WW1 FPS Verdun On Xbox One Gets Free Remaster

“Realistic” World War I multiplayer FPS, Verdun, has received a brand-new update on Xbox One. The update, billed as more of a remaster, is available for free to all owners of the base game, and it comes with an assortment of changes and enhancements to the original experience.

Developers M2H and Blackmill Games released the patch notes for this Verdun Xbox One remaster, which can be viewed below. In addition to the patch notes, the two studios also put out a featurette, below, going into detail about the various changes available in the free update. These include improvements to the user interface, audio, graphics, controls and settings, and more.

Visual improvements aren’t all that is in Verdun’s free remaster update. The game also comes with new content, such as a brand-new map, additional squads and weapons, support for up to 24 AI players, and more.

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Verdun has been around for a few years now. It first launched on Steam in April 2015, then made its way to PS4 in August 2016 and jumped to Xbox One in March 2017. We scored Verdun a 6/10 in our original 2015 review, saying, “Verdun somewhat succeeds in its lavish goal, but its road to glory is lengthy still. Until then, it sits on the edge of the line, waiting for the rallying cry.”

Full Verdun Xbox One Remaster Patch Notes

Major Additions/Improvements

  • New Map:
    • St. Mihiel
  • New Squads:
    • ANZAC & Tirailleurs Sénégalais
  • New Weapons:
    • Webley Fosbery, Entrenching Tool, Senegalese Machete, Pétard Explosive, OF1 Grenade, Berthier “Sénégalais”
  • Frontlines Bot support:
    • 24 players
  • Updated graphics with improved weapon & character art, animations and shading
  • Completely revamped UI with new features such as the spawn map and overview map
  • Completely revamped sounds with higher quality and more authentic sounds and effects
  • Improved controls to make it more responsive and allow for more customization
  • New localizations:
    • Simplified Chinese, Japanese, Brasilian Portuguese, Turkish, Polish
  • Added a prestige system to the game. When you reach level 100 you can choose to prestige in your account screen and gain a new prestige rank, level & icon
  • Added a new and improved tutorial system with tooltips and an intro video about Frontlines
  • Added bullet penetration mechanic
  • Added team damage penalty to all game modes e.g. hitting a friendly player will now give you a 10 point penalty
  • Added map voting at the end of a match. You can pick between two maps. When the time is up, the voting results will be displayed
  • Networking improvements:
    • Smoother and more accurate movement
  • Overhauled the squad leveling system:
    • Every user now has a squad-level per squad, these levels combined will form the total squad level. For older squad levels we have a legacy system in place
  • Added various improvements to prevent spawn killing
  • Improved death cam
  • Added first-person gas choking animation
  • Better match up between the third- and first-person animations
  • Added more custom match options
  • Added better match balancing measures to prevent unbalanced games
  • Barbed wire no longer kills but slows down and injures the player
  • Prone/MG deployment improvements
  • More stamina:
    • You can now sprint for 100 meters
  • Various level fixes and improvements
  • Added more options to customize HUD and controls
  • Improved ragdolls
  • Putting your gasmask on or off is now interruptible
  • Added end game camera animations
  • Weapons now have full accuracy through iron sights.
  • Added recoil kick to LMGs
  • Suppression effect is nerfed
  • New medal:
    • “Most binoc kills”
  • [X1 Only] Adjusted “Extreme Headhunter” and “Do you even die” achievement requirements
  • You can now abort reloading by firing
  • Rebolting can now be canceled by melee
  • New Frontlines rule based on community feedback. Both defenders and attackers may no longer be further away than 2 sectors from the currently contested sector
  • The game will now switch to a better host faster
  • Various loadout adjustments based on community feedback
  • Various weapon stats adjustments based on community feedback
  • Tweaked aura sizes based on community feedback
  • Adjusted call-in cooldowns based on community feedback

Bug Fixes & Smaller Improvements

  • Squad Defense no longer AFK kicks you if you are dead
  • Improved backward and sideways crawling animation
  • “Most kills of higher rank” medal is now “Most kills of higher or equal rank”
  • Ragdoll fingers are no longer always in the trigger position
  • Reduced possibility of big rotations happening when you attack someone in melee
  • We now show network stats if they are not healthy values. It shows:
    • Host migration, jitter, ping, and packet loss
  • Reduced all command order cooldowns to 5 seconds
  • Fire now damages players. Affected maps:
    • Flanders, Champagne
  • Fixed deploy widget sticking around when switching to a different specialization
  • Fixed first person hiccups when shooting and moving with MGs
  • Removed blending during weapon swap/draw to prevent weird weapon spins
  • Adjusted timing of sighted stance animations to better fit the in-game speed
  • Third-person swap/draw time now matches first-person
  • Third-person reload animation matches first-person animation more closely
  • Better match up between the third and first-person animation status of recharging rifle
  • Better match up between the third and first-person animations status of sighting a weapon
  • Better animations when you are sighted and the player switches stance
  • Third-person melee animation speed now always matches first-person melee animation speed
  • The pitch of your third-person weapon model now matches the first person pitch more closely
  • Your gun will now always move a bit when holding breath while walking
  • Recharging/bolting of first/third person is now synced better
  • Third-person reload now always has the same duration as first-person reload
  • Third-person reload will now stop when bashing during the reload
  • Gasmask overlay is no longer visible after the end of the match
  • No more melee suppression through walls
  • Going prone on a hill doesn’t cause skewed characters anymore
  • Guns block your view less during sprinting over rough terrain
  • Team kills will no longer give you a kill on the scoreboard and add progress towards achievements
  • You will no longer miss the spawn during a MC switch when the timer is just about to hit 0
  • You can no longer deploy a MG while jumping
  • You can no longer aim after pressing jump
  • Melee shock should only be caused by running people with melee weapons. Also, it shouldn’t trigger unless the enemy and victim are facing each other
  • Fixed a bug where Squad Defense wins would count toward ‘highest multi-kill’ stat instead of a winning streak
  • Grenade Training 3 now correctly gives extra score
  • Repeating weapon types will no longer spawn another case when the reloading/recharging has been interrupted and a case has already been ejected
  • Fixed health regen delay being 0 during first player life
  • Fixed animation glitch when starting sprint during weapon unsight
  • Grenade throw time tweaks
  • Fixed gas effect staying longer than the visual
  • When not spawning on a player, you will now look in the correct direction on spawn
  • Added an option to enable manual reloading, so you won’t reload your gun when trying to shoot without having loaded ammo
  • Increase stab/bash range so you no longer have to crouch to hit prone targets
  • Remember mini-map zoom setting between maps
  • Near order points adjustment:
    • Non-NCO still get 15 points when killing near an order, NCO now only gets points for each squadmate that actually follows the order. This prevents NCO to just use the order for itself and to encourages placing better orders
  • Teamwork points adjustment:
    • When making a kill in the squad aura, you now get 5 points per other squadmate that is also in the aura.
  • No longer allow a 1 man squad to create a new match in Frontlines/Maneuver (unless there are no active matches). This prevents sharded matches. Users are encouraged via chat warning to change squad setup or use “Play Now” instead.
  • Fixed MG deployment indicator staying after dying
  • Fixed a case of retreat bonus not being triggered
  • Frontlines:
    • Fixed a case that let players spawn on NCO who is in a ‘desertion’ area
  • Made ammo crates always refill full amount of grenades in Squad Defense
  • Fixed Engineer and Sentry squad being able to spawn in ‘No Mans Land’ and verified that they now do allow spawning when they are supposed to.
  • Improved melee by allowing more trade-kill grace time
  • Fixed a case where you could get stuck in ADS & ‘This report’
  • Fixed a case where ladders were often not detected by making ladder collisions not affect movement. This improves some ladders that were not climbable
  • Made movement up a slope as a fast as moving on flat terrain
  • Fixed an issue where auto-balance triggers with a one player difference
  • Fixed weapon snapping when firing a full auto weapon and toggling ADS at the same time
  • Fixed rifle snapping when changing stance during reload
  • Reduced instances of weapon snapping from and to ADS
  • Added a trigger audio when firing a gun without ammo
  • Peep sight edits for P17/14, Lewis and Bar. Their sights are now smaller and less obstructing
  • Fixes in upper/lower body third-person animation timing/transitions to counter characters “dabbing” when sighting/unsighting.
  • Made reinforcing bars on German gas mask (somewhat) transparent. This makes the German gas mask more on par with the Entente variant
  • Various improvements to bayonet stabbing:
    • Bigger hit radius, faster damage application, no more locking on teammates when friendly fire/team damage is enabled
  • In team-based matches, a player spawn penalty is applied only when the player’s team is winning or when the teams are tied
  • You can no longer (accidentally) call-in abilities outside the map
  • Your arms/weapon react to strafing and moving backward
  • Fixed a case where a jump-like animation occurs when quickly ADSing after shooting
  • Frontlines:
    • Defending squads will now be spread out in the defending sector before the start of the match
  • Spawn protection against explosions (artillery/grenades) raised from 2 to 4 seconds as artillery/grenades can be in progress during your spawn
  • Fixed an issue where bayonet stats differed, stats for all bayonets should now be the same
  • Artillery projectiles are now removed if the owner leaves or changes faction. This prevents team killing by changing faction after calling in artillery.
  • Increased the time you have to retreat to another sector in Frontlines.
  • Preventing spawning in sectors that are about to be captured if you are a defender.
  • Flamethrower damage is more consistent
  • Third-person character now matches the first person vision more closely when a player goes prone. Reduces invisible prone issues when not deploying
  • Improved gasmask checking on spawn, should resolve the ‘spawning in gas’ issues
  • Reduced bouncing on downward slopes, you now stick better to the terrain
  • Explosions & rifle shots cause body parts to have a force applied instead of merely dropping to the ground
  • NCO artillery call-ins are now also shown on the map to friendlies
  • Allow reload actions directly after inserting a stripper clip to be canceled
  • The ability to switch role while under attack or dead is added to Squad Defense
  • Fixed a bug which caused the height of the third person character model not matching the first-person model (mostly noticeable when prone)
  • Fixed a bug where revolver per shell reloads could not be canceled by pressing the fire button
  • Improved arm movements when moving, crouching, lying prone for some weapons
  • Various smaller bug fixes and improvements

from GameSpot – Game News https://www.gamespot.com/articles/ww1-fps-verdun-on-xbox-one-gets-free-remaster/1100-6471959/

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