Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! Version 1.051.0 becomes the new game version today.
Thanks to the open beta, we’ve been able to test everything and we’ve even fixed a few issues.
If you took part in the beta, thanks for your efforts!

Changes from Open Beta
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the new armour thickness hint text on specific units/vehicles
  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe
  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for su100 and isu122s
  • Reduced kill/game score for kv85 and isu152
  • Disabled mouse cursor tip on animals
  • Updated Chinese localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often
  • Day of Days (usa 01): several tweaks
  • Operation Bustard Hunt (rus 03), several tweaks
  • Seelow Heights Skirmish (rus skirmish 04), several tweaks
  • The Bloody Ardennes (ger west 05), several tweaks
To read the entire changelog, click HERE.

Questions? You’re welcome to join our Discord by clicking on the banner:
Call to Arms - Gates of Hell: Ostfront - BWS
Update 56: V 1.051.0

Change Log

Source code/Crashes
  • Fixed crash when firing bombs (weapon_bomb) in manual control
  • Fixed crash in actor_state command if selected actor has no brain
  • Fixed generic crash
  • Fixed several bugs/crashes with auto medic feature in coop and mission scripts

  • Updated entire interaction script to be disabled during scene shutdown
  • Updated error msg when conquest doesn't find maps
  • Updated entities to be removed that cannot be found from campaign files (instead of crashing)
  • Updated game to return COLOR::MINE if Steam user is invalid instead of crashing
  • Removed associated entity from entity spawn command (which should be a gamecommand anyway). technically, just ignore that it isn't there. fix 'entity' naming shadowing which only adds more confusion

Conquest
  • Fixed "mines sign spotted" talk warning case where in cooperative mode if mine field/signs were at or near middle of the map (0,0,0) when host spawns units it would cause the warning to play as game engine spawns and teleports user units for split moment via center of the map. Script now checks if units are still near mine sign for real.
  • Improved "mines sign spotted" warning so that nearest soldier to mine sign will say it(name) even if its tank commander inside tank.
  • Fixed ai crew fixing their vehicle(s) and then just running off. If any human of a squad is repairing "repairing" tag treat it same as SQUADinSCRIPT and ignore it.

  • Fixed indestructible table3(0xd37) in the middle of village yard on dcg_pinsk
  • Fixed broken ocean mask and terrain fx/pp on dcg_pinsk
  • Fixed missing heightmap polygons, broken ground textures and water terrian pathing on dcg_semois_river
  • Fixed floating trees on dcg_mikli_winter map
  • Fixed on DCG Maupertus Airfield parked/wrecked planes floating

Single Player
  • Fixed in USA mission: Hedgerow Hell - Increased viability for allied infantry units
  • Fixed in USA mission: The Waal Bridge - scripts for coop
  • Fixed in FIN mission: Through Ice and Fire - invincible user soldiers(2)

  • Fixed in GER mission: Operation Luttich - clean up of assignment of arriving tanks with passengers on them
  • Fixed in RUS skirmish: Bloodshed at Seelow Heights - all russian vehicles at player hq made usable
  • Fixed in RUS mission: The Citadel - missing heightmap polygons and broken ground textures
  • Fixed in RUS mission: Closing the Pocket - misaligned trenches and ocean mask

  • Tutorial 5: Trial by Fire(2-combat)
    - fixed assignment of arriving reinforcements as in coop its possible for crew to bail/stay inside or half to bail before cinematic/assignment.
    - remove all enemy ai humans personage.

  • Day of Days:
    - Fixed coop crash (crash-support-specialk6)
    - Fixed localization
    - Fixed water zone
    - Fixed some map specific pathing issues
    - Teleport player units to part2 clip if any outside of it
    - Removed player medic rally on the beach
    - Increased viability for allied infantry units
    - Fixed missing broken ground textures and floating entity

  • Hold Fast!
    - Fixed Sherman arriving at barriers(task4) not being assigned in coop upon destruction of barriers.
    - Fixed barriers destruction check, in case they are somehow vaporized or disappear instantly in coop.

  • Carpathian Turmoil
    - fixed narrator/09 playing many times over in coop.
    - fixed all scenarios to stop using trigger on next(bad for coop!)
    (DO NOT USER trigger on next/cancel in scenarios! Only use event on next/cancel)

Multiplayer
  • Fixed minimap for 1v1 farmland
  • Fixed on MP 4v4 Sikovitsy missing polygons in water area and fixed ocean mask

Everything Else
  • Added "under-mouse" hints to editor and Singleplayer (already exists in MP modes)
  • Added "Armor" parameter (volume thickness) to under-mouse hint
  • Added missing localization references for new key assignment options for DE and ES languages

  • Grenade changes:
    - Increased primary blast wave radius for m36 impact grenade from {2m min, 3m max} to {3m min, 5m max}
    - Increased 2nd blast wave energy for m24 and m32 stick grenades from 0.70 to 0.95
    - Increased 2nd blast wave radius of f1, mk2 and m32 grenades to match rgd33 {3m min, 9m max} to {4m min, 10m max}
    - Reduced threshold for humans to take extra damage from grenades blasts from 0.9 to 0.8 energy

  • Increased range of USA Sherman 105mm HE from 180m to 190m
  • Increased range of USA Sherman 105mm HEAT from 170m to 180m
  • Increased range of German Stuh42 105mm HE from 180m to 190m
  • Increased range of German 105mm HEAT from 180m to 190m

  • Cleanup of unused ground textures (test folder)

  • Updated some Ostfront ground texture
  • Updated portraits of soviet partisan and winter soldier narrators

  • Fixed missing fire fx for tank ammo destroyed events
  • Fixed panzer2f x model and texture
  • Fixed panzerjager 1 shields to swap textures when the body component is broken
  • Fixed suspension for the kubelwagen variants
  • Fixed Sturmpanzer 4 from being able to use Stielgranate 42 shell from other vehicles

  • Fixed building sandbag line with engineers sometimes skipping sandbags. Happens when they touch each other/too close together
  • Fixed euro trench_frame entities to cast obstacles so units don't get stuck on them when placed as "destroyed" trenches
  • Fixed concrete bunkers regel_bau_134, regel_bau_501, regel_bau_621 missing roof after damaged
  • Fixed concrete bunker regel_bau_23 from deleting when damaged

  • Fixed missing explosion sounds for fx ex_mort_sm_wood
  • Fixed incorrect fireSoundclose for 122mm_m30s gun



Changes from Open Beta
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the mouse hint text on specific units/vehicles

  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe

  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for doctrineonly su100 and isu122s
  • Reduced kill/game score for doctrineonly kv85 and isu152

  • Disabled mouse cursor tip on animals
  • Updated CH localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often

  • Day of Days (usa 01)
    - Improved user units during transfer from end of part1 to part2. Now, if player have some soldiers in the back that's not part2 clip such as front bunker or manned German mortars, all those units will properly transition along with other player units.
    - Move 101 sniper/rifleman as before only if they are not crewing a mortar(don't try to waypoint linked human).

  • Operation Bustard Hunt (rus 03)
    - Reworked part1 to part2 user units transfer including fixing chance of coop crash.
    - Now user will get to keep most of his units from part1 instead of only small area from part 1.
    - Disabled allied medic auto heal to prevent issues of healing map corpses(especially if loading save).

  • Seelow Heights Skirmish (rus skirmish 04)
    - fixed supply trucks pathing issues(at spawn/purchase).

  • The Bloody Ardennes (ger west 05)
    - Fixed situation where player would clear entire south area of the village thus no enemies around prisoners but could not free and use prisoners until entire village was cleared(task2). This was confusing.
    - Prisoners are now freed and assigned to player when player clears area round them even if task2 is not completed.
r1656-1949
Call to Arms - Gates of Hell: Ostfront - Herr Flick

Community members and friends, we have a game update ready to go. Soon after the last version updates, some bug reports began to come in, and these have all been investigated. Today, we will start the open beta to fix those errors. You can join the open beta for the next 3 days.
If, after that, we have confirmation about these fixes, the update will go live.

New feature
A brand new feature is the display of armor value (thickness of volume) when the user's cursor is on a vehicle. It does not include slope or any other relative parameter; it only includes the thickness of the armor itself at that spot (cursor position). It works on all vehicles and has been added to all game modes (MP, SP, Conquest, and editor).


This is how the new feature looks on- screen.

Crashes
We have fixed some crashes that were reported, with numerous potentially problematic situations. You can see these in detail at the top of the list in the change log.

Conquest
We have fixed several glitches that relate to warnings about minefields and repairing, while also correcting some cosmetic details on DCG maps. Details for this can also be found in the change log.



Single Player
We have also done more work on existing maps and missions. Several bug fixes and improvements were introduced to these single-player missions:
  • Hedgerow Hell
  • The Waal Bridge
  • Through Ice and Fire
  • Operation Luttich
  • Bloodshed at Seelow Heights
  • The Citadel
  • Closing the Pocket
  • Tutorial 5: Trial by Fire
  • Day of Days
  • Hold Fast!
  • Carpathian Turmoil
There will be many other minor fixes and tweaks, mostly QoL and cosmetic issues, such as the “ammo cook-off not showing fire effects”. If you want to know every detail of the many changes in this version of the game, please check the change log.

Opting in
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you don’t need to do anything at all to reverse the process.
If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.

That’s it for now; enjoy the beta - and don’t forget to join our Discord server by clicking below.
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Wargamers and friends! Allow us to introduce you to Call to Arms - Gates of Hell, the wargame that is much more than just a wargame. In this short message, we explore which elements make up its insane replay value.

For starters, check out the discount:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

War Game
Call to Arms - Gates of Hell is unlike any game in its theme because of how it was designed; the elements that set it apart are its replay value, realism, and the use and recreation of actual historical battlegrounds.
It offers PvE and PvP options and five game modes.



The main goal of this wargame is to offer something that is more or less representative of actual war, in terms of atmosphere and scenarios.

Damage model
In Call to Arms - Gates of Hell, the internal components of tanks and vehicles are modeled.
Because of that, it matters where you hit your opponent’s tank, which can be decisive in battle. Combine this with the fact that landscapes in this game are recreated from the actual battlegrounds, and you will have a situation in which real-life tactics actually work!



Instantly Switchable Views
Besides the classic top-down views, this game also offers (instantly switchable) first-person views of vehicles, tanks, and artillery.
For infantry, the top-down view is also available. However, you can choose to play infantry in 3rd person view as well! Some infantry units offer 1st person views, such as snipers and officers carrying binoculars. Regular infantry can be used in 3rd person view.

Skill
Is a war game like this easy to learn? Probably not.
The difference with other games is the level of micro-management it allows and requires.
In Call to Arms - Gates of Hell, a series of extensive tutorial missions is available; these are highly recommended, especially if you are new to the game, but even seasoned players have confessed that they learned something from these tutorials. We’ve extracted and bundled the tutorials into a set of 3 videos, available on our YouTube channel in a separate playlist that can be found by clicking HERE.
If you want to see what content creators have produced for this game lately, check YouTube or Twitch.



Content of the WW2 bundle
The WW2 bundle currently contains the following;
  • 4 factions
  • 59 single-player missions, of which five tutorial missions
  • 16 skirmish missions
  • 98 multiplayer maps
  • 5 Multiplayer game modes
  • A Dynamic Campaign Generator
  • 31 dynamic campaign maps
  • Over 750 different tanks, vehicles and weapons
  • Thousands of high-quality map assets
  • Action in Eastern, Northern and Western Europe
  • A built-in editor

Call to Arms - Gates of Hell will be expanded over time; in 2025, we will add the British Commonwealth on the Western front.

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

So there you have it. Call to Arms - Gates of Hell will be on sale for just one week; if you’re that wargame lover looking to get something that’s endlessly replayable, exciting, and realistic, this is your chance!
If you have questions, you can get quick answers and support by joining our official Discord server by clicking below.

Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! The Open Beta for version 1.050.0 becomes the live version right now.
That means this update is now available for everyone! Automated medic, new key assignment options, the change log is immense.

That’s not all, we can reveal that Call to Arms - Gates of Hell will feature in the Steam Wargames Fest. That starts in 3 days, make sure you take the opportunity!

To read the entire changelog, click HERE.

Questions or comments on v 1.050.0? Join our Discord by clicking on the banner:


Call to Arms - Gates of Hell: Ostfront - Ty


Update 55: V 1.050.0

Change Log

Highlights
  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortifications, and foxholes
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)

  • Updated small arms with new weapon parameter and their burst amounts/timings
  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"

Conquest
  • Updated conquest with a new system for music:
    - Music is based on the player's nation and to some extent the enemy nation
    - Improved system to determine if action music should play (more dynamic)
    - Increased the number of possible music tracks that can be played
    - Added rare/special event for heroic music to play

  • Added Bot difficulty parameter data into/used by mission scripts
  • Added randomized deletion of enemy flag defenders is now based on bot difficulty setting[User is attacking]. On normal and easy are unchanged. Hard and heroic fewer enemy defenders are removed at random
  • Added option of lower altitude air attack if the map landscape/buildings allow it

  • Fixed enemy airstrike where the plane would not attack after making an initial fly by. (large altitude differences & landscape below z)
  • Fixed missing heightmap polygons and broken ground textures on DCG Dubovka
  • Fixed broken textures on DCG Puhoksen
  • Fixed house textures on DCG Ranes
  • Fixed MGs in tobruk_mgun entities on DCG Crisbecq Battery map being unable to reload
  • Fixed missing "no_scavenge" tag to mgun_ring and h39_turret so map entities cannot be captured in Conquest
  • Fixed soviet pilot (blue man)

Single Player
  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"

  • Fixed in RUS mission: Winter Storm - all pz3 & pz4 that have passengers to disembark in action
  • Fixed in GER mission: The Ace of Swords - intro if player doesn't skip before pz3 hits mines
  • Fixed in GER mission: Among the Heavens - 2nd part, reinf elite sniper to use early breed as to have kar98 instead of gwr43scoped
  • Fixed in GER mission: The Siege of Sevastopol - default doctrine(all around) not working for users in coop.[bad mission_option name as the default]
  • Fixed in GER mission: Downfall [Skirmish] - purchased vehicles having the wrong 'fire mode'
  • Fixed in GER mission: Berlin [Skirmish] - icon used for volkssturm infantry buy units
  • Fixed in GER mission: Kharkov [Skirmish] - MG and MG assistant having mismatched ammo for MG weapon
  • Fixed in USA mission: Crimson Ridge - convoy vehicles so that if the player repairs/mans them, their movement is not limited to slow speed and no reverse
  • Fixed in USA mission: Battle of the Bulge [Skirmish] - arriving intro troops missing winter clothes

  • The Cold Supper (rus 02)
    - Fixed bug where in coop, the soldier who "poisons" the German barracks kitchen is never returned to the user/autoassign properly, thus if it's a commissar, the mission was not possible to complete in coop at that point[mission breaker in coop]
    - Same fix as above for "sabotage fuel with sugar" task
    - Fixed one mortar having German humans as inactive
    - Fixed another mortar missing tags for when it's meant to be operational
    - poisoning kitchen/sabotage fuel with sugar makes sure the player user is not linked or inactive(in vehicles) for when taking control of the scenario
    - Fixed coop crash if the player doing kitchen "poisoning" was in direct control.[actor state ai and able select off before changing player# !]
    - Fixed map broken polygons.

  • Operation Bustard Hunt (rus 03)
    - Fixed various issues with part 2 tasks and trucks that can result in being unable to progress
    - Fixed part2 enemy inf reinforcements loop, which worked if enemy tanks were operable, even if it was by the player
    - Fixed various enemy planes in part 1, resulting in circling forever
    - Fixed case where it was impossible to capture part2/tasks/task06/capture_line
    - Fixed soldier inventory miss-tagged as entities meant for cloning
    - Fixed f-22 at gun being blocked in part2 by obstacles
    - Fixed order of operations, resulting in some part2_hidden allied units not becoming active
    - Fixed so that automatic miners are using placement with only inactive mines as a source when cloning
    - Fixed convoys to only attempt to clone proper and inactive trucks
    - Fixed some map bugs

  • Unbroken (rus 05)
    - Fixed spotters are assigned to the player upon completion of task 4 if any are still alive
    - Fixed map issues

  • Closing the Pocket (rus 09)
    - Enabled entity_manager right away to prevent issues in coop, as it has a large amount of units present on the map.
    - Removed outdated(old!!) AI logics that had a chance to cause serious issues.
    - Deleted obsolete entries.

  • The Koenigsberg Cauldron (rus 10)
    - Fixed assignment issues during task3 & part3 allied/player units and their assignments
    - Fixed coop issue related to part3_# scenarios, avoid using trigger on next, use event and both next/skip
    - Fixed various enemy soldiers being in bad building positions(possibly due to building entities changes)

  • Carpathian Turmoil (ger 09)
    - Added autosaves
    - Fixed the wrong game loss message used
    - Fixed extra supply truck cloned and saved on the map
    - Fixed officer often not looking through binoculars at the area discussed in the intro
    - Fixed russian assault reinforcements calls, further, no need to use shuffle when selecting 1 out of the pool
    - Fixed northmost assault area spawn for russian units, as they would telefrag/stuck
    - Fixed pathing near bridgethe that often gets damaged by allied bombing, thus making supply trucks flip

  • Through Ice and Fire (fin 01)
    - Fixed and cleaned up all 3 parts where units are set and assigned to the player(was possible to have squads of soldiers from all over the place)
    - Fixed missing texmods for russian vehicles for winter
    - map fixes(bunker being mid air up close)

  • Escaping the Pocket (ger west 03)
    - Fixed usa mortars in part 3 of the mission looking at the player but never firing
    - Fixed hidden tags on weapons of some part3 soldiers who were also linked to cannons
    - map fixes

  • Wacht Am Rhein (ger west 04)
    - Changed to call Usa counter 2[timer itself] *early* instead of 10 minutes delay IF player somehow managed to accomplish task 03 or 04 before timer showing counter 2 arrival(prevent player from not knowing what's going on)
    - Prevent game fail possibility after task4 completion is triggered but not yet shown(due to scenario/talks)
    - Clean up of task 03 & 04 completion conditions to prevent inactive units from blocking(progress block)
    - Clean up of both usa counterattacks on how tanks and units are spawned
    - Use seconds values in timers as minutes entries do not show up in certain cases(counter attack timers)
    - Use non safe teleport(waypoint) for reinforcements of usa counters as the hybrid stamp snow_embankment* entities completely mess up "safe" teleport
    - Map fixes for both usa and germany reinforcements spawns


Multiplayer
  • Updated Bot "ai/ai_untow" logic script so that the Bot vehicle that is towing cannons will additionally unlink the towed vehicle if all the crew on the towed vehicle died
  • Updated command point cost consistency of mid and late usa cav crews
  • Updated Fronlines game mode so that if defending team recaptures the sub-flags (not main frontline flag) that spawns will shift back for both teams to position before the flag was captured by the Attacker

  • Increased sdkfz251d "wurfrahmen" doctrine point cost from 105 to 110
  • Increased reload time for 280mm BR-5 from 120s to 150s

  • Decreased Jagpanther doctrine point cost from 100 to 95
  • Decreased reload time of Soviet 100mm guns by 1s - 1.5s
  • Decreased magazine capacity for Finnish DS-39/VTK from 250 to 200 and updated its name/description
  • Decreased usa cav_driver and cav_gunner CP cost to be like artillerymen and mg crew in other vehicles
  • Decreased reload time for the following rocket artillery:
    - 15cm Nebelwerfer 41 from 140s to 120s
    - 82mm BM-8-24 from 140s to 120s
    - 15cm Panzerwerfer 42 from 180s to 170s
    - 21cm Nebelwerfer 42 from 220s to 200s

  • Fixed Soviet Earlier war 45mm AT gun DP buy having 2 tankman crewing tow truck instead of 1 rifleman
  • Fixed Finnish MG assistant in late war sometimes not spawning with helmet
  • Fixed USA Mid war 155mm Schneider crew count

  • Fixed 1v1 Holzbach terrain types
  • Fixed 1v1 Valley broken polygon on
  • Fixed 3v3 Voronezh battlezone flagpole placement
  • Fixed 3v3 Voronezh floating rubbles
  • Fixed 4v4 Dubovka broken landscape polygons & missing road terrain
  • Fixed 4v4 Olkhovatkaone house floating and pathing issue
  • Fixed reported issues on Frontlines maps
  • Fixed missing small icons in multiplayer after-action report


Everything Else
  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortification,s and foxholes
  • Added 'Key' keyword to interface actions, updates when the corresponding key is set in /profiles/, and changed in-game options. Allows for key assignments to be created for custom actions
  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added scope view to fg42_scope and stg44_scope weapons
  • Added new K98k bolting sounds
  • Added new grasses and flower bushes
  • Added some balcan ground textures
  • Added double precision skeleton matrices and IK, primarily useful for aiming and shooting
  • Added volumes to snow_embankment3 series so that they generate cover for infantry while still allowing pathing over/through (Liberation winter maps)
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control

  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
  • Updated small arms with new weapon parameters and their burst amounts/timings:
    SMGs
    - Bursts at short range now have fewer shots (from +10 to 4-8)
    - The time between bursts is now reduced as enemies get closer
    Rifles
    - no longer fires "double shots" at shorter ranges
    - The time between bursts is now reduced as enemies get closer
    Semi-auto rifles
    - no longer fires "double shots" at shorter ranges
    - The time between bursts is now reduced as enemies get closer
    Battle rifles (BAR,FG42,AVT40)
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    - FG42 will now fire rapid single-fire shots at longer ranges
    - AVT40 will now shoot single-fire shots at longer ranges, similar to SVT40, and bursts at short range
    Assault rifles (STG44)
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    - will now fire rapid single-fire shots at longer ranges
    AT Rifles
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    MGs
    - slightly longer time between bursts at long range
    - Bursts at short range now have fewer shots
    - more shots per burst at long range for fast-firing MGs
    - The time between bursts is now reduced as enemies get closer
    Pistols
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer

  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated demine decal around minesweeper to show only for allies and not enemy players
  • Updated LVT-4 with 4 additional passenger seats, 12 in total
  • Updated rock_group01-04 entities to be destructible by "crushing". They are the same as buildings and only crushable by medium and heavy tanks
  • Updated some ostfront ground textures
  • Updated vehicle view for universal carrier mk2
  • Updated vehicle views for USA vehicles
  • Updated Panther series tanks by increasing off-road speed slightly and max speed in turn
  • Updated soviet marines human model with more ammo belts
  • Updated Heer Artillerymen to have tunics instead of shirts
  • Updated some AT-Grenade sizes in inventory to be more in line with other grenade sizes
    - Reduced size of RPG40 from 3x2 to 2x1
    - Reduced size of No73 from 3x2 to 3x1
    - Extended the length of molotovs and pwm_l by 1 cell

  • Removed weapon burst modifier for MP and Heroic difficulties
  • Removed DSHK mount/weapon from Finnish captured ISU152 (seems it did not have it historically)
  • Removed Jumpsuits from Midwar Paratroopers, as they did not use jumpsuits at that point, and randomized paratrooper headwear

  • Fixed [inventory] exchange getting bugged when doing fast rifle transfers in both directions
  • Fixed crash: remove assert, just close dlg instead (users are reaching unreachable states)
  • Fixed a server crash

  • Fixed suspension, animations, wrong x and xx (being completely different models), and various other aspects for panzer3e and panzer3f
  • Fixed suspension and missing track break animation for panzer2c
  • Fixed missing track break animation for panzer35t
  • Fixed track break animations for panzer3m
  • Fixed track break animation for panzer2l
  • Fixed Soviet BT-7A wheelr2 and wheell2
  • Fixed Finnish BT-42 wheelr2 and wheell2
  • Fixed obsolete winter texmod names used in missions/maps for t26_33 & stalinetz60 (w -> winter and winter1 where applicable)
  • Fixed USA 105mm M2A1 sometimes not aiming properly
  • Fixed missing animation track break for bison (Sturmpanzer I)
  • Fixed suspension for bison (Sturmpanzer I)
  • Fixed wrong track texture on bison_x (Sturmpanzer I)
  • Fixed incorrect gun file being used for Jagdtiger
  • Fixed and added the suspension system to opel blitz
  • Fixed m3 lee wrong tracks skin modifier setting
  • Fixed super pershing hole volume on spaced armor extending too far into the armor plate
  • Fixed "RAM" Volumes for isu152, isu152_fin, citroen_7_civ, citroen_7_ger, schwimmwagen, ford_gpa, m6_gmc, gaz67, gaz67b
  • Fixed angle of the lower hull plate of Tiger 2H
  • Fixed ammo volume locations in Sherman5c (Firefly)
  • Fixed dshk normal textures
  • Fixed 15cm SiG 33 cannon having the incorrect detect settings, causing it to not appear in fog of war correctly
  • Fixed the towing link bone position for 40mm ITK38b
  • Fixed timing of breach closing on 5cm Pak 38 cannons during reload
  • Fixed M13 and M16 MGMC halftracks turret component hitboxes
  • Fixed missing "volume" tag for hole volumes on several vehicles
  • Fixed tiger2h righttrack animation skin problem
  • Fixed t26_33_fin and vickers6t mantlet x texture swapping problem at breaking
  • Fixed bt5 tracks break animation problem
  • Fixed missing winter textures for t27 and bt2 variants and their tracks
  • Fixed naming of winter textures for T-26 M1933
  • Fixed volume on 50mm_kwk39_platform
  • Fixed Finnish 5cm Pstk38 to use the same vehicle view as German 5cm Pak38
  • Fixed halftracks with mortars to be able to shoot better when the vehicle is on uneven terrain
  • Fixed T-60 missing break animations, replaced existing animations, improved suspension, and updated x models
  • Fixed missing x texture on broken wheels and missing back polygons on wheels and fenders of 20mm flak30

  • Fixed building_part_wood from generating wood fx on contact by light vehicles that couldn't crush it
  • Fixed sandbag_heap_straight and sandbag_structured_straight volumes and fixed them being slightly crooked when placed
  • Fixed texture references for dutch_house01 and large_store01
  • Fixed missing x model (destruction) to finnish_storage_shed1
  • Fixed foundation volumes of sov_2st_build1 to provide cover points for infantry
  • Fixed obstacleID (pathing profile) for sj4_fort_poppius and sj5_millionaire bunkers (4v4 Mannerheim Line)
  • Fixed some walls missing obstacles and parts of 2nd floor not hiding when inside for germany_house_02
  • Fixed roof not hiding properly for french_house_07
  • Fixed euro_plank1-5 causing mortars not to shoot when set on top of them

  • Fixed anm8 smoke grenade missing smoke fx bone
  • Fixed Bren gun and mag now only takes 28 bullets
  • Fixed 280mm and 300mm rockets from not exploding when hitting thin objects like wood fences by removing {detonationThickness 0.5} from the respective ammo files
  • Fixed artillery flare from disappearing when hitting specific locations of 2 trench models

  • Fixed weighting issues on Soviet pants
  • Fixed several soldiers that could spawn without a helmet due to too much other gear in their inventory
  • Fixed human models for German Late war volksg_sl and volksg_sl_asst

  • Fixed the bolt sound playing when bolt-action rifles reload
  • Fixed mismatch for 1st person Shot sounds and reloads in several tank gun files
  • Fixed some voice lines for soviet actor 8 being in the incorrect folder/directory
  • Fixed more situations where sound fx would be cut unintendedly by making adjustments to fade distances, volumes, priorities, and buffer allocations

  • Fixed able "emit_passengers_on_enemy" to "emit_passangers_on_enemy" in vehicle files and script command calls
  • Fixed various localization issues

Changes from Open Beta
  • Added in options/controls a key assignment for action "collect"
  • Fixed crash on result button in MP lobby
  • Fixed base fortifications on 3v3 trenches
  • Fixed in Conquest, music randomization, required missing event that's currently not in includes.
  • Fixed carried humans to be marked as unrevivable until dropped back on ground

  • Reduced weapon spread for Finnish DS-39

  • Day of Days (usa 01)
    - Fixed German infantry cover angle in a village building window
    - Fixed terrain near building which caused issues for mortar movement
    - Removed player mortars in part2

  • Closing the Pocket (rus 09)
    - Keep entity manager off at start as by design there is a lot of dead bodies in task area where germans "attacked". Enable it once enough tasks or dead bodies accumulate.
    - Added proper enemy logics to replace the old ones

r792-1655
Apr 22
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! We have been very busy, as you may have noticed; work on the next DLCs is progressing well. Besides the things you may already know about, such as the work on the British faction, we’re also preparing an update that will appear very soon. In this episode, we’ll have a closer look, as promised in our previous blog.

Two automated reviving methods for medics
This is undoubtedly one of the most requested changes, obviously intended to reduce the need for micro-managing in-game.
We have developed two separate mechanics for reviving, offering the player a choice of ways to ensure the medic acts just the way you want and revives fallen soldiers without needing to instruct them. This automation will be centered either around the medic or on a specific map area.

The first mechanic allows you to set a radius around the medic as the area in which wounded soldiers will be revived automatically, provided the medic has sufficient inventory to do so, of course.
The radius moves with the medic, which means you can order your medic around as you wish. The automatic reviving starts whenever the medic stops moving and detects a wounded soldier.

https://youtu.be/GW-8XqPIrR0

The second mechanic allows you to set a specific area on the map and thus to keep the medic in the same area, scanning for any wounded soldiers and reviving them when they need to be.
That means you can station a medic to oversee a trench, bunker, emplacement, or any other designated area, and the medic will not leave the area unless ordered to do so. The medic will detect the need for action in this area and act accordingly.



Both methods of automation receive their own button in the UI. Clicking on either one will allow you to drag a radius around the medic or onto the map.
These buttons can be used at any time to set, move, or remove the auto-healing radius. This allows you to switch between methods during play and adapt to the changing needs of the moment.
Those players who want to use the classic way the medic works can still choose to do so.
Will you be using automated healing in battle, or will you stick to classic microing? Let us know in the comments!

Key binds
Another change that was requested many times will be included; we have added key assignment options for various existing actions, including engine toggle, suppression fire, mines, de-mining, planting explosives, medic tent, various emplacements, fortifications, and foxholes.
Mod creators will be happy to see that we have added the 'Key' keyword to interface actions, which updates when the corresponding key is set in /profiles/ and changed in-game options. This allows for key assignments to be created for custom actions.




Open Beta
We will be releasing this 55th free update as soon as possible. This might be during the next few days, provided we are happy about the open beta by then. This beta will run for a couple of days.
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you won’t need to do anything to reverse the process.
If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.



Other news
Work on the British faction is progressing nicely. In parallel, we’re working on the trailer, which will reveal the name for this DLC while also marking the official announcement.
The amount of work on this DLC is phenomenal! We’ll keep revealing bits of the DLC on the official CtA - GoH Discord server, where we’re running our 5th metagame, which reveals more every Sunday.

We have mentioned that there will be another smaller DLC coming soon. This will be one for the community, celebrating 10 years of community support for Barbedwire Studios! It took us six years to develop and release Call to Arms - Gates of Hell, our very first game.
To those six years, add four years after release - we think it’s time to celebrate!
We’ll be more specific about the contents of the jubilee update in one of our next blogs.

That’s it for now; enjoy the beta, and don’t forget to join our Discord server by clicking below.


Change Log

Highlights
  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortifications, and foxholes
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)

  • Updated small arms with new weapon parameter and their burst amounts/timings
  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"

Conquest
  • Updated conquest with a new system for music:
    - Music is based on the player's nation and to some extent the enemy nation
    - Improved system to determine if action music should play (more dynamic)
    - Increased the number of possible music tracks that can be played
    - Added rare/special event for heroic music to play

  • Added Bot difficulty parameter data into/used by mission scripts
  • Added randomized deletion of enemy flag defenders is now based on bot difficulty setting[User is attacking]. On normal and easy are unchanged. Hard and heroic fewer enemy defenders are removed at random
  • Added option of lower altitude air attack if the map landscape/buildings allow it

  • Fixed enemy airstrike where the plane would not attack after making an initial fly by. (large altitude differences & landscape below z)
  • Fixed missing heightmap polygons and broken ground textures on DCG Dubovka
  • Fixed broken textures on DCG Puhoksen
  • Fixed house textures on DCG Ranes
  • Fixed MGs in tobruk_mgun entities on DCG Crisbecq Battery map being unable to reload
  • Fixed missing "no_scavenge" tag to mgun_ring and h39_turret so map entities cannot be captured in Conquest
  • Fixed soviet pilot (blue man)

Single Player
  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"

  • Fixed in RUS mission: Winter Storm - all pz3 & pz4 that have passengers to disembark in action
  • Fixed in GER mission: The Ace of Swords - intro if player doesn't skip before pz3 hits mines
  • Fixed in GER mission: Among the Heavens - 2nd part, reinf elite sniper to use early breed as to have kar98 instead of gwr43scoped
  • Fixed in GER mission: The Siege of Sevastopol - default doctrine(all around) not working for users in coop.[bad mission_option name as the default]
  • Fixed in GER mission: Downfall [Skirmish] - purchased vehicles having the wrong 'fire mode'
  • Fixed in GER mission: Berlin [Skirmish] - icon used for volkssturm infantry buy units
  • Fixed in GER mission: Kharkov [Skirmish] - MG and MG assistant having mismatched ammo for MG weapon
  • Fixed in USA mission: Crimson Ridge - convoy vehicles so that if the player repairs/mans them, their movement is not limited to slow speed and no reverse
  • Fixed in USA mission: Battle of the Bulge [Skirmish] - arriving intro troops missing winter clothes

  • The Cold Supper (rus 02)
    - Fixed bug where in coop, the soldier who "poisons" the German barracks kitchen is never returned to the user/autoassign properly, thus if it's a commissar, the mission was not possible to complete in coop at that point[mission breaker in coop]
    - Same fix as above for "sabotage fuel with sugar" task
    - Fixed one mortar having German humans as inactive
    - Fixed another mortar missing tags for when it's meant to be operational
    - poisoning kitchen/sabotage fuel with sugar makes sure the player user is not linked or inactive(in vehicles) for when taking control of the scenario
    - Fixed coop crash if the player doing kitchen "poisoning" was in direct control.[actor state ai and able select off before changing player# !]
    - Fixed map broken polygons.

  • Operation Bustard Hunt (rus 03)
    - Fixed various issues with part 2 tasks and trucks that can result in being unable to progress
    - Fixed part2 enemy inf reinforcements loop, which worked if enemy tanks were operable, even if it was by the player
    - Fixed various enemy planes in part 1, resulting in circling forever
    - Fixed case where it was impossible to capture part2/tasks/task06/capture_line
    - Fixed soldier inventory miss-tagged as entities meant for cloning
    - Fixed f-22 at gun being blocked in part2 by obstacles
    - Fixed order of operations, resulting in some part2_hidden allied units not becoming active
    - Fixed so that automatic miners are using placement with only inactive mines as a source when cloning
    - Fixed convoys to only attempt to clone proper and inactive trucks
    - Fixed some map bugs

  • Unbroken (rus 05)
    - Fixed spotters are assigned to the player upon completion of task 4 if any are still alive
    - Fixed map issues

  • Closing the Pocket (rus 09)
    - Enabled entity_manager right away to prevent issues in coop, as it has a large amount of units present on the map.
    - Removed outdated(old!!) AI logics that had a chance to cause serious issues.
    - Deleted obsolete entries.

  • The Koenigsberg Cauldron (rus 10)
    - Fixed assignment issues during task3 & part3 allied/player units and their assignments
    - Fixed coop issue related to part3_# scenarios, avoid using trigger on next, use event and both next/skip
    - Fixed various enemy soldiers being in bad building positions(possibly due to building entities changes)

  • Carpathian Turmoil (ger 09)
    - Added autosaves
    - Fixed the wrong game loss message used
    - Fixed extra supply truck cloned and saved on the map
    - Fixed officer often not looking through binoculars at the area discussed in the intro
    - Fixed russian assault reinforcements calls, further, no need to use shuffle when selecting 1 out of the pool
    - Fixed northmost assault area spawn for russian units, as they would telefrag/stuck
    - Fixed pathing near bridgethe that often gets damaged by allied bombing, thus making supply trucks flip

  • Through Ice and Fire (fin 01)
    - Fixed and cleaned up all 3 parts where units are set and assigned to the player(was possible to have squads of soldiers from all over the place)
    - Fixed missing texmods for russian vehicles for winter
    - map fixes(bunker being mid air up close)

  • Escaping the Pocket (ger west 03)
    - Fixed usa mortars in part 3 of the mission looking at the player but never firing
    - Fixed hidden tags on weapons of some part3 soldiers who were also linked to cannons
    - map fixes

  • Wacht Am Rhein (ger west 04)
    - Changed to call Usa counter 2[timer itself] *early* instead of 10 minutes delay IF player somehow managed to accomplish task 03 or 04 before timer showing counter 2 arrival(prevent player from not knowing what's going on)
    - Prevent game fail possibility after task4 completion is triggered but not yet shown(due to scenario/talks)
    - Clean up of task 03 & 04 completion conditions to prevent inactive units from blocking(progress block)
    - Clean up of both usa counterattacks on how tanks and units are spawned
    - Use seconds values in timers as minutes entries do not show up in certain cases(counter attack timers)
    - Use non safe teleport(waypoint) for reinforcements of usa counters as the hybrid stamp snow_embankment* entities completely mess up "safe" teleport
    - Map fixes for both usa and germany reinforcements spawns

Multiplayer
  • Updated Bot "ai/ai_untow" logic script so that the Bot vehicle that is towing cannons will additionally unlink the towed vehicle if all the crew on the towed vehicle died
  • Updated command point cost consistency of mid and late usa cav crews
  • Updated Fronlines game mode so that if defending team recaptures the sub-flags (not main frontline flag) that spawns will shift back for both teams to position before the flag was captured by the Attacker

  • Increased sdkfz251d "wurfrahmen" doctrine point cost from 105 to 110
  • Increased reload time for 280mm BR-5 from 120s to 150s

  • Decreased Jagpanther doctrine point cost from 100 to 95
  • Decreased reload time of Soviet 100mm guns by 1s - 1.5s
  • Decreased magazine capacity for Finnish DS-39/VTK from 250 to 200 and updated its name/description
  • Decreased usa cav_driver and cav_gunner CP cost to be like artillerymen and mg crew in other vehicles
  • Decreased reload time for the following rocket artillery:
    - 15cm Nebelwerfer 41 from 140s to 120s
    - 82mm BM-8-24 from 140s to 120s
    - 15cm Panzerwerfer 42 from 180s to 170s
    - 21cm Nebelwerfer 42 from 220s to 200s

  • Fixed Soviet Earlier war 45mm AT gun DP buy having 2 tankman crewing tow truck instead of 1 rifleman
  • Fixed Finnish MG assistant in late war sometimes not spawning with helmet
  • Fixed USA Mid war 155mm Schneider crew count

  • Fixed 1v1 Holzbach terrain types
  • Fixed 1v1 Valley broken polygon on
  • Fixed 3v3 Voronezh battlezone flagpole placement
  • Fixed 3v3 Voronezh floating rubbles
  • Fixed 4v4 Dubovka broken landscape polygons & missing road terrain
  • Fixed 4v4 Olkhovatkaone house floating and pathing issue
  • Fixed reported issues on Frontlines maps
  • Fixed missing small icons in multiplayer after-action report

Everything Else
  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortification,s and foxholes
  • Added 'Key' keyword to interface actions, updates when the corresponding key is set in /profiles/, and changed in-game options. Allows for key assignments to be created for custom actions
  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added scope view to fg42_scope and stg44_scope weapons
  • Added new K98k bolting sounds
  • Added new grasses and flower bushes
  • Added some balcan ground textures
  • Added double precision skeleton matrices and IK, primarily useful for aiming and shooting
  • Added volumes to snow_embankment3 series so that they generate cover for infantry while still allowing pathing over/through (Liberation winter maps)
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control

  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
  • Updated small arms with new weapon parameters and their burst amounts/timings:
    SMGs
    - Bursts at short range now have fewer shots (from +10 to 4-8)
    - The time between bursts is now reduced as enemies get closer
    Rifles
    - no longer fires "double shots" at shorter ranges
    - The time between bursts is now reduced as enemies get closer
    Semi-auto rifles
    - no longer fires "double shots" at shorter ranges
    - The time between bursts is now reduced as enemies get closer
    Battle rifles (BAR,FG42,AVT40)
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    - FG42 will now fire rapid single-fire shots at longer ranges
    - AVT40 will now shoot single-fire shots at longer ranges, similar to SVT40, and bursts at short range
    Assault rifles (STG44)
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    - will now fire rapid single-fire shots at longer ranges
    AT Rifles
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer
    MGs
    - slightly longer time between bursts at long range
    - Bursts at short range now have fewer shots
    - more shots per burst at long range for fast-firing MGs
    - The time between bursts is now reduced as enemies get closer
    Pistols
    - Bursts at short range now have fewer shots
    - The time between bursts is now reduced as enemies get closer

  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated demine decal around minesweeper to show only for allies and not enemy players
  • Updated LVT-4 with 4 additional passenger seats, 12 in total
  • Updated rock_group01-04 entities to be destructible by "crushing". They are the same as buildings and only crushable by medium and heavy tanks
  • Updated some ostfront ground textures
  • Updated vehicle view for universal carrier mk2
  • Updated vehicle views for USA vehicles
  • Updated Panther series tanks by increasing off-road speed slightly and max speed in turn
  • Updated soviet marines human model with more ammo belts
  • Updated Heer Artillerymen to have tunics instead of shirts
  • Updated some AT-Grenade sizes in inventory to be more in line with other grenade sizes
    - Reduced size of RPG40 from 3x2 to 2x1
    - Reduced size of No73 from 3x2 to 3x1
    - Extended the length of molotovs and pwm_l by 1 cell

  • Removed weapon burst modifier for MP and Heroic difficulties
  • Removed DSHK mount/weapon from Finnish captured ISU152 (seems it did not have it historically)
  • Removed Jumpsuits from Midwar Paratroopers, as they did not use jumpsuits at that point, and randomized paratrooper headwear

  • Fixed [inventory] exchange getting bugged when doing fast rifle transfers in both directions
  • Fixed crash: remove assert, just close dlg instead (users are reaching unreachable states)
  • Fixed a server crash

  • Fixed suspension, animations, wrong x and xx (being completely different models), and various other aspects for panzer3e and panzer3f
  • Fixed suspension and missing track break animation for panzer2c
  • Fixed missing track break animation for panzer35t
  • Fixed track break animations for panzer3m
  • Fixed track break animation for panzer2l
  • Fixed Soviet BT-7A wheelr2 and wheell2
  • Fixed Finnish BT-42 wheelr2 and wheell2
  • Fixed obsolete winter texmod names used in missions/maps for t26_33 & stalinetz60 (w -> winter and winter1 where applicable)
  • Fixed USA 105mm M2A1 sometimes not aiming properly
  • Fixed missing animation track break for bison (Sturmpanzer I)
  • Fixed suspension for bison (Sturmpanzer I)
  • Fixed wrong track texture on bison_x (Sturmpanzer I)
  • Fixed incorrect gun file being used for Jagdtiger
  • Fixed and added the suspension system to opel blitz
  • Fixed m3 lee wrong tracks skin modifier setting
  • Fixed super pershing hole volume on spaced armor extending too far into the armor plate
  • Fixed "RAM" Volumes for isu152, isu152_fin, citroen_7_civ, citroen_7_ger, schwimmwagen, ford_gpa, m6_gmc, gaz67, gaz67b
  • Fixed angle of the lower hull plate of Tiger 2H
  • Fixed ammo volume locations in Sherman5c (Firefly)
  • Fixed dshk normal textures
  • Fixed 15cm SiG 33 cannon having the incorrect detect settings, causing it to not appear in fog of war correctly
  • Fixed the towing link bone position for 40mm ITK38b
  • Fixed timing of breach closing on 5cm Pak 38 cannons during reload
  • Fixed M13 and M16 MGMC halftracks turret component hitboxes
  • Fixed missing "volume" tag for hole volumes on several vehicles
  • Fixed tiger2h righttrack animation skin problem
  • Fixed t26_33_fin and vickers6t mantlet x texture swapping problem at breaking
  • Fixed bt5 tracks break animation problem
  • Fixed missing winter textures for t27 and bt2 variants and their tracks
  • Fixed naming of winter textures for T-26 M1933
  • Fixed volume on 50mm_kwk39_platform
  • Fixed Finnish 5cm Pstk38 to use the same vehicle view as German 5cm Pak38
  • Fixed halftracks with mortars to be able to shoot better when the vehicle is on uneven terrain
  • Fixed T-60 missing break animations, replaced existing animations, improved suspension, and updated x models
  • Fixed missing x texture on broken wheels and missing back polygons on wheels and fenders of 20mm flak30

  • Fixed building_part_wood from generating wood fx on contact by light vehicles that couldn't crush it
  • Fixed sandbag_heap_straight and sandbag_structured_straight volumes and fixed them being slightly crooked when placed
  • Fixed texture references for dutch_house01 and large_store01
  • Fixed missing x model (destruction) to finnish_storage_shed1
  • Fixed foundation volumes of sov_2st_build1 to provide cover points for infantry
  • Fixed obstacleID (pathing profile) for sj4_fort_poppius and sj5_millionaire bunkers (4v4 Mannerheim Line)
  • Fixed some walls missing obstacles and parts of 2nd floor not hiding when inside for germany_house_02
  • Fixed roof not hiding properly for french_house_07
  • Fixed euro_plank1-5 causing mortars not to shoot when set on top of them

  • Fixed anm8 smoke grenade missing smoke fx bone
  • Fixed Bren gun and mag now only takes 28 bullets
  • Fixed 280mm and 300mm rockets from not exploding when hitting thin objects like wood fences by removing {detonationThickness 0.5} from the respective ammo files
  • Fixed artillery flare from disappearing when hitting specific locations of 2 trench models

  • Fixed weighting issues on Soviet pants
  • Fixed several soldiers that could spawn without a helmet due to too much other gear in their inventory
  • Fixed human models for German Late war volksg_sl and volksg_sl_asst

  • Fixed the bolt sound playing when bolt-action rifles reload
  • Fixed mismatch for 1st person Shot sounds and reloads in several tank gun files
  • Fixed some voice lines for soviet actor 8 being in the incorrect folder/directory
  • Fixed more situations where sound fx would be cut unintendedly by making adjustments to fade distances, volumes, priorities, and buffer allocations

  • Fixed able "emit_passengers_on_enemy" to "emit_passangers_on_enemy" in vehicle files and script command calls
  • Fixed various localization issues

r792-1623
Call to Arms - Gates of Hell: Ostfront - Culee


Call to Arms - Gates of Hell is off for the first time at 90% off!

https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/

This super exclusive possibility comes courtesy of a flash promotion on Steam. Do not miss on this golden opportunity, it likely won't happen again for a very long time!

As a result of the flash promotion, we're featured on the front cover of Steam! ːbarbedwirestudiosː

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Thanks for your continued support over the years. A lot of exciting times ahead for the community!


Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! As the Spring Sale has started which now offers the largest discount on our WW2 bundle to date. We also have some news and visuals for you from the team.
Have you checked your discount yet?

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Community
A month or 2 ago, we passed 30K members on the Call to Arms - Gates of Hell official Discord server.
The community is currently involved in a fierce 1 v 1 PvP competition, which is being organised by the community itself; it has already started, but you can still spectate. You’ll find the details on our Discord.

On Reddit, we passed 10K members last week - even if we only started using Reddit in earnest when we announced the Liberation DLC. These numbers go hand in hand with a growing playerbase and we’re very, very happy about all of the activity and the incredible mutual support in our community.



And that’s not everything; we currently run a meta game on Discord, and the best 3 vehicle spotters after a set number of challenges win a key to the next faction (the British). You can still join the battle by clicking the banner at the bottom or HERE.
There is a new challenge every Sunday evening (evening in CET), and since we currently have 5 different points scorers with 1 point each, a single correct answer would put you on the leaderboard immediately!



Other development
A number of things are in the works; of course, we’re working on improvements and new content. As you can tell from the screenshots, progress is being made on the British DLC, which is going according to plan.
Other updates we’ve been working on are also progressing nicely. We’re sure they will be received quite well.

For the “Liberation” DLC we’ve decided to overhaul a few of the single player missions according to the feedback we received and improvements we’ve always wanted to add. They will now play quite differently, both more historically but also in a much more detailed format, to eliminate the monotony of some of the mission stages, where the players told us it just felt like “cleaning the map from enemies”. The missions which will be upgraded are Day of Days (Pointe du Hoc landings) and Hedgerow Hell.



There’s also some new developments which we are making for the whole game. Some of them we are not yet ready to announce, as they are still in the early stages, but they’re improvements that have been a long time coming. We don’t know when we will be able to finish them, but you will hear from us when we’re ready to announce them.

One of the features which is currently in development is the automatic medic feature. It will enable you to select a spot, customised in location and size, where your medic will be automatically attending to wounded soldiers. This will enable you to lift the heavy burden of micro-managing the soldiers in need of medical attention, whilst also controlling the limits of where your medic goes.



Another greatly anticipated feature is close quarters AI improvements. We have changed the way the AI engages enemies over the full range of their weapons. At long ranges, the AI will wait for the recoil to settle between bursts. At short distances however, the AI will magazine dump and engage a lot more aggressively. This will improve the perceived annoyance that soldiers stay idle without shooting at point blank range.

Moreover, we’ve done some improvements to the UI accessibility. Already in the last update, we added reloading bar indicators on the icons and UI elements, to observe the state of the weapon reloading. Now we’ve added the vehicle damage messages to the direct control UI, so that you can keep up to date with when your vehicle is being damaged. Other quality of life improvements will also be included in the update.



We will issue release predictions for all of this as soon as we’re ready for it; there’s a lot still to do but we’re eager to get there sooner rather than later, and we’ll keep you posted.
In the meantime, let’s not forget we have a sale going on. Let’s grow that community, tell all your friends about that insane discount:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Did you know?
  • The addition of "Automedic” was originally a community request.
  • Compared to the first month after release in 2021, our player base has increased by 350%
  • Planned development will continue in years to come
That’s it for today; are we right in thinking the “auto medic” will be a welcome addition? Let us know in the comments!

Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! With the Steam Strategy Fest behind us, it’s time for a new blog.
As spring is approaching, we want to have a look at current development and reveal some work in progress. We will comment on our plans for years to come and celebrate the project’s 10th birthday. There’s plenty to look forward to, so let’s dive in!



Overview
We have plans for several releases in 2025. Those who follow us already know that at some point in 2025, the British faction will be released.
The British faction will be depicted on the Western front, as we have announced earlier. Currently, we’re working on its trailer and on its content. Progress is good at the moment.



There’s a lot of work ahead because the British DLC, the title of which will be revealed in the trailer, will contain a ton of new content, and we’ll be pushing hard to get it released in 2025.
To recognize the anticipation in our community, we have started our 5th meta-game on our Discord server. It’s great fun! We expect to announce the three competition winners in about 3 months. You can still enter; there are 10 more chances to score points and win a game key.

If you want to join the metagame, you can still do that; there’s a new challenge every Sunday on our Discord server! You can join by clicking the banner at the bottom or HERE.
Our Discord is also the quickest way to get support should you have issues with your game.



Roadmap
The roadmap on our website shows you that for 2025, we plan to do 2 paid releases in 2025.
One of these will be the British faction. The other will be a much smaller production, and we’ll be announcing its content soon. The second thing to be published in 2025 will be the British faction; the smaller production will probably come first, and we’ll reveal its content as soon as we can. Work is ongoing on both, and as usual we’re working to improve the game as well, in several areas.
Development will continue well beyond 2025 since we have a series of steps in mind that will see Call to Arms - Gates of Hell continuously expand and improve in the future.



Other development
As always, we are working on several aspects of the game, looking for potential improvement and working to upgrade the game wherever we can. Other than adding content, we are working to improve Call to Arms - Gates of Hell all the time.
There are several other smaller improvements in the works; for instance, we may be adding another language to the localization, and we’re working to revamp our game manual.

We’ll comment in more detail when it’s time to reveal all of the bits and bobs that are coming to you in 2025. One thing is for sure: it’s just never quiet on the development front, and we’re not nearly done with this game!



Did you know?
  • The Gates of Hell project started exactly 10 years ago this month
  • It was our very first project as a studio
  • Gates of Hell was released in June of 2021
That’s it for today’s blog; have you been with us since the very beginning or did you join later? Let us know in the comments!

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