion.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on Marre.&lt;br /&gt;
*Solved an issue with the capture location of the trench objective on Marre.&lt;br /&gt;
*Solved an issue which enabled players to hide inside one of the rocks near objective B on Marre.&lt;br /&gt;
*Solved an issue with one of the benches in the attacker spawn being submerged underground on Marre.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Melee Arena game mode when playing on Sacred Arena.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Sacred Valley.&lt;br /&gt;
*Solved an issue with the terrain being too rugged under the bridge on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sacred valley so players don’t submerge themselves while running.&lt;br /&gt;
*Solved an issue with the firewood sticking through the wall on Sacred Valley.&lt;br /&gt;
*Solved an issue with the water level on Sharpton. It no longer causes the player to submerge or float when swimming.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest and Army Battlefield game modes when playing on Snowy Plains 1 (L).&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Snowy Plains 2 (L).&lt;br /&gt;
*Solved an issue with an unwanted collider near the well on Spanish Farm.&lt;br /&gt;
*Solved an issue with props despawning before a building collapses on St. Peter’s.&lt;br /&gt;
*Solved an issue with spawn indexes being swapped on the Army Conquest game mode when playing on Tahir Desert.&lt;br /&gt;
*Replaced the remnants of the old bushes with new ones on Tahir Desert.&lt;br /&gt;
*Removed a small patch of misplaced grass terrain texture on Tahir Desert.&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111429361418389774 2.2] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved a bug where some infantrymen were missing their heads on the main menu scene.&lt;br /&gt;
*Introduced more logs to investigate an issue which rarely causes the settings file to corrupt or reset.&lt;br /&gt;
*Attempted fix towards an issue which causes cannon or rocket projectiles to get stuck and throw errors.&lt;br /&gt;
*Solved an issue which caused squads to incorrectly close.&lt;br /&gt;
*Solved an issue where players would sometimes spawn in the wrong squad when a table gets destroyed.&lt;br /&gt;
*Solved an issue where players would not spawn back at HQ if the table gets destroyed.&lt;br /&gt;
*Solved an issue with the horse rearing incorrectly on collision.&lt;br /&gt;
*Solved an issue with cannonballs disappearing after they hit the terrain.&lt;br /&gt;
*Prevented rain and snow from showing inside Fort Salettes.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation on cannonball physical projectile objects.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
*Kaihei has been officially integrated into the game to serve as a platform for the Chinese community to gather and converse in.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
*Traditional Chinese shows the new Kaihei integration. This will be changed back to Discord.&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428915018795281 2.1] ==&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Solved an issue where sometimes players turned invisible.&lt;br /&gt;
*Solved an issue with incorrect decimal numbers being read on server and client files when a language other than English is involved.&lt;br /&gt;
*Solved an issue where certain actions of the game chat could crash the game during the round’s end.&lt;br /&gt;
*Solved an issue where cavalry against cavalry collision wasn’t working as intended.&lt;br /&gt;
*Experimental fix towards an issue which caused squad camps to not show correctly in the spawn menu.&lt;br /&gt;
*Solved an issue which was causing naval servers to crash when a ship or a boat despawns.&lt;br /&gt;
*Solved an issue with incorrect clean-up occurring on interactable objects when it gets destroyed.&lt;br /&gt;
*Experimental fix towards an issue causing players to get stuck after they spawn.&lt;br /&gt;
*Solved an issue with the Mauser’s bayonet being incorrectly positioned.&lt;br /&gt;
*Solved an issue with the Fieldguns in Nations At War being difficult to interact with.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in white when using the UBER shader.&lt;br /&gt;
*Solved an issue with certain modded uniforms appearing in pink when a mobile shader was involved.&lt;br /&gt;
*Solved an issue where players would be presented with a config error when launching the game.&lt;br /&gt;
*Experimental fix towards and issue which caused settings to reset on launch.&lt;br /&gt;
*Solved an issue where cannonballs where not penetrating through objects.&lt;br /&gt;
*Solved an issue where the damage radius of mortars and rockets was smaller than initially intended.&lt;br /&gt;
*Solved a memory leak with explosions on the server.&lt;br /&gt;
*Solved an issue where cannons where not recoiling correctly.&lt;br /&gt;
*Solved an issue where players didn’t play the crouching animation when aiming a cannon.&lt;br /&gt;
*Solved an error which occurred when players respawned.&lt;br /&gt;
*Solved an error which occurred when a player fired his firearm.&lt;br /&gt;
*Solved an issue when explosions erroring out if the player disconnects from the server.&lt;br /&gt;
*Solved an issue where grenades damaged individuals standing behind the protection of artillery shields still received damage.&lt;br /&gt;
*Solved an issue where players got stuck in position after spawning.&lt;br /&gt;
*Solved multiple issues revolving around the opening and closing of squads.&lt;br /&gt;
*Solved issues with line shader placement on the terrain.&lt;br /&gt;
*Changed the way the settings file is saved to try to avoid corruption.&lt;br /&gt;
*Solved an issue with one of the officers missing a head.&lt;br /&gt;
*Solved an issue where the ‘Fire’ command was not being correctly synched.&lt;br /&gt;
*Solved a bug with the locked server’s filter.&lt;br /&gt;
*Officer flags now use the correct material.&lt;br /&gt;
*Solved an issue with the artillery related UI not showing when an artilleryman takes over a piece from another player.&lt;br /&gt;
*Changed the rocket launcher to once again allow for freer downhill and uphill aiming.&lt;br /&gt;
*Solved an issue with horse saddles not looking as intended due to low mipmap priority.&lt;br /&gt;
*Solved an issue with lights from lanterns and other objects not rendering correctly when look from certain angles.&lt;br /&gt;
*Solved an issue with missing textures appearing in purple on Blackforest.&lt;br /&gt;
*Solved an issue with weather particles leaking inside the tunnel on St Peters.&lt;br /&gt;
*Fixed an issue with the river on Mansion not producing particles when shot at with a firearm.&lt;br /&gt;
*Solved an issue with one of the buildings not producing dust particles when destroyed.&lt;br /&gt;
*Solved multiple issues with incorrect particles and sounds playing when shooting at specific objects with a firearm.&lt;br /&gt;
*Solved an issue with the biplane on animating. You can now see it flying around as the battle rages on.&lt;br /&gt;
*Solved an issue with warnings appearing due to missing sounds on terrain.&lt;br /&gt;
*Solved an issue with the rainbow being too close to the playable terrain on Blackforest.&lt;br /&gt;
*Solved an issue with some of the barbed wire props not dealing damage.&lt;br /&gt;
*Solved an issue where players had to deconstruct barrels after exploding in other to build them again.&lt;br /&gt;
*Solved an issue with cannonball trails erroring out on low graphic preset options.&lt;br /&gt;
*Solved an issue with musket particles not appearing as intended when the particle is out of view.&lt;br /&gt;
&lt;br /&gt;
=== Optimisation ===&lt;br /&gt;
*Optimisation passes on touch bending for grass interaction.&lt;br /&gt;
*Optimisation passes on the snow weather effects.&lt;br /&gt;
*Optimisation passes on the animator.&lt;br /&gt;
*Optimised and adjusted the explosion and smoke effects.&lt;br /&gt;
*Optimisation on data packets being sent to early prior to joining the server.&lt;br /&gt;
*Introduced an additional function to aid players with below the recommended RAM requirements to launch the game.&lt;br /&gt;
*Players now default to full screen borderless rather than full screen exclusive.&lt;br /&gt;
*Optimised the ocean to gain a significant FPS boost.&lt;br /&gt;
*Optimised the game’s user interface.&lt;br /&gt;
*Optimised cannon, grenades, mortar, shell and other physical projectile objects.&lt;br /&gt;
*Optimised the main menu scenes to reduce RAM usage.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
*It should now be much easier to place a line whilst playing as the Infantry Officer class.&lt;br /&gt;
*Adjusted the detection of the line marker placed by the Infantry Officer class so players can more easily get the buff while standing behind it.&lt;br /&gt;
*Reintroduced all missing spawnable objects.&lt;br /&gt;
*Squads no longer output player join and leave messages in chat.&lt;br /&gt;
*Introduced new direction indicators for when an officer spawns a table.&lt;br /&gt;
*Officer respawn points are now hidden when aiming a firearm or using an artillery piece.&lt;br /&gt;
*Engineer and Sapper pre-placement buildable object identifiers now retain the rotation of the previously placed object.&lt;br /&gt;
*Grassy maps on both Nations At War and Frontlines now have less of a chance to randomise weather.&lt;br /&gt;
*Grassy maps will no longer feature snowy weather pre-sets when randomising weather.&lt;br /&gt;
*Adjusted the frequency of certain snowy weather types on snow maps.&lt;br /&gt;
*Adjusted the ocean and the terrain surrounding the river on Island Plains.&lt;br /&gt;
*A different big tree on Island Plains has magically reappeared.&lt;br /&gt;
*Blocked off swimable areas on the Mansion map.&lt;br /&gt;
*Introduced some more boxes to make windows passable on Foxhole.&lt;br /&gt;
*You can now shoot through the window barricades on Foxhole.&lt;br /&gt;
*Changed how the Sapper menu works to be more responsive when swapping weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
*You can now launch the Round Player ‘P’ panel when the match is at an end or voting initiates.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*Introduced a new loading screen on Foxhole.&lt;br /&gt;
*Introduced a sample ‘serverconfig_frontlines_default.txt’ to dedicated servers.&lt;br /&gt;
*The DLC text label now supports localised languages.&lt;br /&gt;
*Removed multiple unnecessary log messages.&lt;br /&gt;
&lt;br /&gt;
=== Localisation ===&lt;br /&gt;
*Updated the Chinese Simplified and Chinese Traditional languages (Lengeka).&lt;br /&gt;
&lt;br /&gt;
== [https://store.steampowered.com/news/app/589290/view/3111428092796057085 2.0] ==&lt;br /&gt;
===Faction Coalitions===&lt;br /&gt;
*Allies consisting as British, French, Australian and American.&lt;br /&gt;
*Central powers consisting as Germans.&lt;br /&gt;
===New Classes===&lt;br /&gt;
*Infantry Officer&lt;br /&gt;
**Revolver&lt;br /&gt;
**Sword&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Officer commands&lt;br /&gt;
**Spawn camps&lt;br /&gt;
**Abilities&lt;br /&gt;
***High Command - An officer in command. You are able to issue orders to the rank and file.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the minimap.&lt;br /&gt;
***Resilient- A strong sense of duty. Melee damage dealt to you by other players is reduced by 15%.&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed by 7%.&lt;br /&gt;
*Rifleman&lt;br /&gt;
**Rifle&lt;br /&gt;
**Bayonet&lt;br /&gt;
**HE grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Rank &amp;amp; File - Drills, drills and more drills. Your extensive discipline allows you to receive firearm accuracy and melee damage bonuses from orders given by officers.&lt;br /&gt;
***Guardsman - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and medics by 8% (Stacks 8 times).&lt;br /&gt;
***Bayonet Handling - Drilled in the handling of bayonets. Charge with a bayonet equipped and make use of your trusty rifle as a makeshift spear in melee combat or detach it from your weapon to gather a 5% increase in firearm accuracy.&lt;br /&gt;
**Traits&lt;br /&gt;
***Orderly - Strength in numbers. You significantly increase your chances of surviving shots from firearms at longer distances when engaged in combat as a group. ''Following an officer’s order to hold ground will activate this trait.''&lt;br /&gt;
*Medic&lt;br /&gt;
**Rifle&lt;br /&gt;
**Trench club&lt;br /&gt;
**Smoke grenades&lt;br /&gt;
**Abilities&lt;br /&gt;
***Medicine - Well versed in the field of medicine. You are able to heal wounded players.&lt;br /&gt;
***Bandage - Duty bound to guard the high-command. You reduce the damage dealt to nearby allied officers and surgeons.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Engineer&lt;br /&gt;
**Rifle&lt;br /&gt;
**Hand shovel&lt;br /&gt;
**Abilities&lt;br /&gt;
***Engineering - Well versed in the construction of military works. You are able to enact various defensive emplacements and artillery.&lt;br /&gt;
***Explosives Handling - Well versed in the handling of explosives. You are able to carry explosives.&lt;br /&gt;
**Traits&lt;br /&gt;
***Distinguishable - Stand out from the rank and file. You appear differently on the mini-map.&lt;br /&gt;
*Artilleryman&lt;br /&gt;
**Revolver&lt;br /&gt;
**Knife&lt;br /&gt;
**Abilities&lt;br /&gt;
***Artillery Operator - Trained in the operation of various artillery pieces. You have sole ownership over the use of howitzers, mortars and other artillery.&lt;br /&gt;
***Grants the ability to see where your mortar shells land as well as a range indicator to fire shells with great precision.&lt;br /&gt;
**Traits&lt;br /&gt;
***Light Footed - Agile and equipped with a great understanding of the surrounding terrain. You are able to quickly move about increasing your running speed.&lt;br /&gt;
===Artillery Pieces===&lt;br /&gt;
*Light Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Short reload time&lt;br /&gt;
**Less explosion spread&lt;br /&gt;
**Less building damage&lt;br /&gt;
*Heavy Howitzers&lt;br /&gt;
**Moveable&lt;br /&gt;
**Long load time&lt;br /&gt;
**High explosion spread&lt;br /&gt;
**High building damage&lt;br /&gt;
*Fixed Heavy Mortars&lt;br /&gt;
**Stationary&lt;br /&gt;
**No recoil&lt;br /&gt;
*Heavy Mortars&lt;br /&gt;
**Moveable&lt;br /&gt;
**Recoils&lt;br /&gt;
===Machine Guns===&lt;br /&gt;
*Allied Vickers machine gun&lt;br /&gt;
*Central Maschinengewehr 08&lt;br /&gt;
*Hold right click to zoom&lt;br /&gt;
*Must load with MG ammunition&lt;br /&gt;
*Buildable by Engineers&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Grenades can be used to break deadlocks with well dug in enemies&lt;br /&gt;
*Provide smoke screens against machine gun fire&lt;br /&gt;
*Aim a grenade by holding the ‘Left Mouse’ button then release it to throw.&lt;br /&gt;
*Quick throws are also a possibility and can be achieved by tapping the ‘Left Mouse’ button rather than holding it.&lt;br /&gt;
===Rifles===&lt;br /&gt;
*With a level of accuracy never reached before, the introduction of rifles changed how wars were fought forever. Their faster firing rate, reload times and compact size make the muskets of the Napoleonic Era feel futile in comparison.&lt;br /&gt;
*Those who are skilled marksmen will be able to eliminate enemies instantly by a headshot kill, dropping the enemy where they stand and ringing out a ‘ding’ that will surely send shivers down the spines of anyone close by.&lt;br /&gt;
*1 hit headshot at any range, against any class.&lt;br /&gt;
*The infantry class’s rifles specifically come with detachable bayonets that players can swap to and engage in close melee combat should the enemy breach their defences.&lt;br /&gt;
===Squad Camps===&lt;br /&gt;
*These camps are placed by Officers and can be spawned on unlimited amounts of times by their squad members.&lt;br /&gt;
*Should you find an enemy encampment, quickly destroy it using explosive grenades or shooting at it with your firearm to push that squad back to their team’s HQ.&lt;br /&gt;
===Roleplay Features===&lt;br /&gt;
*Play rock, paper, scissors with your fellow trench-men&lt;br /&gt;
*Take a snooze on a bed while others bravely fight on (Sleeping will heal the player)&lt;br /&gt;
*Play classical musical instruments such as the new cello&lt;br /&gt;
*Surrender to your enemies&lt;br /&gt;
*Cheer with your rifle&lt;br /&gt;
*Ladders, press E to interact and climb over the trench walls.&lt;br /&gt;
*Bring music to all with the Gramophone.&lt;br /&gt;
*Faction flags. Able to be carried while equipped with one handed weapons such as swords, knives, clubs and revolvers.&lt;br /&gt;
*Trench whistle for officers. Press J to use while standing still.&lt;br /&gt;
*New piano songs.&lt;br /&gt;
===Destruction===&lt;br /&gt;
*The good majority of structures in Frontlines can be brought down to its foundations by artillery.&lt;br /&gt;
===[[Maps#Frontlines WW1|Battlefields]]===&lt;br /&gt;
*[[Maps:_Freurlund|Freurlund]]&lt;br /&gt;
**Set in and around a recently abandoned rail-yard within steep snowy mountains, Freurlund pushes players to their limits, battling not only the enemy but also the harsh environment it features. Men can find solace from the steeps down in the rail-yard, the central point of the map, but only for some time, as it will soon turn to a war-torn battlefield as players fight over the capture point and control of a usable locomotive train to shunt troops to and from your HQ to the front.&lt;br /&gt;
*[[Maps:_Marre|Marre]]&lt;br /&gt;
**Once a prosperous town and industrial powerhouse, Marre has been reduced to ruins and has had its land carved out by lines upon lines of boggy trenches. Featuring a central capture point atop a hill, players will battle it out for control of this great vantage point and its surroundings.&lt;br /&gt;
*[[Maps:_Mansion|Mansion]]&lt;br /&gt;
**Battle over a bespoke mansion set on the coastlines of France. Mansion brings close quarters combat to a whole new level, once inside the mansion players must navigate through it’s narrow hallways and passages to battle within the great hall and capture this important position. Those who may find themselves claustrophobic may prefer to focus their efforts on the town and railway station that overlooks the mansion. Both positions are equally as important to ensuring victory.&lt;br /&gt;
*[[Maps:_Countryside|Countryside]]&lt;br /&gt;
**A small countryside village that once sat quietly beside its flowing river. This smaller battlefield offers little respite from the war and will quickly throw you into intense small scale combat against your foes. Utilising cover to your full advantage is key for victory on Countryside.&lt;br /&gt;
*[[Maps:_StPeters|St. Peter's]]&lt;br /&gt;
**A small town featuring a church and small trench line in the middle of the house courtyard.&lt;br /&gt;
*[[Maps:_Foxhole|Foxhole]]&lt;br /&gt;
**Two opposing trench lines overlook a derelict town within a valley surrounded by barbed wire, mortar craters and bodies. Artillery barrages have left this land for ruin so watch your step and stay alert, you never know what or who is lurking in the rubble.&lt;br /&gt;
*[[Maps:_Wasteland|Wasteland]]&lt;br /&gt;
**There is only trench and no mans land. Death is but certain.&lt;br /&gt;
&lt;br /&gt;
===Gamemode===&lt;br /&gt;
*Offensive is a new domination inspired gamemode that requires teams to capture points linearly to progress through the battlefield. IE. You must capture A and B before moving on to C. A ‘tug-of-war’ ensues as both teams converge to capture the same point or multiple pronged locations&lt;br /&gt;
*Each team will start at an initial Headquarters that is uncapturable and must then head towards neutral capture points sequentially, eventually meeting the enemy in the middle to begin the ‘tug-of-war’.&lt;br /&gt;
*Should a faction manage to capture all points on the map, they will find themselves the victor through ‘Domination’. Giving those that are on the brink of loss through ‘Domination’ with a fighting chance for a glorious comeback, a 120 second timer will count down before a win is declared through domination unless the team is able to capture back a minimum of 1 capture point.&lt;br /&gt;
===Paid cosmetic DLC===&lt;br /&gt;
*Support the devs with the American forces DLC!&lt;br /&gt;
*Featuring the brave fellows of the 103rd Infantry Regiment (2nd Maine)&lt;br /&gt;
*Rifleman and Officer class for allied coalition.&lt;br /&gt;
*Rifleman equipped with M1903 Springfield Rifle&lt;br /&gt;
===Graphical Remaster===&lt;br /&gt;
*Improved graphical fidelity and [[Remote Console Commands#Weather Presets|new weather presets]].&lt;br /&gt;
**New weather presets such as snowstorms, sandstorms, various calm presets and many more&lt;br /&gt;
*Changing the over 50+ maps&lt;br /&gt;
===Server playercount limit===&lt;br /&gt;
*250 Player Event Battles&lt;br /&gt;
**Event and community servers can now support up to 250 players per server! While this player count will not be reflected on official servers, as it remains important to keep gameplay and performance as consistent as possible, those who own their own servers will now be able to accept 250 players onto their servers running the Nations At War game type.&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2361</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2361"/>
		<updated>2022-09-08T13:22:31Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-09-08''' - [[Game Version 2.X#2.7|Game Version 2.7]] released ([https://www.youtube.com/watch?v=dQw4w9WgXcQ&amp;amp;ab_channel=RickAstley Linebattle 2.0])&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2359</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2359"/>
		<updated>2022-08-09T01:04:30Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920 The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2358</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2358"/>
		<updated>2022-08-09T01:03:03Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!] alongside [https://store.steampowered.com/app/1960210/Holdfast_Frontlines_WW1__Ottoman_Forces/ Ottoman Forces] [https://store.steampowered.com/app/1960220/Holdfast_Frontlines_WW1__Australian_Forces/ Australian Forces])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1] alongside [https://store.steampowered.com/app/1906771/Holdfast_Frontlines_WW1__American_Forces/ American Forces])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920] The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2357</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2357"/>
		<updated>2022-08-09T01:01:46Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920] The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released ([https://store.steampowered.com/news/app/589290/view/1701737450508999848 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released ([https://store.steampowered.com/news/app/589290/view/1701736723584914256 Russian Empire!] alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2356</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2356"/>
		<updated>2022-08-09T00:58:55Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released ([https://store.steampowered.com/news/app/589290/view/3040460885547729658 Linux Infrastructure])&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released ([https://store.steampowered.com/news/app/589290/view/2925616482179767920 In Memoriam])&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released ([https://store.steampowered.com/news/app/589290/view/2925616482157330102 Bug Fixes])&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released ([https://store.steampowered.com/news/app/589290/view/5363189319893980686 Regiment Prestige] alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released ([https://store.steampowered.com/news/app/589290/view/2942499350226958920] The Plague Doctor Arrives])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released ([https://store.steampowered.com/news/app/589290/view/5314766837575755809 Battlefield Additions])&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released ([https://store.steampowered.com/news/app/589290/view/2892955313288224618 Battlefields Expanded] alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released ([https://store.steampowered.com/news/app/589290/view/2733073087936838599 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released ([https://store.steampowered.com/news/app/589290/view/2516898401244919496 Shoulder Arms]alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released ([https://store.steampowered.com/news/app/589290/view/2516898401229802664 Naval Warfront Fixes])&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released ([https://store.steampowered.com/news/app/589290/view/2224161905059695993 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released ([https://store.steampowered.com/news/app/589290/view/2224161905039285284 Modding Tools] alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2355</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2355"/>
		<updated>2022-08-09T00:46:05Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] released ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] released ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] released ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] released ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] released ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] released ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] released ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released ([https://store.steampowered.com/news/app/589290/view/4450117468963559239 Its Christmass Time])&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released ([https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released ([https://store.steampowered.com/news/app/589290/view/4770987529142054134 Bug Fixes])&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released ([https://store.steampowered.com/news/app/589290/view/2978552244076671313 Map Voting])&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released ([https://store.steampowered.com/news/app/589290/view/5657062517992376428 Bug Fixes])&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released ([https://store.steampowered.com/news/app/589290/view/5657062517974536457 Optimisations])&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released ([https://store.steampowered.com/news/app/589290/view/3056231728227996489 Kingdom of Italy])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2354</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2354"/>
		<updated>2022-08-09T00:41:38Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] ([https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!])&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] ([https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0])&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] ([https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan])&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] ([https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!])&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] ([https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila])&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] ([https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions])&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] ([https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1])&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released (alongside [https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released (alongside [[Factions#The_Kingdom_of_Italy|Kingdom of Italy]])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2353</id>
		<title>Holdfast Nations At War Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Holdfast_Nations_At_War_Wiki&amp;diff=2353"/>
		<updated>2022-08-09T00:41:19Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Templates based on https://hoi4.paradoxwikis.com/ --&amp;gt;{{MainTemplate&lt;br /&gt;
| welcome = [[File:Forum Logo.png|link=|&amp;lt;span title=&amp;quot;Holdfast: Nations At War Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;|left]]&lt;br /&gt;
| blurb = The Holdfast: Nations At War encyclopaedia that you can edit.&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = '''''[[Beginner's_Guide|Holdfast: Nations At War]]''''' is an online multiplayer [https://en.wikipedia.org/wiki/First-person_shooter first] and [https://en.wikipedia.org/wiki/Third-person_shooter third person] shooter focusing on a combination of teamwork and individual skill. Players take part in historic clashes on land and at sea waged by the most powerful nations during the great [https://en.wikipedia.org/wiki/Napoleonic_era Napoleonic Era] &amp;amp; [https://en.wikipedia.org/wiki/World_War_I First World War].&lt;br /&gt;
&lt;br /&gt;
| featured_title = Want to help improve the wiki?&lt;br /&gt;
| featured_content = Anyone can contribute to the wiki. If you want to become a contributor please get in touch with an AGS employee or moderator on [https://discordapp.com/invite/holdfastgame Discord] (you can't contribute anonymously, yet). Once registered, check out the '''[[Project:Work needed|work needed page]]'''. If you spot anything in need of improvement, don't hesitate to make an edit. If you plan on making any major changes it is recommended you read the '''[[Project:Style|style guidelines]]''' first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right: 120px;&amp;quot;&amp;gt;&lt;br /&gt;
; Game history&lt;br /&gt;
====2.X====&lt;br /&gt;
* '''2022-06-22''' - [[Game Version 2.X#2.6|Game Version 2.6]] [https://store.steampowered.com/news/app/589290/view/6020764566746035380 Regiments Assemble!]&lt;br /&gt;
* '''2022-05-20''' - [[Game Version 2.X#2.5|Game Version 2.5]] [https://store.steampowered.com/news/app/589290/view/3200382588897215705 Holdfast SDK 5.0]&lt;br /&gt;
* '''2022-04-29''' - [[Game Version 2.X#2.4|Game Version 2.4]] [https://store.steampowered.com/news/app/589290/view/3195876925680684059 Fort Imraan]&lt;br /&gt;
* '''2022-04-18''' - [[Game Version 2.X#2.3|Game Version 2.3]] [https://store.steampowered.com/news/app/589290/view/3200379258794380599 Heroes Landing!]&lt;br /&gt;
* '''2022-03-05''' - [[Game Version 2.X#2.2|Game Version 2.2]] [https://store.steampowered.com/news/app/589290/view/3111429361418389774 China Kaiheila]&lt;br /&gt;
* '''2022-03-03''' - [[Game Version 2.X#2.1|Game Version 2.1]] [https://store.steampowered.com/news/app/589290/view/3111428915018795281 Bug Fixes &amp;amp; Additions]&lt;br /&gt;
* '''2022-02-17''' - [[Game Version 2.X#2.0|Game Version 2.0]] [https://store.steampowered.com/news/app/589290/view/3111428092796057085 Frontlines WW1]&lt;br /&gt;
====1.X====&lt;br /&gt;
* '''2021-12-20''' - [[Game Version 1.X#1.21|Game Version 1.21]] released&lt;br /&gt;
* '''2021-10-28''' - [[Game Version 1.X#1.20|Game Version 1.20]] released (alongside [https://store.steampowered.com/news/app/589290/view/3041611530975637346 Monsieur Fred])&lt;br /&gt;
* '''2021-08-16''' - [[Game Version 1.X#1.19|Game Version 1.19]] released&lt;br /&gt;
* '''2021-08-05''' - [[Game Version 1.X#1.18|Game Version 1.18]] released&lt;br /&gt;
* '''2021-05-18''' - [[Game Version 1.X#1.17|Game Version 1.17]] released&lt;br /&gt;
* '''2021-05-14''' - [[Game Version 1.X#1.16|Game Version 1.16]] released&lt;br /&gt;
* '''2021-04-29''' - [[Game Version 1.X#1.15|Game Version 1.15]] released (alongside [[Factions#The_Kingdom_of_Italy|Kingdom of Italy]])&lt;br /&gt;
* '''2021-01-26''' - [[Game Version 1.X#1.14|Game Version 1.14]] released&lt;br /&gt;
* '''2020-12-29''' - [[Game Version 1.X#1.13|Game Version 1.13]] released&lt;br /&gt;
* '''2020-12-23''' - [[Game Version 1.X#1.12|Game Version 1.12]] released&lt;br /&gt;
* '''2020-12-21''' - [[Game Version 1.X#1.11|Game Version 1.11]] released (alongside [https://store.steampowered.com/app/1489800/Holdfast_Nations_At_War__Regiments_of_the_Guard/ Regiments of the Guard])&lt;br /&gt;
* '''2020-10-29''' - [[Game Version 1.X#1.10|Game Version 1.10]] released (alongside [https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28169799/071104716abf2f17aed75e92a36cc2745862d381.gif Plague Doctor])&lt;br /&gt;
* '''2020-09-15''' - [[Game Version 1.X#1.9|Game Version 1.9]] released&lt;br /&gt;
* '''2020-09-09''' - [[Game Version 1.X#1.8|Game Version 1.8]] released (alongside [https://store.steampowered.com/app/1415510/Holdfast_Nations_At_War__High_Command/ High Command])&lt;br /&gt;
* '''2020-07-15''' - [[Game Version 1.X#1.7|Game Version 1.7]] released&lt;br /&gt;
* '''2020-07-03''' - [[Game Version 1.X#1.6|Game Version 1.6]] released (alongside [https://store.steampowered.com/app/1324000/Holdfast_Nations_At_War__Regiments_of_the_Line/ Regiments of the Line])&lt;br /&gt;
* '''2020-06-26''' - [[Game Version 1.X#1.5|Game Version 1.5]] released&lt;br /&gt;
* '''2020-06-03''' - [[Game Version 1.X#1.4|Game Version 1.4]] released&lt;br /&gt;
* '''2020-05-28''' - [[Game Version 1.X#1.3|Game Version 1.3]] released (alongside [[SDK_User_Guide|Holdfast SDK]])&lt;br /&gt;
* '''2020-03-17''' - [[Game Version 1.X#1.1_.26_1.2|Game Version 1.1 &amp;amp; 1.2]] released&lt;br /&gt;
* '''2020-03-05''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] releases out of [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
* '''2020-03-05''' - [[Game Version 1.X#1.0|Game Version 1.0]] released (alongside [[Factions#The_Russian_Empire|Russian Empire]])&lt;br /&gt;
====0.x====&lt;br /&gt;
* '''2020-01-30''' - [[Game Version 0.4X#0.41_.26_0.42|Game Version 0.41 &amp;amp; 0.42 ]] released&lt;br /&gt;
* '''2019-12-17''' - [[Game Version 0.4X#0.40|Game Version 0.39 &amp;amp; 0.40 ]] released (alongside [[Classes:_Cavalry|Cavalry]])&lt;br /&gt;
* '''2019-10-11''' - [[Game Version 0.3X#0.38|Game Version 0.38]] released&lt;br /&gt;
* '''2019-09-20''' - [[Game Version 0.3X#0.37|Game Version 0.37]] released&lt;br /&gt;
* '''2019-09-18''' - [[Game Version 0.3X#0.36|Game Version 0.36]] released&lt;br /&gt;
* '''2019-09-14''' - [[Game Version 0.3X#0.35|Game Version 0.35]] released (alongside [[Leaderboards]])&lt;br /&gt;
* '''2019-08-23''' - [[Game Version 0.3X#0.34|Game Version 0.34]] released&lt;br /&gt;
* '''2019-07-26''' - [[Game Version 0.3X#0.33|Game Version 0.33]] released (alongside [[Traits_%26_Abilities|Class System]])&lt;br /&gt;
* '''2019-06-24''' - [[Game Version 0.3X#0.32|Game Version 0.32]] released&lt;br /&gt;
* '''2019-06-21''' - [[Game Version 0.3X#0.31|Game Version 0.31]] released (alongside [[Classes:_Support#Sappers|Sappers]])&lt;br /&gt;
* '''2019-05-25''' - [[Game Version 0.3X#0.30|Game Version 0.30]] released (alongside [[Naval Combat#Frigate|Frigate]] &amp;amp; [[Server_Configuration#Override Commands &amp;amp; Server-Side Modding|Server-Side Modding]])&lt;br /&gt;
* '''2019-05-16''' - [[Game Version 0.2X#0.29|Game Version 0.29]] released&lt;br /&gt;
* '''2019-04-25''' - [[Game Version 0.2X#0.28|Game Version 0.28]] released&lt;br /&gt;
* '''2019-04-20''' - [[Game Version 0.2X#0.27|Game Version 0.27]] released&lt;br /&gt;
* '''2019-03-15''' - [[Game Version 0.2X#0.26|Game Version 0.26]] released (alongside [[Artillery#Rocket Launcher|Rocket Artillery]])&lt;br /&gt;
* '''2019-02-26''' - [[Game Version 0.2X#0.25|Game Version 0.25]] released&lt;br /&gt;
* '''2019-02-15''' - [[Game Version 0.2X#0.24|Game Version 0.24]] released&lt;br /&gt;
* '''2018-12-22''' - [[Game Version 0.2X#0.23|Game Version 0.23]] released&lt;br /&gt;
* '''2018-12-18''' - [[Game Version 0.2X#0.22|Game Version 0.22]] released (alongside [[Artillery#Moveable Cannon|Moveable Artillery]])&lt;br /&gt;
* '''2018-11-21''' - [[Game Version 0.2X#0.21|Game Version 0.21]] released&lt;br /&gt;
* '''2018-11-19''' - [[Game Version 0.2X#0.20|Game Version 0.20]] released&lt;br /&gt;
* '''2018-11-15''' - [[Game Version 0.1X#0.19|Game Version 0.19]] released&lt;br /&gt;
* '''2018-11-09''' - [[Game Version 0.1X#0.18|Game Version 0.18]] released (alongside [[Game Modes#Melee Arena|Melee Arena]])&lt;br /&gt;
* '''2018-11-01''' - [[Game Version 0.1X#0.17|Game Version 0.17]] released&lt;br /&gt;
* '''2018-10-29''' - [[Game Version 0.1X#0.16|Game Version 0.16]] released&lt;br /&gt;
* '''2018-09-01''' - [[Game Version 0.1X#0.15|Game Version 0.15]] released&lt;br /&gt;
* '''2018-06-21''' - [[Game Version 0.1X#0.14|Game Version 0.14]] released (alongside [[Factions#The_Kingdom_of_Prussia|Kingdom of Prussia]])&lt;br /&gt;
* '''2018-03-30''' - [[Game Version 0.1X#0.13|Game Version 0.13]] released (alongside [[Game Modes#Army Conquest|Army Conquest]])&lt;br /&gt;
* '''2018-03-03''' - [[Game Version 0.1X#0.12|Game Version 0.12]] released&lt;br /&gt;
* '''2018-02-15''' - [[Game Version 0.1X#0.11|Game Version 0.11]] released (alongside [[Linebattles#Combat_Rules|Hardcore]])&lt;br /&gt;
* '''2018-01-22''' - [[Game Version 0.1X#0.10|Game Version 0.10]] released (alongside [[Classes:_Support#Bagpipers|Bagpipers]])&lt;br /&gt;
* '''2017-10-29''' - [[Game Version 0.00X#0.09|Game Version 0.09]] released&lt;br /&gt;
* '''2017-10-22''' - [[Game Version 0.00X#0.08|Game Version 0.08]] released (alongside [[Server Configuration#Admin Tools|Admin Tools]])&lt;br /&gt;
* '''2017-10-15''' - [[Game Version 0.00X#0.07|Game Version 0.07]] released&lt;br /&gt;
* '''2017-10-08''' - [[Game Version 0.00X#0.06|Game Version 0.06]] released&lt;br /&gt;
* '''2017-09-30''' - [[Game Version 0.00X#0.05|Game Version 0.05]] released&lt;br /&gt;
* '''2017-09-27''' - [[Game Version 0.00X#0.04|Game Version 0.04]] released&lt;br /&gt;
* '''2017-09-25''' - [[Game Version 0.00X#0.03|Game Version 0.03]] released&lt;br /&gt;
* '''2017-09-22''' - [[Game Version 0.00X#0.02|Game Version 0.02]] released&lt;br /&gt;
* '''2017-09-21''' - '''[[Beginner's_Guide|Holdfast: Nations At War]] enters [https://en.wikipedia.org/wiki/Early_access Early Access]'''&lt;br /&gt;
&lt;br /&gt;
| image_title = _&lt;br /&gt;
| image_content =&lt;br /&gt;
[[File:Frontpageside.png|right|200px|Holdfast: Nations At War Wiki|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important pages&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;div id=&amp;quot;list&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Beginner's Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[User Interface]]  &lt;br /&gt;
&lt;br /&gt;
[[Factions]]  &lt;br /&gt;
&lt;br /&gt;
[[Game Modes]]  &lt;br /&gt;
&lt;br /&gt;
[[Maps]]  &lt;br /&gt;
&lt;br /&gt;
[[Known Issues &amp;amp; Solutions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Shooting]]  &lt;br /&gt;
&lt;br /&gt;
[[Melee]]&lt;br /&gt;
&lt;br /&gt;
[[Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Defences]]&lt;br /&gt;
&lt;br /&gt;
[[Horseback Riding]]&lt;br /&gt;
&lt;br /&gt;
[[Auxiliary]]&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Traits_and_Abilities|Traits &amp;amp; Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Naval Combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Classes &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Classes:_Command|Command]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Rank &amp;amp; File|Rank &amp;amp; File]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Skirmisher|Skirmisher]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Artillery|Artillery]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Cavalry|Cavalry]]&lt;br /&gt;
&lt;br /&gt;
[[Classes:_Crewman|Crewman]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Roleplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Linebattles]]  &lt;br /&gt;
&lt;br /&gt;
[[Crews &amp;amp; Regiments]]&lt;br /&gt;
&lt;br /&gt;
[[Organised Events]]&lt;br /&gt;
&lt;br /&gt;
[[Interactable Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Musician Tunes]]&lt;br /&gt;
&lt;br /&gt;
[[Voice Commands]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Modding &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[SDK User Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Script Modding Guide]]  &lt;br /&gt;
&lt;br /&gt;
[[Map Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Spawnable Props]]&lt;br /&gt;
&lt;br /&gt;
[[Remote Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Server Configuration Enums]]&lt;br /&gt;
&lt;br /&gt;
[[Workshop Discord]]  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top:0.3em&amp;quot;&amp;gt; Meta &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[Server Hosting]]  &lt;br /&gt;
&lt;br /&gt;
[[Server Configuration]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2328</id>
		<title>Script Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2328"/>
		<updated>2022-07-04T21:50:33Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Gotchya's */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to create a script SDK mod =&lt;br /&gt;
&lt;br /&gt;
=== The Basic Flow ===&lt;br /&gt;
'''''Basic knowledge of C# and Unity is required.'''''&lt;br /&gt;
&lt;br /&gt;
To start with script modding in holdfast, create a new mod and in this mod’s folder create a new script. This script should implement the shared interface [[Script_Modding_Guide#IHoldfastSharedMethods|IHoldfastSharedMethods]]. &lt;br /&gt;
&lt;br /&gt;
For example, here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface.&lt;br /&gt;
&lt;br /&gt;
[[File:Script Modding Create Project.png|center]]&lt;br /&gt;
&lt;br /&gt;
=== Client or Server, what are those?! ===&lt;br /&gt;
One of the most important concepts to understand while script modifying Holdfast is the concept of &amp;quot;Client&amp;quot; and &amp;quot;Server&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Server&amp;quot; is the game server which handles all players verification data, networking, chat/voip, etc.&lt;br /&gt;
&lt;br /&gt;
Whereas the &amp;quot;Client&amp;quot; is either your own client referred to as the &amp;quot;Owner/Local Player&amp;quot; or someone else referred to as a &amp;quot;Proxy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Mod Install and Load Types ===&lt;br /&gt;
Similarly to the normal process of using the ‎&amp;lt;code&amp;gt;load_mod &amp;lt;steam_id&amp;gt;&amp;lt;/code&amp;gt; load type for mods, we've added a &amp;lt;code&amp;gt;load_mod_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a &amp;lt;code&amp;gt;load_mod_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition &amp;lt;code&amp;gt;mods_installed_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end. &lt;br /&gt;
&lt;br /&gt;
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependant on the order of how they were typed in the config file.&lt;br /&gt;
&lt;br /&gt;
Please note players can only load mods that the server allows on their list, so a &amp;lt;code&amp;gt;mods_installed_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server.&lt;br /&gt;
&lt;br /&gt;
=== Mod Variables===&lt;br /&gt;
Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format &amp;lt;code&amp;gt;mod_variable &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; for Global Scope (outside of the map rotations) or &amp;lt;code&amp;gt;mod_variable_local &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables. &lt;br /&gt;
&lt;br /&gt;
Server config mod variables are received from all mods, so a pattern of prefixing your mod variables with your mod id, &amp;lt;code&amp;gt;modid:key:value&amp;lt;/code&amp;gt;, is highly recommended, unless you're working on multiple mods that can share settings data.&lt;br /&gt;
&lt;br /&gt;
=== Security Concerns ===&lt;br /&gt;
&lt;br /&gt;
As you might be aware, we have some security related scripts that, for example don't allow a modder to gain access to the server or client's machine (ie: System.IO, System.Reflection, etc), these typically will show up as an error on the server's console with something along the lines of &lt;br /&gt;
 [UMod.Scripting.ScriptDomain]: Illegal reference to disallowed namespace: System.Reflection.&lt;br /&gt;
&lt;br /&gt;
We've added a feature for server hosts to be able to pass a &amp;quot;-allowRestrictedMods&amp;quot; in the launch parameters of the server. This will turn off the securities on the server machine ONLY, for ALL the mods. As such, if you rent your servers, you will need to talk to your host provider to enable this if they want to support it.&lt;br /&gt;
&lt;br /&gt;
What this will allow you to do is hook directly with IO operations and other restricted features (writing files, databases, websites api's, etc) so for development this will open major features that will be able to be done easier or that weren't able to be done outright.&lt;br /&gt;
&lt;br /&gt;
=== Gotchya's ===&lt;br /&gt;
It's highly recommended that most actions that a mod would do would be defered by a frame or a few ms when it comes to interacting with a player (healing, damaging, reviving, positioning, rotation, etc). If you code something, and it's logically sound, but ingame it's not doing exactly as expected or has bugs occuring due to it, after trying to delay the action, feel free to ask in mod-support.&lt;br /&gt;
&lt;br /&gt;
Note, don't use a &amp;quot;static&amp;quot; member inside of the Interface classes. This confuses the dynamic loader of C# and it'll be bad times for you trying to figure out why.&lt;br /&gt;
&lt;br /&gt;
= New RC commands specific for modding use =&lt;br /&gt;
=== Make carbon player bots not do any auto input===&lt;br /&gt;
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system.&lt;br /&gt;
&lt;br /&gt;
 rc carbonPlayers ignoreAutoControls &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Send network trajectory info to client without showing it to players===&lt;br /&gt;
Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the &amp;quot;OnShotInfo&amp;quot; on a client side, for server side mods, this isn't required.&lt;br /&gt;
&lt;br /&gt;
 rc set drawFirearmTrajectoriesInfo &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quiet Messages ===&lt;br /&gt;
These messages will not shown to the player anywhere. The intended use for them is for a server-side mod to be able to communicate to a client side mod. &lt;br /&gt;
&lt;br /&gt;
For example; &lt;br /&gt;
&lt;br /&gt;
You have a mod that every time a player presses a button on your mod custom ui, you want to slap a player for 5 damage and they will be shown the message `haha you got slapped by &amp;lt;playername&amp;gt;` on their end of the mod. You are be able to do this by creating a mod that on the player's client side [ie player 3], you have a custom ui panel with a button, which when the button is pressed will send a message to the server (multiple ways of doing this, for example using rc system). This message is than read by the server side mod (could be the same mod, just need conditional logic using the &amp;quot;OnIsServer&amp;quot; and &amp;quot;OnIsClient&amp;quot; to split the mod up) and slaps the targetted player [ie player 5]. Than the server would send a quietPrivateMessage to the slapped target [player 5] informing him that he just got slapped by player 3. The client side of player 5 will than read the quiet private message (using OnTextMessage) and handle it appriopiately.&lt;br /&gt;
&lt;br /&gt;
 rc serverAdmin quietPrivateMessage &amp;lt;player_id&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 rc serverAdmin quietBroadcastMessage &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods =&lt;br /&gt;
If you hover over the interface's properties in visual studio, these can be found in the inspector too. In case visual studio doesn't link the dll correctly to inspect the data, feel free to refer to the [https://cdn.discordapp.com/attachments/872859509356367962/880762249684324352/HoldfastSharedMethods.rar raw cs files inside the DLL.]&lt;br /&gt;
&lt;br /&gt;
==== OnSyncValueState ====&lt;br /&gt;
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator.&lt;br /&gt;
 void OnSyncValueState(int value);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateSyncedTime ====&lt;br /&gt;
The game will share the current synchronized time (same on client and server) on every frame of the game.&lt;br /&gt;
 void OnUpdateSyncedTime(double time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateElapsedTime ====&lt;br /&gt;
The game will return the seconds since the round started on every frame of the game.&lt;br /&gt;
 void OnUpdateElapsedTime(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateTimeRemaining ====&lt;br /&gt;
The game will share the current remaining time on every frame of the game.&lt;br /&gt;
&lt;br /&gt;
 void OnUpdateTimeRemaining(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnIsServer ====&lt;br /&gt;
The game will return if the mod is loaded on a server.&lt;br /&gt;
&lt;br /&gt;
 void OnIsServer(bool server);&lt;br /&gt;
&lt;br /&gt;
==== OnIsClient ====&lt;br /&gt;
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id.&lt;br /&gt;
&lt;br /&gt;
 void OnIsClient(bool client, ulong steamId);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundDetails ====&lt;br /&gt;
The game will call this on round start with details regarding the current round.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundDetails(int roundId, string serverName, string mapName, FactionCountry attackingFaction, FactionCountry defendingFaction, GameplayMode gameplayMode, GameType gameType);&lt;br /&gt;
&lt;br /&gt;
==== PassConfigVariables ====&lt;br /&gt;
The game will call this once with all the config variables set on the config file of the server.&lt;br /&gt;
&lt;br /&gt;
Note: you will receive all variables, so make sure to filter only the ones you care about.&lt;br /&gt;
&lt;br /&gt;
 void PassConfigVariables(string[] value);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerJoined ====&lt;br /&gt;
The game will call this when a player or a bot joins the round.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerJoined(int playerId, ulong steamId, string name, string regimentTag, bool isBot);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerLeft ====&lt;br /&gt;
The game will call this when a player leaves the round.&lt;br /&gt;
&lt;br /&gt;
Note: Bots cannot leave, they'll keep respawning once dead.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerLeft(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerSpawned ====&lt;br /&gt;
The game will call this when a player spawns in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerSpawned(int playerId, int spawnSectionId, FactionCountry playerFaction, PlayerClass playerClass, int uniformId, GameObject playerObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerHurt ====&lt;br /&gt;
The game will call this when a player is hurt in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerHurt(int playerId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledPlayer ====&lt;br /&gt;
The game will call this when a player is killed by another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledPlayer(int killerPlayerId, int victimPlayerId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnScorableAction ====&lt;br /&gt;
The game will call this when a player receives any score.&lt;br /&gt;
&lt;br /&gt;
 void OnScorableAction(int playerId, int score, ScorableActionType reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShoot ====&lt;br /&gt;
The game will call this when a player shoots his gun.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShoot(int playerId, bool dryShot);&lt;br /&gt;
&lt;br /&gt;
==== OnShotInfo ====&lt;br /&gt;
The game will call this when a bullet.&lt;br /&gt;
&lt;br /&gt;
Note: This requires `rc set drawFirearmTajectories true` or `rc set drawFirearmTajectoriesInfo true`.&lt;br /&gt;
&lt;br /&gt;
 void OnShotInfo(int playerId, int shotCount, Vector3[][] shotsPointsPositions, float[] trajectileDistances, float[] distanceFromFiringPositions, float[] horizontalDeviationAngles, float[] maxHorizontalDeviationAngles, float[] muzzleVelocities, float[] gravities, float[] damageHitBaseDamages, float[] damageRangeUnitValues, float[] damagePostTraitAndBuffValues, float[] totalDamages, Vector3[] hitPositions, Vector3[] hitDirections, int[] hitPlayerIds, int[] hitDamageableObjectIds, int[] hitShipIds, int[] hitVehicleIds);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerBlock ====&lt;br /&gt;
The game will call this when a player successfully blocks another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerBlock(int attackingPlayerId, int defendingPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerMeleeStartSecondaryAttack ====&lt;br /&gt;
The game will call this when a player starts a secondary attack (shove).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerMeleeStartSecondaryAttack(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerWeaponSwitch ====&lt;br /&gt;
The game will call this when a player swaps their weapon.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerWeaponSwitch(int playerId, string weapon);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerStartCarry ====&lt;br /&gt;
The game will call this when a player starts carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerStartCarry(int playerId, CarryableObjectType carryableObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerEndCarry ====&lt;br /&gt;
The game will call this when a player stops carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerEndCarry(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShout ====&lt;br /&gt;
The game will call this when a player shouts using the ingame voice commands(not voip).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShout(int playerId, CharacterVoicePhrase voicePhrase);&lt;br /&gt;
&lt;br /&gt;
==== OnConsoleCommand ====&lt;br /&gt;
The game will call this when the console command is used.&lt;br /&gt;
&lt;br /&gt;
Note: This will be only called on the client, or on the server that is executing the console command.&lt;br /&gt;
&lt;br /&gt;
 void OnConsoleCommand(string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnRCLogin ====&lt;br /&gt;
The game will call this when a player requests a remote console login.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is executing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCLogin(int playerId, string inputPassword, bool isLoggedIn);&lt;br /&gt;
&lt;br /&gt;
==== OnRCCommand ====&lt;br /&gt;
The game will call this when a player requests a remote console command.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is doing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCCommand(int playerId, string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnTextMessage ====&lt;br /&gt;
The game will call this when a message is received in the chat system.&lt;br /&gt;
&lt;br /&gt;
 void OnTextMessage(int playerId, TextChatChannel channel, string text);&lt;br /&gt;
&lt;br /&gt;
==== OnAdminPlayerAction ====&lt;br /&gt;
The game will call this when an administrator does an admin action using the rc commands or the P menu.&lt;br /&gt;
&lt;br /&gt;
 void OnAdminPlayerAction(int playerId, int adminId, ServerAdminAction action, string reason);&lt;br /&gt;
&lt;br /&gt;
==== OnDamageableObjectDamaged ====&lt;br /&gt;
The game will call this when an object is damaged.&lt;br /&gt;
&lt;br /&gt;
 void OnDamageableObjectDamaged(GameObject damageableObject, int damageableObjectId, int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
==== OnInteractableObjectInteraction ====&lt;br /&gt;
The game will call this when an object is interacted with.&lt;br /&gt;
&lt;br /&gt;
 void OnInteractableObjectInteraction(int playerId, int interactableObjectId, GameObject interactableObject, InteractionActivationType interactionActivationType, int nextActivationStateTransitionIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementPlaced ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is initially placed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementPlaced(int itemId, GameObject objectBuilt, EmplacementType emplacementType);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementConstructed ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is fully constructed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementConstructed(int itemId);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointCaptured ====&lt;br /&gt;
The game will call this when a capture point is fully captured.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointCaptured(int capturePoint);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointOwnerChanged ====&lt;br /&gt;
The game will call this when a capture point changes owner.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointOwnerChanged(int capturePoint, FactionCountry factionCountry);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointDataUpdated ====&lt;br /&gt;
The game will call this when a capture data changes.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointDataUpdated(int capturePoint, int defendingPlayerCount, int attackingPlayerCount);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStart ====&lt;br /&gt;
The game will call this when a buff is applied to a player.&lt;br /&gt;
&lt;br /&gt;
Note: Buffs that already exist on a player may stack, so this call will be called multiple times even if a player already has the buff.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStart(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStop ====&lt;br /&gt;
The game will call this when a buff is removed from a player.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStop(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndFactionWinner ====&lt;br /&gt;
The game will call this when a faction vs faction round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Most of them except for Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndFactionWinner(FactionCountry factionCountry, FactionRoundWinnerReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndPlayerWinner ====&lt;br /&gt;
The game will call this when a free for all round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Only Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndPlayerWinner(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleSpawned ====&lt;br /&gt;
The game will call this when a vehicle(horse) is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleSpawned(int vehicleId, FactionCountry vehicleFaction, PlayerClass vehicleClass, GameObject vehicleObject, int ownerPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleHurt ====&lt;br /&gt;
The game will call this when a vehicle(horse) is hurt.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleHurt(int vehicleId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledVehicle ====&lt;br /&gt;
The game will call this when a vehicle(horse) is killed by a player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledVehicle(int killerPlayerId, int victimVehicleId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnShipSpawned ====&lt;br /&gt;
The game will call this when a ship is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnShipSpawned(int shipId, GameObject shipObject, FactionCountry shipfaction, ShipType shipType, int shipName);&lt;br /&gt;
&lt;br /&gt;
==== OnShipDamaged ====&lt;br /&gt;
The game will call this when a ship takes damage.&lt;br /&gt;
&lt;br /&gt;
 void OnShipDamaged(int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods2 =&lt;br /&gt;
Following update 1.20 we introduced more exposed functions using the interface &amp;quot;IHoldfastSharedMethods2&amp;quot;. Use the same workflow as &amp;quot;IHoldfastSharedMethods&amp;quot; to access these functions.&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerPacket====&lt;br /&gt;
This will be called every time we get a packet from a user. &lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);&lt;br /&gt;
&lt;br /&gt;
==== OnVehiclePacket ====&lt;br /&gt;
This will be called every time we get a packet from a vehicle.&lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStart ====&lt;br /&gt;
This will be called every time we get a officer order.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStart(int officerPlayerId, OfficerOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStop ====&lt;br /&gt;
This will be called every time we get a officer order stop.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStop(int officerPlayerId, OfficerOrderType officerOrderType);&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
=====AGS's Misc Examples=====&lt;br /&gt;
https://github.com/CM2Walki/HoldfastMods&lt;br /&gt;
&lt;br /&gt;
=====Elf's AutoAdmin=====&lt;br /&gt;
https://github.com/LoganBlinco/HF_AutoAdmin&lt;br /&gt;
&lt;br /&gt;
=====Spammy's Chat Filter=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/spammys_chat_filter/SpammyChatFilter.cs&lt;br /&gt;
&lt;br /&gt;
=====Spammy's OwO Slapper=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/no_uwu_allowed/TestScriptMod.cs&lt;br /&gt;
&lt;br /&gt;
Feel free to post in the [http://www.discord.gg/holdfastgame Official Holdfast Discord] #Mod-Support for any help&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2327</id>
		<title>Script Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2327"/>
		<updated>2022-07-04T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Mod Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to create a script SDK mod =&lt;br /&gt;
&lt;br /&gt;
=== The Basic Flow ===&lt;br /&gt;
'''''Basic knowledge of C# and Unity is required.'''''&lt;br /&gt;
&lt;br /&gt;
To start with script modding in holdfast, create a new mod and in this mod’s folder create a new script. This script should implement the shared interface [[Script_Modding_Guide#IHoldfastSharedMethods|IHoldfastSharedMethods]]. &lt;br /&gt;
&lt;br /&gt;
For example, here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface.&lt;br /&gt;
&lt;br /&gt;
[[File:Script Modding Create Project.png|center]]&lt;br /&gt;
&lt;br /&gt;
=== Client or Server, what are those?! ===&lt;br /&gt;
One of the most important concepts to understand while script modifying Holdfast is the concept of &amp;quot;Client&amp;quot; and &amp;quot;Server&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Server&amp;quot; is the game server which handles all players verification data, networking, chat/voip, etc.&lt;br /&gt;
&lt;br /&gt;
Whereas the &amp;quot;Client&amp;quot; is either your own client referred to as the &amp;quot;Owner/Local Player&amp;quot; or someone else referred to as a &amp;quot;Proxy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Mod Install and Load Types ===&lt;br /&gt;
Similarly to the normal process of using the ‎&amp;lt;code&amp;gt;load_mod &amp;lt;steam_id&amp;gt;&amp;lt;/code&amp;gt; load type for mods, we've added a &amp;lt;code&amp;gt;load_mod_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a &amp;lt;code&amp;gt;load_mod_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition &amp;lt;code&amp;gt;mods_installed_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end. &lt;br /&gt;
&lt;br /&gt;
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependant on the order of how they were typed in the config file.&lt;br /&gt;
&lt;br /&gt;
Please note players can only load mods that the server allows on their list, so a &amp;lt;code&amp;gt;mods_installed_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server.&lt;br /&gt;
&lt;br /&gt;
=== Mod Variables===&lt;br /&gt;
Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format &amp;lt;code&amp;gt;mod_variable &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; for Global Scope (outside of the map rotations) or &amp;lt;code&amp;gt;mod_variable_local &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables. &lt;br /&gt;
&lt;br /&gt;
Server config mod variables are received from all mods, so a pattern of prefixing your mod variables with your mod id, &amp;lt;code&amp;gt;modid:key:value&amp;lt;/code&amp;gt;, is highly recommended, unless you're working on multiple mods that can share settings data.&lt;br /&gt;
&lt;br /&gt;
=== Security Concerns ===&lt;br /&gt;
&lt;br /&gt;
As you might be aware, we have some security related scripts that, for example don't allow a modder to gain access to the server or client's machine (ie: System.IO, System.Reflection, etc), these typically will show up as an error on the server's console with something along the lines of &lt;br /&gt;
 [UMod.Scripting.ScriptDomain]: Illegal reference to disallowed namespace: System.Reflection.&lt;br /&gt;
&lt;br /&gt;
We've added a feature for server hosts to be able to pass a &amp;quot;-allowRestrictedMods&amp;quot; in the launch parameters of the server. This will turn off the securities on the server machine ONLY, for ALL the mods. As such, if you rent your servers, you will need to talk to your host provider to enable this if they want to support it.&lt;br /&gt;
&lt;br /&gt;
What this will allow you to do is hook directly with IO operations and other restricted features (writing files, databases, websites api's, etc) so for development this will open major features that will be able to be done easier or that weren't able to be done outright.&lt;br /&gt;
&lt;br /&gt;
=== Gotchya's ===&lt;br /&gt;
It's highly recommended that most actions that a mod would do would be defered by a frame or a few ms when it comes to interacting with a player (healing, damaging, reviving, positioning, rotation, etc). If you code something, and it's logically sound, but ingame it's not doing exactly as expected or has bugs occuring due to it, after trying to delay the action, feel free to ask in mod-support.&lt;br /&gt;
&lt;br /&gt;
= New RC commands specific for modding use =&lt;br /&gt;
=== Make carbon player bots not do any auto input===&lt;br /&gt;
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system.&lt;br /&gt;
&lt;br /&gt;
 rc carbonPlayers ignoreAutoControls &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Send network trajectory info to client without showing it to players===&lt;br /&gt;
Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the &amp;quot;OnShotInfo&amp;quot; on a client side, for server side mods, this isn't required.&lt;br /&gt;
&lt;br /&gt;
 rc set drawFirearmTrajectoriesInfo &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quiet Messages ===&lt;br /&gt;
These messages will not shown to the player anywhere. The intended use for them is for a server-side mod to be able to communicate to a client side mod. &lt;br /&gt;
&lt;br /&gt;
For example; &lt;br /&gt;
&lt;br /&gt;
You have a mod that every time a player presses a button on your mod custom ui, you want to slap a player for 5 damage and they will be shown the message `haha you got slapped by &amp;lt;playername&amp;gt;` on their end of the mod. You are be able to do this by creating a mod that on the player's client side [ie player 3], you have a custom ui panel with a button, which when the button is pressed will send a message to the server (multiple ways of doing this, for example using rc system). This message is than read by the server side mod (could be the same mod, just need conditional logic using the &amp;quot;OnIsServer&amp;quot; and &amp;quot;OnIsClient&amp;quot; to split the mod up) and slaps the targetted player [ie player 5]. Than the server would send a quietPrivateMessage to the slapped target [player 5] informing him that he just got slapped by player 3. The client side of player 5 will than read the quiet private message (using OnTextMessage) and handle it appriopiately.&lt;br /&gt;
&lt;br /&gt;
 rc serverAdmin quietPrivateMessage &amp;lt;player_id&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 rc serverAdmin quietBroadcastMessage &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods =&lt;br /&gt;
If you hover over the interface's properties in visual studio, these can be found in the inspector too. In case visual studio doesn't link the dll correctly to inspect the data, feel free to refer to the [https://cdn.discordapp.com/attachments/872859509356367962/880762249684324352/HoldfastSharedMethods.rar raw cs files inside the DLL.]&lt;br /&gt;
&lt;br /&gt;
==== OnSyncValueState ====&lt;br /&gt;
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator.&lt;br /&gt;
 void OnSyncValueState(int value);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateSyncedTime ====&lt;br /&gt;
The game will share the current synchronized time (same on client and server) on every frame of the game.&lt;br /&gt;
 void OnUpdateSyncedTime(double time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateElapsedTime ====&lt;br /&gt;
The game will return the seconds since the round started on every frame of the game.&lt;br /&gt;
 void OnUpdateElapsedTime(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateTimeRemaining ====&lt;br /&gt;
The game will share the current remaining time on every frame of the game.&lt;br /&gt;
&lt;br /&gt;
 void OnUpdateTimeRemaining(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnIsServer ====&lt;br /&gt;
The game will return if the mod is loaded on a server.&lt;br /&gt;
&lt;br /&gt;
 void OnIsServer(bool server);&lt;br /&gt;
&lt;br /&gt;
==== OnIsClient ====&lt;br /&gt;
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id.&lt;br /&gt;
&lt;br /&gt;
 void OnIsClient(bool client, ulong steamId);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundDetails ====&lt;br /&gt;
The game will call this on round start with details regarding the current round.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundDetails(int roundId, string serverName, string mapName, FactionCountry attackingFaction, FactionCountry defendingFaction, GameplayMode gameplayMode, GameType gameType);&lt;br /&gt;
&lt;br /&gt;
==== PassConfigVariables ====&lt;br /&gt;
The game will call this once with all the config variables set on the config file of the server.&lt;br /&gt;
&lt;br /&gt;
Note: you will receive all variables, so make sure to filter only the ones you care about.&lt;br /&gt;
&lt;br /&gt;
 void PassConfigVariables(string[] value);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerJoined ====&lt;br /&gt;
The game will call this when a player or a bot joins the round.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerJoined(int playerId, ulong steamId, string name, string regimentTag, bool isBot);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerLeft ====&lt;br /&gt;
The game will call this when a player leaves the round.&lt;br /&gt;
&lt;br /&gt;
Note: Bots cannot leave, they'll keep respawning once dead.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerLeft(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerSpawned ====&lt;br /&gt;
The game will call this when a player spawns in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerSpawned(int playerId, int spawnSectionId, FactionCountry playerFaction, PlayerClass playerClass, int uniformId, GameObject playerObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerHurt ====&lt;br /&gt;
The game will call this when a player is hurt in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerHurt(int playerId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledPlayer ====&lt;br /&gt;
The game will call this when a player is killed by another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledPlayer(int killerPlayerId, int victimPlayerId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnScorableAction ====&lt;br /&gt;
The game will call this when a player receives any score.&lt;br /&gt;
&lt;br /&gt;
 void OnScorableAction(int playerId, int score, ScorableActionType reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShoot ====&lt;br /&gt;
The game will call this when a player shoots his gun.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShoot(int playerId, bool dryShot);&lt;br /&gt;
&lt;br /&gt;
==== OnShotInfo ====&lt;br /&gt;
The game will call this when a bullet.&lt;br /&gt;
&lt;br /&gt;
Note: This requires `rc set drawFirearmTajectories true` or `rc set drawFirearmTajectoriesInfo true`.&lt;br /&gt;
&lt;br /&gt;
 void OnShotInfo(int playerId, int shotCount, Vector3[][] shotsPointsPositions, float[] trajectileDistances, float[] distanceFromFiringPositions, float[] horizontalDeviationAngles, float[] maxHorizontalDeviationAngles, float[] muzzleVelocities, float[] gravities, float[] damageHitBaseDamages, float[] damageRangeUnitValues, float[] damagePostTraitAndBuffValues, float[] totalDamages, Vector3[] hitPositions, Vector3[] hitDirections, int[] hitPlayerIds, int[] hitDamageableObjectIds, int[] hitShipIds, int[] hitVehicleIds);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerBlock ====&lt;br /&gt;
The game will call this when a player successfully blocks another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerBlock(int attackingPlayerId, int defendingPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerMeleeStartSecondaryAttack ====&lt;br /&gt;
The game will call this when a player starts a secondary attack (shove).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerMeleeStartSecondaryAttack(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerWeaponSwitch ====&lt;br /&gt;
The game will call this when a player swaps their weapon.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerWeaponSwitch(int playerId, string weapon);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerStartCarry ====&lt;br /&gt;
The game will call this when a player starts carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerStartCarry(int playerId, CarryableObjectType carryableObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerEndCarry ====&lt;br /&gt;
The game will call this when a player stops carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerEndCarry(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShout ====&lt;br /&gt;
The game will call this when a player shouts using the ingame voice commands(not voip).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShout(int playerId, CharacterVoicePhrase voicePhrase);&lt;br /&gt;
&lt;br /&gt;
==== OnConsoleCommand ====&lt;br /&gt;
The game will call this when the console command is used.&lt;br /&gt;
&lt;br /&gt;
Note: This will be only called on the client, or on the server that is executing the console command.&lt;br /&gt;
&lt;br /&gt;
 void OnConsoleCommand(string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnRCLogin ====&lt;br /&gt;
The game will call this when a player requests a remote console login.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is executing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCLogin(int playerId, string inputPassword, bool isLoggedIn);&lt;br /&gt;
&lt;br /&gt;
==== OnRCCommand ====&lt;br /&gt;
The game will call this when a player requests a remote console command.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is doing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCCommand(int playerId, string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnTextMessage ====&lt;br /&gt;
The game will call this when a message is received in the chat system.&lt;br /&gt;
&lt;br /&gt;
 void OnTextMessage(int playerId, TextChatChannel channel, string text);&lt;br /&gt;
&lt;br /&gt;
==== OnAdminPlayerAction ====&lt;br /&gt;
The game will call this when an administrator does an admin action using the rc commands or the P menu.&lt;br /&gt;
&lt;br /&gt;
 void OnAdminPlayerAction(int playerId, int adminId, ServerAdminAction action, string reason);&lt;br /&gt;
&lt;br /&gt;
==== OnDamageableObjectDamaged ====&lt;br /&gt;
The game will call this when an object is damaged.&lt;br /&gt;
&lt;br /&gt;
 void OnDamageableObjectDamaged(GameObject damageableObject, int damageableObjectId, int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
==== OnInteractableObjectInteraction ====&lt;br /&gt;
The game will call this when an object is interacted with.&lt;br /&gt;
&lt;br /&gt;
 void OnInteractableObjectInteraction(int playerId, int interactableObjectId, GameObject interactableObject, InteractionActivationType interactionActivationType, int nextActivationStateTransitionIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementPlaced ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is initially placed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementPlaced(int itemId, GameObject objectBuilt, EmplacementType emplacementType);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementConstructed ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is fully constructed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementConstructed(int itemId);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointCaptured ====&lt;br /&gt;
The game will call this when a capture point is fully captured.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointCaptured(int capturePoint);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointOwnerChanged ====&lt;br /&gt;
The game will call this when a capture point changes owner.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointOwnerChanged(int capturePoint, FactionCountry factionCountry);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointDataUpdated ====&lt;br /&gt;
The game will call this when a capture data changes.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointDataUpdated(int capturePoint, int defendingPlayerCount, int attackingPlayerCount);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStart ====&lt;br /&gt;
The game will call this when a buff is applied to a player.&lt;br /&gt;
&lt;br /&gt;
Note: Buffs that already exist on a player may stack, so this call will be called multiple times even if a player already has the buff.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStart(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStop ====&lt;br /&gt;
The game will call this when a buff is removed from a player.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStop(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndFactionWinner ====&lt;br /&gt;
The game will call this when a faction vs faction round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Most of them except for Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndFactionWinner(FactionCountry factionCountry, FactionRoundWinnerReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndPlayerWinner ====&lt;br /&gt;
The game will call this when a free for all round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Only Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndPlayerWinner(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleSpawned ====&lt;br /&gt;
The game will call this when a vehicle(horse) is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleSpawned(int vehicleId, FactionCountry vehicleFaction, PlayerClass vehicleClass, GameObject vehicleObject, int ownerPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleHurt ====&lt;br /&gt;
The game will call this when a vehicle(horse) is hurt.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleHurt(int vehicleId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledVehicle ====&lt;br /&gt;
The game will call this when a vehicle(horse) is killed by a player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledVehicle(int killerPlayerId, int victimVehicleId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnShipSpawned ====&lt;br /&gt;
The game will call this when a ship is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnShipSpawned(int shipId, GameObject shipObject, FactionCountry shipfaction, ShipType shipType, int shipName);&lt;br /&gt;
&lt;br /&gt;
==== OnShipDamaged ====&lt;br /&gt;
The game will call this when a ship takes damage.&lt;br /&gt;
&lt;br /&gt;
 void OnShipDamaged(int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods2 =&lt;br /&gt;
Following update 1.20 we introduced more exposed functions using the interface &amp;quot;IHoldfastSharedMethods2&amp;quot;. Use the same workflow as &amp;quot;IHoldfastSharedMethods&amp;quot; to access these functions.&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerPacket====&lt;br /&gt;
This will be called every time we get a packet from a user. &lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);&lt;br /&gt;
&lt;br /&gt;
==== OnVehiclePacket ====&lt;br /&gt;
This will be called every time we get a packet from a vehicle.&lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStart ====&lt;br /&gt;
This will be called every time we get a officer order.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStart(int officerPlayerId, OfficerOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStop ====&lt;br /&gt;
This will be called every time we get a officer order stop.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStop(int officerPlayerId, OfficerOrderType officerOrderType);&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
=====AGS's Misc Examples=====&lt;br /&gt;
https://github.com/CM2Walki/HoldfastMods&lt;br /&gt;
&lt;br /&gt;
=====Elf's AutoAdmin=====&lt;br /&gt;
https://github.com/LoganBlinco/HF_AutoAdmin&lt;br /&gt;
&lt;br /&gt;
=====Spammy's Chat Filter=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/spammys_chat_filter/SpammyChatFilter.cs&lt;br /&gt;
&lt;br /&gt;
=====Spammy's OwO Slapper=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/no_uwu_allowed/TestScriptMod.cs&lt;br /&gt;
&lt;br /&gt;
Feel free to post in the [http://www.discord.gg/holdfastgame Official Holdfast Discord] #Mod-Support for any help&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2305</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2305"/>
		<updated>2022-05-26T22:09:35Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Frontlines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
round_spawn_close_timer_seconds&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
amount_of_rounds&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast: Nations At War|Holdfast: NaWâs]] original gameplay design. Configure limits for classes, define the allowed spawnable classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.&lt;br /&gt;
&lt;br /&gt;
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
::  Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''' - The weapon(s) that the class will spawn with&lt;br /&gt;
&lt;br /&gt;
For multiple weapons add a space then another '''&amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;''':&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon|Starting Weapon]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British grenadiers a rifle and give the French grenadiers a rifle, pike &amp;amp; sabre:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_override British Grenadier 4 2 Rifle_Pattern1800Infantry&lt;br /&gt;
starting_weapons_override French Grenadier 4 3 Rifle_Pattern1800Infantry BoardingPike_Variation1 Sabre_1796PatternLight&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
Use the following override command to configure firearm ammunition related settings as well as limitations.  As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2304</id>
		<title>Script Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2304"/>
		<updated>2022-05-25T13:30:37Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Mod Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to create a script SDK mod =&lt;br /&gt;
&lt;br /&gt;
=== The Basic Flow ===&lt;br /&gt;
'''''Basic knowledge of C# and Unity is required.'''''&lt;br /&gt;
&lt;br /&gt;
To start with script modding in holdfast, create a new mod and in this mod’s folder create a new script. This script should implement the shared interface [[Script_Modding_Guide#IHoldfastSharedMethods|IHoldfastSharedMethods]]. &lt;br /&gt;
&lt;br /&gt;
For example, here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface.&lt;br /&gt;
&lt;br /&gt;
[[File:Script Modding Create Project.png|center]]&lt;br /&gt;
&lt;br /&gt;
=== Client or Server, what are those?! ===&lt;br /&gt;
One of the most important concepts to understand while script modifying Holdfast is the concept of &amp;quot;Client&amp;quot; and &amp;quot;Server&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Server&amp;quot; is the game server which handles all players verification data, networking, chat/voip, etc.&lt;br /&gt;
&lt;br /&gt;
Whereas the &amp;quot;Client&amp;quot; is either your own client referred to as the &amp;quot;Owner/Local Player&amp;quot; or someone else referred to as a &amp;quot;Proxy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Mod Install and Load Types ===&lt;br /&gt;
Similarly to the normal process of using the ‎&amp;lt;code&amp;gt;load_mod &amp;lt;steam_id&amp;gt;&amp;lt;/code&amp;gt; load type for mods, we've added a &amp;lt;code&amp;gt;load_mod_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a &amp;lt;code&amp;gt;load_mod_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition &amp;lt;code&amp;gt;mods_installed_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end. &lt;br /&gt;
&lt;br /&gt;
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependant on the order of how they were typed in the config file.&lt;br /&gt;
&lt;br /&gt;
Please note players can only load mods that the server allows on their list, so a &amp;lt;code&amp;gt;mods_installed_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server.&lt;br /&gt;
&lt;br /&gt;
=== Mod Variables===&lt;br /&gt;
[Local Scope are not currently live at time of editing (will work v2.6+)]&lt;br /&gt;
&lt;br /&gt;
Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format &amp;lt;code&amp;gt;mod_variable &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; for Global Scope (outside of the map rotations) or &amp;lt;code&amp;gt;mod_variable_local &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables. &lt;br /&gt;
&lt;br /&gt;
Server config mod variables are received from all mods, so a pattern of prefixing your mod variables with your mod id, &amp;lt;code&amp;gt;modid:key:value&amp;lt;/code&amp;gt;, is highly recommended, unless you're working on multiple mods that can share settings data.&lt;br /&gt;
&lt;br /&gt;
=== Security Concerns ===&lt;br /&gt;
&lt;br /&gt;
As you might be aware, we have some security related scripts that, for example don't allow a modder to gain access to the server or client's machine (ie: System.IO, System.Reflection, etc), these typically will show up as an error on the server's console with something along the lines of &lt;br /&gt;
 [UMod.Scripting.ScriptDomain]: Illegal reference to disallowed namespace: System.Reflection.&lt;br /&gt;
&lt;br /&gt;
We've added a feature for server hosts to be able to pass a &amp;quot;-allowRestrictedMods&amp;quot; in the launch parameters of the server. This will turn off the securities on the server machine ONLY, for ALL the mods. As such, if you rent your servers, you will need to talk to your host provider to enable this if they want to support it.&lt;br /&gt;
&lt;br /&gt;
What this will allow you to do is hook directly with IO operations and other restricted features (writing files, databases, websites api's, etc) so for development this will open major features that will be able to be done easier or that weren't able to be done outright.&lt;br /&gt;
&lt;br /&gt;
=== Gotchya's ===&lt;br /&gt;
It's highly recommended that most actions that a mod would do would be defered by a frame or a few ms when it comes to interacting with a player (healing, damaging, reviving, positioning, rotation, etc). If you code something, and it's logically sound, but ingame it's not doing exactly as expected or has bugs occuring due to it, after trying to delay the action, feel free to ask in mod-support.&lt;br /&gt;
&lt;br /&gt;
= New RC commands specific for modding use =&lt;br /&gt;
=== Make carbon player bots not do any auto input===&lt;br /&gt;
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system.&lt;br /&gt;
&lt;br /&gt;
 rc carbonPlayers ignoreAutoControls &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Send network trajectory info to client without showing it to players===&lt;br /&gt;
Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the &amp;quot;OnShotInfo&amp;quot; on a client side, for server side mods, this isn't required.&lt;br /&gt;
&lt;br /&gt;
 rc set drawFirearmTrajectoriesInfo &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quiet Messages ===&lt;br /&gt;
These messages will not shown to the player anywhere. The intended use for them is for a server-side mod to be able to communicate to a client side mod. &lt;br /&gt;
&lt;br /&gt;
For example; &lt;br /&gt;
&lt;br /&gt;
You have a mod that every time a player presses a button on your mod custom ui, you want to slap a player for 5 damage and they will be shown the message `haha you got slapped by &amp;lt;playername&amp;gt;` on their end of the mod. You are be able to do this by creating a mod that on the player's client side [ie player 3], you have a custom ui panel with a button, which when the button is pressed will send a message to the server (multiple ways of doing this, for example using rc system). This message is than read by the server side mod (could be the same mod, just need conditional logic using the &amp;quot;OnIsServer&amp;quot; and &amp;quot;OnIsClient&amp;quot; to split the mod up) and slaps the targetted player [ie player 5]. Than the server would send a quietPrivateMessage to the slapped target [player 5] informing him that he just got slapped by player 3. The client side of player 5 will than read the quiet private message (using OnTextMessage) and handle it appriopiately.&lt;br /&gt;
&lt;br /&gt;
 rc serverAdmin quietPrivateMessage &amp;lt;player_id&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 rc serverAdmin quietBroadcastMessage &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods =&lt;br /&gt;
If you hover over the interface's properties in visual studio, these can be found in the inspector too. In case visual studio doesn't link the dll correctly to inspect the data, feel free to refer to the [https://cdn.discordapp.com/attachments/872859509356367962/880762249684324352/HoldfastSharedMethods.rar raw cs files inside the DLL.]&lt;br /&gt;
&lt;br /&gt;
==== OnSyncValueState ====&lt;br /&gt;
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator.&lt;br /&gt;
 void OnSyncValueState(int value);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateSyncedTime ====&lt;br /&gt;
The game will share the current synchronized time (same on client and server) on every frame of the game.&lt;br /&gt;
 void OnUpdateSyncedTime(double time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateElapsedTime ====&lt;br /&gt;
The game will return the seconds since the round started on every frame of the game.&lt;br /&gt;
 void OnUpdateElapsedTime(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateTimeRemaining ====&lt;br /&gt;
The game will share the current remaining time on every frame of the game.&lt;br /&gt;
&lt;br /&gt;
 void OnUpdateTimeRemaining(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnIsServer ====&lt;br /&gt;
The game will return if the mod is loaded on a server.&lt;br /&gt;
&lt;br /&gt;
 void OnIsServer(bool server);&lt;br /&gt;
&lt;br /&gt;
==== OnIsClient ====&lt;br /&gt;
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id.&lt;br /&gt;
&lt;br /&gt;
 void OnIsClient(bool client, ulong steamId);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundDetails ====&lt;br /&gt;
The game will call this on round start with details regarding the current round.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundDetails(int roundId, string serverName, string mapName, FactionCountry attackingFaction, FactionCountry defendingFaction, GameplayMode gameplayMode, GameType gameType);&lt;br /&gt;
&lt;br /&gt;
==== PassConfigVariables ====&lt;br /&gt;
The game will call this once with all the config variables set on the config file of the server.&lt;br /&gt;
&lt;br /&gt;
Note: you will receive all variables, so make sure to filter only the ones you care about.&lt;br /&gt;
&lt;br /&gt;
 void PassConfigVariables(string[] value);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerJoined ====&lt;br /&gt;
The game will call this when a player or a bot joins the round.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerJoined(int playerId, ulong steamId, string name, string regimentTag, bool isBot);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerLeft ====&lt;br /&gt;
The game will call this when a player leaves the round.&lt;br /&gt;
&lt;br /&gt;
Note: Bots cannot leave, they'll keep respawning once dead.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerLeft(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerSpawned ====&lt;br /&gt;
The game will call this when a player spawns in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerSpawned(int playerId, int spawnSectionId, FactionCountry playerFaction, PlayerClass playerClass, int uniformId, GameObject playerObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerHurt ====&lt;br /&gt;
The game will call this when a player is hurt in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerHurt(int playerId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledPlayer ====&lt;br /&gt;
The game will call this when a player is killed by another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledPlayer(int killerPlayerId, int victimPlayerId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnScorableAction ====&lt;br /&gt;
The game will call this when a player receives any score.&lt;br /&gt;
&lt;br /&gt;
 void OnScorableAction(int playerId, int score, ScorableActionType reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShoot ====&lt;br /&gt;
The game will call this when a player shoots his gun.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShoot(int playerId, bool dryShot);&lt;br /&gt;
&lt;br /&gt;
==== OnShotInfo ====&lt;br /&gt;
The game will call this when a bullet.&lt;br /&gt;
&lt;br /&gt;
Note: This requires `rc set drawFirearmTajectories true` or `rc set drawFirearmTajectoriesInfo true`.&lt;br /&gt;
&lt;br /&gt;
 void OnShotInfo(int playerId, int shotCount, Vector3[][] shotsPointsPositions, float[] trajectileDistances, float[] distanceFromFiringPositions, float[] horizontalDeviationAngles, float[] maxHorizontalDeviationAngles, float[] muzzleVelocities, float[] gravities, float[] damageHitBaseDamages, float[] damageRangeUnitValues, float[] damagePostTraitAndBuffValues, float[] totalDamages, Vector3[] hitPositions, Vector3[] hitDirections, int[] hitPlayerIds, int[] hitDamageableObjectIds, int[] hitShipIds, int[] hitVehicleIds);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerBlock ====&lt;br /&gt;
The game will call this when a player successfully blocks another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerBlock(int attackingPlayerId, int defendingPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerMeleeStartSecondaryAttack ====&lt;br /&gt;
The game will call this when a player starts a secondary attack (shove).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerMeleeStartSecondaryAttack(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerWeaponSwitch ====&lt;br /&gt;
The game will call this when a player swaps their weapon.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerWeaponSwitch(int playerId, string weapon);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerStartCarry ====&lt;br /&gt;
The game will call this when a player starts carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerStartCarry(int playerId, CarryableObjectType carryableObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerEndCarry ====&lt;br /&gt;
The game will call this when a player stops carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerEndCarry(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShout ====&lt;br /&gt;
The game will call this when a player shouts using the ingame voice commands(not voip).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShout(int playerId, CharacterVoicePhrase voicePhrase);&lt;br /&gt;
&lt;br /&gt;
==== OnConsoleCommand ====&lt;br /&gt;
The game will call this when the console command is used.&lt;br /&gt;
&lt;br /&gt;
Note: This will be only called on the client, or on the server that is executing the console command.&lt;br /&gt;
&lt;br /&gt;
 void OnConsoleCommand(string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnRCLogin ====&lt;br /&gt;
The game will call this when a player requests a remote console login.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is executing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCLogin(int playerId, string inputPassword, bool isLoggedIn);&lt;br /&gt;
&lt;br /&gt;
==== OnRCCommand ====&lt;br /&gt;
The game will call this when a player requests a remote console command.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is doing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCCommand(int playerId, string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnTextMessage ====&lt;br /&gt;
The game will call this when a message is received in the chat system.&lt;br /&gt;
&lt;br /&gt;
 void OnTextMessage(int playerId, TextChatChannel channel, string text);&lt;br /&gt;
&lt;br /&gt;
==== OnAdminPlayerAction ====&lt;br /&gt;
The game will call this when an administrator does an admin action using the rc commands or the P menu.&lt;br /&gt;
&lt;br /&gt;
 void OnAdminPlayerAction(int playerId, int adminId, ServerAdminAction action, string reason);&lt;br /&gt;
&lt;br /&gt;
==== OnDamageableObjectDamaged ====&lt;br /&gt;
The game will call this when an object is damaged.&lt;br /&gt;
&lt;br /&gt;
 void OnDamageableObjectDamaged(GameObject damageableObject, int damageableObjectId, int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
==== OnInteractableObjectInteraction ====&lt;br /&gt;
The game will call this when an object is interacted with.&lt;br /&gt;
&lt;br /&gt;
 void OnInteractableObjectInteraction(int playerId, int interactableObjectId, GameObject interactableObject, InteractionActivationType interactionActivationType, int nextActivationStateTransitionIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementPlaced ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is initially placed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementPlaced(int itemId, GameObject objectBuilt, EmplacementType emplacementType);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementConstructed ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is fully constructed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementConstructed(int itemId);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointCaptured ====&lt;br /&gt;
The game will call this when a capture point is fully captured.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointCaptured(int capturePoint);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointOwnerChanged ====&lt;br /&gt;
The game will call this when a capture point changes owner.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointOwnerChanged(int capturePoint, FactionCountry factionCountry);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointDataUpdated ====&lt;br /&gt;
The game will call this when a capture data changes.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointDataUpdated(int capturePoint, int defendingPlayerCount, int attackingPlayerCount);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStart ====&lt;br /&gt;
The game will call this when a buff is applied to a player.&lt;br /&gt;
&lt;br /&gt;
Note: Buffs that already exist on a player may stack, so this call will be called multiple times even if a player already has the buff.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStart(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStop ====&lt;br /&gt;
The game will call this when a buff is removed from a player.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStop(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndFactionWinner ====&lt;br /&gt;
The game will call this when a faction vs faction round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Most of them except for Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndFactionWinner(FactionCountry factionCountry, FactionRoundWinnerReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndPlayerWinner ====&lt;br /&gt;
The game will call this when a free for all round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Only Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndPlayerWinner(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleSpawned ====&lt;br /&gt;
The game will call this when a vehicle(horse) is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleSpawned(int vehicleId, FactionCountry vehicleFaction, PlayerClass vehicleClass, GameObject vehicleObject, int ownerPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleHurt ====&lt;br /&gt;
The game will call this when a vehicle(horse) is hurt.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleHurt(int vehicleId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledVehicle ====&lt;br /&gt;
The game will call this when a vehicle(horse) is killed by a player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledVehicle(int killerPlayerId, int victimVehicleId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnShipSpawned ====&lt;br /&gt;
The game will call this when a ship is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnShipSpawned(int shipId, GameObject shipObject, FactionCountry shipfaction, ShipType shipType, int shipName);&lt;br /&gt;
&lt;br /&gt;
==== OnShipDamaged ====&lt;br /&gt;
The game will call this when a ship takes damage.&lt;br /&gt;
&lt;br /&gt;
 void OnShipDamaged(int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods2 =&lt;br /&gt;
Following update 1.20 we introduced more exposed functions using the interface &amp;quot;IHoldfastSharedMethods2&amp;quot;. Use the same workflow as &amp;quot;IHoldfastSharedMethods&amp;quot; to access these functions.&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerPacket====&lt;br /&gt;
This will be called every time we get a packet from a user. &lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);&lt;br /&gt;
&lt;br /&gt;
==== OnVehiclePacket ====&lt;br /&gt;
This will be called every time we get a packet from a vehicle.&lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStart ====&lt;br /&gt;
This will be called every time we get a officer order.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStart(int officerPlayerId, OfficerOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStop ====&lt;br /&gt;
This will be called every time we get a officer order stop.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStop(int officerPlayerId, OfficerOrderType officerOrderType);&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
=====AGS's Misc Examples=====&lt;br /&gt;
https://github.com/CM2Walki/HoldfastMods&lt;br /&gt;
&lt;br /&gt;
=====Elf's AutoAdmin=====&lt;br /&gt;
https://github.com/LoganBlinco/HF_AutoAdmin&lt;br /&gt;
&lt;br /&gt;
=====Spammy's Chat Filter=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/spammys_chat_filter/SpammyChatFilter.cs&lt;br /&gt;
&lt;br /&gt;
=====Spammy's OwO Slapper=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/no_uwu_allowed/TestScriptMod.cs&lt;br /&gt;
&lt;br /&gt;
Feel free to post in the [http://www.discord.gg/holdfastgame Official Holdfast Discord] #Mod-Support for any help&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2303</id>
		<title>Script Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Script_Modding_Guide&amp;diff=2303"/>
		<updated>2022-05-25T13:22:28Z</updated>

		<summary type="html">&lt;p&gt;Wrexial: /* Mod Variables *v2.6+ [not currently live at time of editing]* */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to create a script SDK mod =&lt;br /&gt;
&lt;br /&gt;
=== The Basic Flow ===&lt;br /&gt;
'''''Basic knowledge of C# and Unity is required.'''''&lt;br /&gt;
&lt;br /&gt;
To start with script modding in holdfast, create a new mod and in this mod’s folder create a new script. This script should implement the shared interface [[Script_Modding_Guide#IHoldfastSharedMethods|IHoldfastSharedMethods]]. &lt;br /&gt;
&lt;br /&gt;
For example, here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface.&lt;br /&gt;
&lt;br /&gt;
[[File:Script Modding Create Project.png|center]]&lt;br /&gt;
&lt;br /&gt;
=== Client or Server, what are those?! ===&lt;br /&gt;
One of the most important concepts to understand while script modifying Holdfast is the concept of &amp;quot;Client&amp;quot; and &amp;quot;Server&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Server&amp;quot; is the game server which handles all players verification data, networking, chat/voip, etc.&lt;br /&gt;
&lt;br /&gt;
Whereas the &amp;quot;Client&amp;quot; is either your own client referred to as the &amp;quot;Owner/Local Player&amp;quot; or someone else referred to as a &amp;quot;Proxy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Mod Install and Load Types ===&lt;br /&gt;
Similarly to the normal process of using the ‎&amp;lt;code&amp;gt;load_mod &amp;lt;steam_id&amp;gt;&amp;lt;/code&amp;gt; load type for mods, we've added a &amp;lt;code&amp;gt;load_mod_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a &amp;lt;code&amp;gt;load_mod_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition &amp;lt;code&amp;gt;mods_installed_server_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end. &lt;br /&gt;
&lt;br /&gt;
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependant on the order of how they were typed in the config file.&lt;br /&gt;
&lt;br /&gt;
Please note players can only load mods that the server allows on their list, so a &amp;lt;code&amp;gt;mods_installed_client_only &amp;lt;steamid&amp;gt;&amp;lt;/code&amp;gt; doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server.&lt;br /&gt;
&lt;br /&gt;
=== Mod Variables===&lt;br /&gt;
[not currently live at time of editing (will work v2.6+)]&lt;br /&gt;
&lt;br /&gt;
Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format &amp;lt;code&amp;gt;mod_variable &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; for Global Scope (outside of the map rotations) or &amp;lt;code&amp;gt;mod_variable_local &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables. &lt;br /&gt;
&lt;br /&gt;
Server config mod variables are received from all mods, so a pattern of prefixing your mod variables with your mod id, &amp;lt;code&amp;gt;modid:key:value&amp;lt;/code&amp;gt;, is highly recommended, unless you're working on multiple mods that can share settings data.&lt;br /&gt;
&lt;br /&gt;
=== Security Concerns ===&lt;br /&gt;
&lt;br /&gt;
As you might be aware, we have some security related scripts that, for example don't allow a modder to gain access to the server or client's machine (ie: System.IO, System.Reflection, etc), these typically will show up as an error on the server's console with something along the lines of &lt;br /&gt;
 [UMod.Scripting.ScriptDomain]: Illegal reference to disallowed namespace: System.Reflection.&lt;br /&gt;
&lt;br /&gt;
We've added a feature for server hosts to be able to pass a &amp;quot;-allowRestrictedMods&amp;quot; in the launch parameters of the server. This will turn off the securities on the server machine ONLY, for ALL the mods. As such, if you rent your servers, you will need to talk to your host provider to enable this if they want to support it.&lt;br /&gt;
&lt;br /&gt;
What this will allow you to do is hook directly with IO operations and other restricted features (writing files, databases, websites api's, etc) so for development this will open major features that will be able to be done easier or that weren't able to be done outright.&lt;br /&gt;
&lt;br /&gt;
=== Gotchya's ===&lt;br /&gt;
It's highly recommended that most actions that a mod would do would be defered by a frame or a few ms when it comes to interacting with a player (healing, damaging, reviving, positioning, rotation, etc). If you code something, and it's logically sound, but ingame it's not doing exactly as expected or has bugs occuring due to it, after trying to delay the action, feel free to ask in mod-support.&lt;br /&gt;
&lt;br /&gt;
= New RC commands specific for modding use =&lt;br /&gt;
=== Make carbon player bots not do any auto input===&lt;br /&gt;
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system.&lt;br /&gt;
&lt;br /&gt;
 rc carbonPlayers ignoreAutoControls &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Send network trajectory info to client without showing it to players===&lt;br /&gt;
Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the &amp;quot;OnShotInfo&amp;quot; on a client side, for server side mods, this isn't required.&lt;br /&gt;
&lt;br /&gt;
 rc set drawFirearmTrajectoriesInfo &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quiet Messages ===&lt;br /&gt;
These messages will not shown to the player anywhere. The intended use for them is for a server-side mod to be able to communicate to a client side mod. &lt;br /&gt;
&lt;br /&gt;
For example; &lt;br /&gt;
&lt;br /&gt;
You have a mod that every time a player presses a button on your mod custom ui, you want to slap a player for 5 damage and they will be shown the message `haha you got slapped by &amp;lt;playername&amp;gt;` on their end of the mod. You are be able to do this by creating a mod that on the player's client side [ie player 3], you have a custom ui panel with a button, which when the button is pressed will send a message to the server (multiple ways of doing this, for example using rc system). This message is than read by the server side mod (could be the same mod, just need conditional logic using the &amp;quot;OnIsServer&amp;quot; and &amp;quot;OnIsClient&amp;quot; to split the mod up) and slaps the targetted player [ie player 5]. Than the server would send a quietPrivateMessage to the slapped target [player 5] informing him that he just got slapped by player 3. The client side of player 5 will than read the quiet private message (using OnTextMessage) and handle it appriopiately.&lt;br /&gt;
&lt;br /&gt;
 rc serverAdmin quietPrivateMessage &amp;lt;player_id&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 rc serverAdmin quietBroadcastMessage &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods =&lt;br /&gt;
If you hover over the interface's properties in visual studio, these can be found in the inspector too. In case visual studio doesn't link the dll correctly to inspect the data, feel free to refer to the [https://cdn.discordapp.com/attachments/872859509356367962/880762249684324352/HoldfastSharedMethods.rar raw cs files inside the DLL.]&lt;br /&gt;
&lt;br /&gt;
==== OnSyncValueState ====&lt;br /&gt;
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator.&lt;br /&gt;
 void OnSyncValueState(int value);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateSyncedTime ====&lt;br /&gt;
The game will share the current synchronized time (same on client and server) on every frame of the game.&lt;br /&gt;
 void OnUpdateSyncedTime(double time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateElapsedTime ====&lt;br /&gt;
The game will return the seconds since the round started on every frame of the game.&lt;br /&gt;
 void OnUpdateElapsedTime(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnUpdateTimeRemaining ====&lt;br /&gt;
The game will share the current remaining time on every frame of the game.&lt;br /&gt;
&lt;br /&gt;
 void OnUpdateTimeRemaining(float time);&lt;br /&gt;
&lt;br /&gt;
==== OnIsServer ====&lt;br /&gt;
The game will return if the mod is loaded on a server.&lt;br /&gt;
&lt;br /&gt;
 void OnIsServer(bool server);&lt;br /&gt;
&lt;br /&gt;
==== OnIsClient ====&lt;br /&gt;
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id.&lt;br /&gt;
&lt;br /&gt;
 void OnIsClient(bool client, ulong steamId);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundDetails ====&lt;br /&gt;
The game will call this on round start with details regarding the current round.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundDetails(int roundId, string serverName, string mapName, FactionCountry attackingFaction, FactionCountry defendingFaction, GameplayMode gameplayMode, GameType gameType);&lt;br /&gt;
&lt;br /&gt;
==== PassConfigVariables ====&lt;br /&gt;
The game will call this once with all the config variables set on the config file of the server.&lt;br /&gt;
&lt;br /&gt;
Note: you will receive all variables, so make sure to filter only the ones you care about.&lt;br /&gt;
&lt;br /&gt;
 void PassConfigVariables(string[] value);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerJoined ====&lt;br /&gt;
The game will call this when a player or a bot joins the round.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerJoined(int playerId, ulong steamId, string name, string regimentTag, bool isBot);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerLeft ====&lt;br /&gt;
The game will call this when a player leaves the round.&lt;br /&gt;
&lt;br /&gt;
Note: Bots cannot leave, they'll keep respawning once dead.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerLeft(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerSpawned ====&lt;br /&gt;
The game will call this when a player spawns in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerSpawned(int playerId, int spawnSectionId, FactionCountry playerFaction, PlayerClass playerClass, int uniformId, GameObject playerObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerHurt ====&lt;br /&gt;
The game will call this when a player is hurt in game.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerHurt(int playerId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledPlayer ====&lt;br /&gt;
The game will call this when a player is killed by another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledPlayer(int killerPlayerId, int victimPlayerId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnScorableAction ====&lt;br /&gt;
The game will call this when a player receives any score.&lt;br /&gt;
&lt;br /&gt;
 void OnScorableAction(int playerId, int score, ScorableActionType reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShoot ====&lt;br /&gt;
The game will call this when a player shoots his gun.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShoot(int playerId, bool dryShot);&lt;br /&gt;
&lt;br /&gt;
==== OnShotInfo ====&lt;br /&gt;
The game will call this when a bullet.&lt;br /&gt;
&lt;br /&gt;
Note: This requires `rc set drawFirearmTajectories true` or `rc set drawFirearmTajectoriesInfo true`.&lt;br /&gt;
&lt;br /&gt;
 void OnShotInfo(int playerId, int shotCount, Vector3[][] shotsPointsPositions, float[] trajectileDistances, float[] distanceFromFiringPositions, float[] horizontalDeviationAngles, float[] maxHorizontalDeviationAngles, float[] muzzleVelocities, float[] gravities, float[] damageHitBaseDamages, float[] damageRangeUnitValues, float[] damagePostTraitAndBuffValues, float[] totalDamages, Vector3[] hitPositions, Vector3[] hitDirections, int[] hitPlayerIds, int[] hitDamageableObjectIds, int[] hitShipIds, int[] hitVehicleIds);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerBlock ====&lt;br /&gt;
The game will call this when a player successfully blocks another player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerBlock(int attackingPlayerId, int defendingPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerMeleeStartSecondaryAttack ====&lt;br /&gt;
The game will call this when a player starts a secondary attack (shove).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerMeleeStartSecondaryAttack(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerWeaponSwitch ====&lt;br /&gt;
The game will call this when a player swaps their weapon.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerWeaponSwitch(int playerId, string weapon);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerStartCarry ====&lt;br /&gt;
The game will call this when a player starts carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerStartCarry(int playerId, CarryableObjectType carryableObject);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerEndCarry ====&lt;br /&gt;
The game will call this when a player stops carrying an object.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerEndCarry(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerShout ====&lt;br /&gt;
The game will call this when a player shouts using the ingame voice commands(not voip).&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerShout(int playerId, CharacterVoicePhrase voicePhrase);&lt;br /&gt;
&lt;br /&gt;
==== OnConsoleCommand ====&lt;br /&gt;
The game will call this when the console command is used.&lt;br /&gt;
&lt;br /&gt;
Note: This will be only called on the client, or on the server that is executing the console command.&lt;br /&gt;
&lt;br /&gt;
 void OnConsoleCommand(string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnRCLogin ====&lt;br /&gt;
The game will call this when a player requests a remote console login.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is executing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCLogin(int playerId, string inputPassword, bool isLoggedIn);&lt;br /&gt;
&lt;br /&gt;
==== OnRCCommand ====&lt;br /&gt;
The game will call this when a player requests a remote console command.&lt;br /&gt;
&lt;br /&gt;
Note: This will be called on the client that is doing the request, and the server. Not other people.&lt;br /&gt;
&lt;br /&gt;
 void OnRCCommand(int playerId, string input, string output, bool success);&lt;br /&gt;
&lt;br /&gt;
==== OnTextMessage ====&lt;br /&gt;
The game will call this when a message is received in the chat system.&lt;br /&gt;
&lt;br /&gt;
 void OnTextMessage(int playerId, TextChatChannel channel, string text);&lt;br /&gt;
&lt;br /&gt;
==== OnAdminPlayerAction ====&lt;br /&gt;
The game will call this when an administrator does an admin action using the rc commands or the P menu.&lt;br /&gt;
&lt;br /&gt;
 void OnAdminPlayerAction(int playerId, int adminId, ServerAdminAction action, string reason);&lt;br /&gt;
&lt;br /&gt;
==== OnDamageableObjectDamaged ====&lt;br /&gt;
The game will call this when an object is damaged.&lt;br /&gt;
&lt;br /&gt;
 void OnDamageableObjectDamaged(GameObject damageableObject, int damageableObjectId, int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
==== OnInteractableObjectInteraction ====&lt;br /&gt;
The game will call this when an object is interacted with.&lt;br /&gt;
&lt;br /&gt;
 void OnInteractableObjectInteraction(int playerId, int interactableObjectId, GameObject interactableObject, InteractionActivationType interactionActivationType, int nextActivationStateTransitionIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementPlaced ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is initially placed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementPlaced(int itemId, GameObject objectBuilt, EmplacementType emplacementType);&lt;br /&gt;
&lt;br /&gt;
==== OnEmplacementConstructed ====&lt;br /&gt;
The game will call this when an emplacement (sapper object) is fully constructed.&lt;br /&gt;
&lt;br /&gt;
 void OnEmplacementConstructed(int itemId);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointCaptured ====&lt;br /&gt;
The game will call this when a capture point is fully captured.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointCaptured(int capturePoint);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointOwnerChanged ====&lt;br /&gt;
The game will call this when a capture point changes owner.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointOwnerChanged(int capturePoint, FactionCountry factionCountry);&lt;br /&gt;
&lt;br /&gt;
==== OnCapturePointDataUpdated ====&lt;br /&gt;
The game will call this when a capture data changes.&lt;br /&gt;
&lt;br /&gt;
 void OnCapturePointDataUpdated(int capturePoint, int defendingPlayerCount, int attackingPlayerCount);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStart ====&lt;br /&gt;
The game will call this when a buff is applied to a player.&lt;br /&gt;
&lt;br /&gt;
Note: Buffs that already exist on a player may stack, so this call will be called multiple times even if a player already has the buff.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStart(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnBuffStop ====&lt;br /&gt;
The game will call this when a buff is removed from a player.&lt;br /&gt;
&lt;br /&gt;
 void OnBuffStop(int playerId, BuffType buff);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndFactionWinner ====&lt;br /&gt;
The game will call this when a faction vs faction round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Most of them except for Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndFactionWinner(FactionCountry factionCountry, FactionRoundWinnerReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnRoundEndPlayerWinner ====&lt;br /&gt;
The game will call this when a free for all round is over.&lt;br /&gt;
&lt;br /&gt;
Note: Only Army Deathmatch.&lt;br /&gt;
&lt;br /&gt;
 void OnRoundEndPlayerWinner(int playerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleSpawned ====&lt;br /&gt;
The game will call this when a vehicle(horse) is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleSpawned(int vehicleId, FactionCountry vehicleFaction, PlayerClass vehicleClass, GameObject vehicleObject, int ownerPlayerId);&lt;br /&gt;
&lt;br /&gt;
==== OnVehicleHurt ====&lt;br /&gt;
The game will call this when a vehicle(horse) is hurt.&lt;br /&gt;
&lt;br /&gt;
 void OnVehicleHurt(int vehicleId, byte oldHp, byte newHp, EntityHealthChangedReason reason);&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerKilledVehicle ====&lt;br /&gt;
The game will call this when a vehicle(horse) is killed by a player.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerKilledVehicle(int killerPlayerId, int victimVehicleId, EntityHealthChangedReason reason, string details);&lt;br /&gt;
&lt;br /&gt;
==== OnShipSpawned ====&lt;br /&gt;
The game will call this when a ship is spawned.&lt;br /&gt;
&lt;br /&gt;
 void OnShipSpawned(int shipId, GameObject shipObject, FactionCountry shipfaction, ShipType shipType, int shipName);&lt;br /&gt;
&lt;br /&gt;
==== OnShipDamaged ====&lt;br /&gt;
The game will call this when a ship takes damage.&lt;br /&gt;
&lt;br /&gt;
 void OnShipDamaged(int shipId, int oldHp, int newHp);&lt;br /&gt;
&lt;br /&gt;
= IHoldfastSharedMethods2 =&lt;br /&gt;
Following update 1.20 we introduced more exposed functions using the interface &amp;quot;IHoldfastSharedMethods2&amp;quot;. Use the same workflow as &amp;quot;IHoldfastSharedMethods&amp;quot; to access these functions.&lt;br /&gt;
&lt;br /&gt;
==== OnPlayerPacket====&lt;br /&gt;
This will be called every time we get a packet from a user. &lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);&lt;br /&gt;
&lt;br /&gt;
==== OnVehiclePacket ====&lt;br /&gt;
This will be called every time we get a packet from a vehicle.&lt;br /&gt;
&lt;br /&gt;
Note: Server Side ONLY.&lt;br /&gt;
&lt;br /&gt;
 void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStart ====&lt;br /&gt;
This will be called every time we get a officer order.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStart(int officerPlayerId, OfficerOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);&lt;br /&gt;
&lt;br /&gt;
==== OnOfficerOrderStop ====&lt;br /&gt;
This will be called every time we get a officer order stop.&lt;br /&gt;
&lt;br /&gt;
 void OnOfficerOrderStop(int officerPlayerId, OfficerOrderType officerOrderType);&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
=====AGS's Misc Examples=====&lt;br /&gt;
https://github.com/CM2Walki/HoldfastMods&lt;br /&gt;
&lt;br /&gt;
=====Elf's AutoAdmin=====&lt;br /&gt;
https://github.com/LoganBlinco/HF_AutoAdmin&lt;br /&gt;
&lt;br /&gt;
=====Spammy's Chat Filter=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/spammys_chat_filter/SpammyChatFilter.cs&lt;br /&gt;
&lt;br /&gt;
=====Spammy's OwO Slapper=====&lt;br /&gt;
https://github.com/AgentNo/holdfast-scripts-and-configs/blob/main/scripts/no_uwu_allowed/TestScriptMod.cs&lt;br /&gt;
&lt;br /&gt;
Feel free to post in the [http://www.discord.gg/holdfastgame Official Holdfast Discord] #Mod-Support for any help&lt;/div&gt;</summary>
		<author><name>Wrexial</name></author>
	</entry>
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