Hell Let Loose - Lauren_Team17
Hi everyone!

We’ve been assessing and prioritising a large amount of content we’re currently working on, as often implementing one feature too early can have negative consequences for other areas of development - causing us to have to re-do work. As you can imagine, we’d much prefer to work efficiently and quickly, so we’ve been revising our roadmap continuously before updating it. One of the biggest challenges we face is making sure that we keep you abreast of developments, without overpromising or having to drastically delay release.

Now that we’ve implemented many important back-end features in Update 2, we’ve turned our gaze towards new content, game modes and systems overhauls. We’re excited to reveal our updated roadmap.



First off the block is Patch 7. This will include key components of the career and role progression system, as well as a rework of the game-end screens. We’ll do a dev briefing on both the exact ways experience works and is calculated, as well as our thinking behind their design - and the types of effects we hope they will have. We want to roll this out quickly, as it underpins our customisation system and will allow us to feed all sorts of features into it - such as personal stats collection, and potentially vehicle skins down the line.

Update 3 is going to be a monster. It’ll contain our new Offensive gamemode, new map, as well as a large array of continued systems changes, tweaks and optimisations. The new gamemode has been renamed from “Invasion” to “Offensive” in order to make it more universal and fit better to attack and defend battles that weren’t simply the beginning of an invasion. The Offensive gamemode is a play on our current gamemode (Warfare). It maintains the same level of intensity, but we feel that it’ll really help some roles shine that otherwise struggle in Warfare, as well as give you a whole new set of strategies in what objectives you choose to attack or defend. The defenders will make good use of emplacements, mines and built deployables, while the attackers will need to channel a mixture of aggression and problem solving as they work to break the strongpoints and slice through the defenders front line. Fear not - we’ll be going into detail about how this will work closer to release but we’re very excited to proverbially and literally step off the Higgins boat.

Many of you guessed it, but we felt the best map to launch Offensive on would be Omaha Beach. In collaboration with one of our amazing Kickstarter General-tier Backers, we’re focusing on the Vierville draw at the west end of Omaha - where the terrain was steepest and the fighting was fierce. Dog Green is going to be brutal and we’re excited to see how each team fares. We’ll be showing the tactical map, screenshots and sharing more details of this map in the coming weeks.

We also have a lot of other overhauls currently in the works - sound, animation (TPP and FPP), new arms/hands (with hands and gloves appropriate to each uniform you unlock) and the rest of the vehicles. Two maps (other than Omaha) are currently in production - with more to follow. In addition to this - UI upgrades, customisation items - the list is endless.

Thank you for your passion and patience as we work. We’re really excited to show you everything we’ve got planned. Once this roadmap’s worth of content has been released we’ll be updating the graphic again for the next batch.

See you on the front line!
Hell Let Loose - Jonno
Hi everyone!

Update 2 is here and while it’s a big one, much of the work has been done behind the scenes. We struggled to think of a proper name for it, as it’s an implementation of key features that the game is currently missing.

https://youtu.be/ZBZ0cAedyZM

Update 2



Unit Management

Out of the gate, the first large scale implementation is our unit management mechanics. You can now lock your Unit - both as you make it and after it’s already been made. This will enable you to curate who’s in your unit. On top of this, we’ve also introduced the ability for Officers to invite players to their unit, as well as kick players. In addition to this, if players attempt to join a locked unit this will send a request to the Officer of the Unit, allowing for reciprocal inviting. In addition to this, when kicking a player from your unit you’ll be asked to give them a reason. We know that managing a Unit can be a stressful and difficult affair, or perhaps you’re keen to play only with friends or your Clan. This update is designed to give you the ability to decide.
  • Locking
  • Inviting
  • Kicking

The Tiger 1

The second component of the update is the new German beast - the Tiger 1. We’ve approached the Tiger with care. What it makes up in heavy armor and it’s powerful 88, it loses in speed and it’s relatively high profile. The Germans are able to field a single Tiger 1 and we encourage allied armor crews to take it on in groups, or wait in ambush and hit it from a hull-down, defillade position. While lesser forms of anti-tank measures (such as the Bazooka) will struggle to penetrate the body, aiming for the barrel or tracks will allow you to seriously wound the lumbering giant - making it vulnerable to the faster Allied armor.


Vehicle Audio Assets and Systems

The third component of Update 2 is the overhaul of all vehicle sounds - the cannon, engine and track sounds. We’ve finalised the way the sound behaves, as well as invested in high quality recordings of each of the tanks and vehicles in-game - now and coming. Each tank has its own distinct audio signature, allowing you to tell Allied from Axis at range, as well as the nature of its speed and size. The final cherry on top will be the implementation of a ducking system for vehicle occupants in the coming weeks - this will create a proper audio dynamic between the interior and exterior of closed vehicles.
  • Luchs: new engine start, idle, rev and track sounds.
  • Stuart: new engine start, idle, rev, track and cannon sounds.
  • Sherman: new engine start, idle, rev, track and cannon sounds.
  • Panther: new engine start, idle, rev, track and cannon sounds.

Barracks Customisation System

The fourth component of Update 2 is the first foundation of our customisation system - the Barracks. The Barracks will serve as a location to view your player level progress, your role progress and all the customisation components you’ve unlocked for each. You’ll be able to equip different helmets, uniforms and change characters for each role - per each force.



Coming hot on the heels of Update 2 will be the introduction of our progression system. This will complete the Barracks functionality. Included in this will be the ability to change your customisation as you select your role in-game, as well as the ability to select a different primary weapon or loadout.

Finally, we’ve used the opportunity to roll out much-needed community management tools to help administer community servers. This will assist the fantastic server admins in curating their environment to provide a far better experience.

Alongside these significant points, we’ve done a lot of work on smaller bugs and issues that we’ve been keen to iron out. We know that this is all good and well, but that the community will be most excited to know about new maps.

We’ll be releasing an updated roadmap to explain the coming weeks before we drop Update 3.

As a heads up, Update 3 is going to be HUGE - with Omaha Beach dropping at the same time as our second gamemode - Offensive.


Major Additions
  • Unit Management
  • Tiger 1 Tank -This rounds out the top end of the German armor until we introduce the Tiger 2 and other surprises.
  • Significant audio upgrade for all vehicles in the game
  • Introduction of the Barracks customisation system
  • Significant RCON administration tools
Gameplay
  • Smoothing out mantling and vaulting from FPP perspective by unlocking the camera and allowing higher tolerances for what could be vaulted.
  • Added several ambient tilts and momentum changes to the FPP rig in order to demonstrate your stance, speed and movement - resulting in a more fluid FPP experience.
Performance
  • Changed mip streaming levels for more than 600 textures to lower burden on low-end GPUs.
  • Added proper skeletal mesh LODs for all skeletal meshes (all characters, vehicles, statics).

SFX
  • New engine & firing sounds for Sherman tank
  • New engine & firing sounds for Panther tank
  • New engine & firing sounds for Luchs tank
  • New engine & firing sounds for Stuart tank

Maps
  • Fixed various small visual issues in each map (floating props etc).

VOIP
  • Fixed an issue where players have experienced their proximity VOIP channel stop working after loading into a new game from one that's just finished.
  • Fixed an issue where players have experienced the leadership VoIP channel not functioning when creating their first unit after joining a server or swapping from being in a unit to creating one.

Visual Improvements
  • Altered muzzle blast on tanks to include more drifting smoke.
  • Vehicle dirt trails are now more performant, larger and better looking.

HUD/UI
  • Redeploy counter to be made larger and more visible.
  • HUD VoIP notifications are now more legible.
  • Server message and server broadcast have been redesigned to be much less obnoxious and obtrusive.
  • The server browser now has a more obvious scroll bar.

RCON
  • Setup admin permission levels and allow Server Owner to add new admins with specific abilities. (Owner/Senior Admin/Junior Admin)
  • Setup ability for admins to force team switch particular players with the choice to do now, or when the player dies.
  • Exposed all auto-balance variables to the server admin (including time and player threshold - as well as ability to disable it).
  • Added ability to give a reason for a server kick or ban.
  • Enabled ability for admins to punish players alongside a reason.
  • Introduced ability for Admins to create a server broadcast message.
  • Created a server log for Admins to view - including all significant 2D information (connects, disconnects, teamkills etc).

Bug Fixes
  • On the main menu 'Enlist' will appear to overlap and touch the title of the game.
  • Fixed graphical issue with Utah load screen.
  • Fixed low FPS lock caused just after spawn (caused by crashing audio thread).
  • Fixed an issue where players can become stuck on a defunct "Selecting Role" screen when selecting the Leadership role from the "Select Your Role" screen
  • Fixed an issue where the main menu will remain in a faded state after pressing NO on the Quit window.
  • Fixed an issue where the ADS sensitivity option affects multiple pieces of equipment that do not have any ADS functionality.
  • Fixed an issue where after taking damage for the first time during a life, the bandage icon will appear smaller than normal.
  • Fixed an issue where tanks are instantly destroyed when an AT mine is placed next to them. They must now move over them in order to trigger the mine.
  • Fixed an issue where the camera will point upwards or downwards when the player, from a prone position forces collision with another prone player.
  • Fixed multiple graphical issues observed when a player dies or is placed in the critically injured sate on-top of specific tanks.
  • Fixed an issue where Outposts placed in-game are not destroyed in-game or on the map when the unit that created them is disbanded.
  • Fixed an issue when 'ADS Toggle' is set to off, the machine gun ADS animation jitters when tapped compared to being held down.

Currently Working On
  • Continued overhaul of stock UI and HUD features to make them better looking and better functioning - including pinging, marks, Commander screen, role selection screens, vehicle HUDs, artillery HUDs, heavy weapons HUDs.
  • Flamethrower FPP setup.
  • Progression system.
  • Stats system.
  • Polishing FPP experience to make it more fluid
  • Re-assessing MG deployment mechanic in order to increase functionality and fluidity.
  • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
  • Currently beginning work on full mocap overhaul of all TPP animations.
  • Working on Western Front backer map #1 (a very iconic map).
  • Working on Western Front urban map (also an iconic location).
  • Testing network load from wheeled vehicles.
  • Scoping out scope polish and visual enhancements.
  • Addition of ambient audio to all maps in line with Utah Beach.
  • Continued audio work in investigating new audio engine implementation.
  • Continued overhaul of audio assets within the game.
  • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
  • Continued visual upgrades and optimisations on all maps and fx.
  • Continued bug fixes across the entire spectrum.
  • Various bug fixes

Thanks - we’ll see you on the battlefield!
Hell Let Loose - Jonno
Hey everyone,

This week's Developer Briefing is straight from Lead Developer Max as he shares a more in-depth look at our upcoming customisation system!

Over to you, Max!


Cosmetics in Hell Let Loose

Hi guys!

Update 2 will see the introduction of the early stages of the cosmetic system in Hell Let Loose. Tying in to a much broader array of systems, we had several goals we wanted to accomplish with it:

1: provide a way to personalise your appearance with historically accurate uniforms.

2: to display veterancy and experience in-game as a reward for long term players.

3: to capture the huge iconic array of uniforms and helmets seen during World War Two.

For us this has been a huge design challenge. We’ve tried to strike a balance between absolute accuracy to what each soldier was wearing for each force at each battle - while also allowing some flexibility in appearance.


How does it work?

In Hell Let Loose, your appearance is broken up into three different aspects across each of the 14 roles. Per army, this becomes 28 separately customisable roles - not including forces added at a later date.

Helmet:
While a plain old feldgrau Stahhelm is nice, a camouflaged one wrapped in scrim is better. Whether you want to play as a specific historical company or stand out in your unit, we’re excited to allow you to bring some quickly recognisable personality to your unit.

Character:
From looking like Band of Brother’s green recruit Albert Blithe, through to the grizzled face of Brad Pitt’s Don "Wardaddy" Collier from Fury, we’ll be adding many different characters.

Uniform:
Enlist in the standard US summer uniform, rug up with a winter coat, throw on an assault vest, or hunker down in a splinter camo smock, each role has a specific array of uniforms to unlock and use. They’re designed to be a quick way to determine the experience of the players around you.


How do I get new helmets, heads and uniforms?

Each of these items will be unlocked in multiple ways. Many tie into our Role leveling system - where playing a particular role continuously will slowly unlock more and more uniform options (for instance, the winter uniform is one of the first unlocks).

Other items will be unlocked through our Player levelling system - the overarching level that determines your experience with the game as a whole.


Will cosmetics be role specific?

Yes. It’s important to us that we make sure a particular item is role specific so as not to break immersion. This means that cosmetic items will only be available to the roles that are appropriate - such as Officer helmets only being available to Officers! It also means we won’t be allowing tank crewmen to wear sniper veils.


Why did you implement a cosmetic system now? Surely there are more important things to work on!

We’ve bought the cosmetic system in now as it’s largely entangled with a wider array of systems - including our player account system, progression system, weapon selection system and full TPP and FPP animation and look overhaul (which in turn ties in to our development of soft-skinned wheeled vehicles) . By bringing this in now, we won’t need to double back on work or risk breaking things at a later date.


Where do I apply my cosmetics?

The Barracks is now available from the main menu. There you can customise each role to your heart's content.

Should you want to change your uniform or helmet to something more map-appropriate while in-game, you can do so when you select your role after joining a unit. We are currently working to implement this alongside the ability to select a specific weapon or equipment loadout per role


Equip your soldier for any front!


As you rank up and gain role experience, you'll be able to unlock unique cosmetics to inspire your allies and strike fear into your foes!


See your uniform in all its 360 degrees glory!


Thanks for reading this week’s dev briefing. Next time we’ll be taking an in-depth look at the pros and cons of the Tiger - also arriving in Update 2. We’ll also be unveiling our updated roadmap. We know that Update 2 is short on maps, but have no fear - Update 3 is not far behind and will contain new maps and other goodies.

If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone!

We’re currently hard at work on all the content for Update 2. However, there are some core issues that we want to address first before we start pushing out planned new features.

This means attempting to balance fixes to critical issues in patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next update - so we appreciate your patience and understanding with this.

Patch #6 Notes

VOIP
  • Applied several final changes to Vivox protocol that fix some servers never having VOIP.
  • Applied fix for Vivox breaking after the map changes.
Functionality
  • White gates are now passable by all vehicles.
SFX
  • New US victory song has been applied and credited.
Visual Improvements
  • Fixed the pixelation of the Luchs gunner’s optic.

Coming Soon!

Finished for Update 2
  • Tiger Tank
  • Full sound overhaul for all vehicles (including systems established for all coming vehicles).
  • Unit kicking.
  • Unit locking.
  • Two-way Unit inviting system.
  • A large suite of RCON commands for community server hosts.
  • A forgive and punish system for teamkilling that also punishes concerted griefing.
  • Rework of Armor units - doubled number of Armor units and reduced their size to 3 men.
  • Vehicle locking system - you cannot enter a crewman position in a vehicle if it is already occupied by another Unit. We will be working with the community to refine this per feedback.
  • Vaulting and mantling is now more responsive, fluid and polished.
  • New rig stance changes and general systems upgrade for the FPP experience.
  • First pass of cosmetic system. We will then be fleshing this out and tying it into the progression system which will be released shortly after.

Currently working on (non-exhaustive list, we just want to give you some idea)
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
  • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
  • Progression system: We will be unveiling how this will work before release. This ties to a cosmetic system.
  • Continued optimisations.
  • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
  • Bullet penetration.
  • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
  • Vehicles.
  • New gamemode.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

We’ll be releasing a revised roadmap shortly, so watch this space!

Oh and you didn't think we'd leave you wondering what the vehicle SFX overhaul sounds like did you?

We'll let the Tiger do the talking here...
https://www.youtube.com/watch?v=nnmVifN90k0&feature=youtu.be


If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!

Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 38! This week we’re pleased to share with you that Unit Management, a feature we know you’ve patiently been waiting for, is coming to Hell Let Loose in Update #2.

Unit Management will help Officers run their unit, and keep it banded. This is to encourage chatty units, playing with friends, role playing or bringing tactically like-minded players together.

The full ins and outs of this system can be found below…


Your Unit, Your Rules!

When creating a unit and taking the Officer role, players now have the choice as to whether they want to make their unit open or locked.



The only way a player can join a locked unit is via approval from the unit’s Officer. This is achieved by receiving an invite from said Officer, or by sending a join request to a locked unit and having it accepted.

When using this system, there’s a couple of things to keep in mind:

1. Officers can only invite players in the deploy menu and can only invite unassigned (not in a unit already) players.

2. If an Officer is deployed and alive, unassigned players can send a join request, which will then lead to an actionable prompt on the receiving Officer’s screen.



To further highlight the importance of Officers, we’re also adding a feature that messages every player in a unit that lacks an Officer that they should probably consider addressing this. Players will be encouraged to do this upon using the deployment screen.


What shape is Italy?

Unit management will also bring with it the ability to boot players out of their unit, if you’re an Officer.

Players that get removed from this method will be removed from their unit upon death, before being prompted to join another unit on the deployment screen.

Here’s a heads up on what happens to players in different kicking scenarios:
  • Kicked players will be in the same unit VOIP channel, until they die.
  • However, Kicked players do not show up in units and do not count towards a unit’s size.
  • If a Sniper is pending to be kicked on death in a Recon unit, another player can join as a Rifleman immediately and swap to Sniper when the role becomes vacant. (No Sniper stacking!)

Harsh, but fair.

Just because we’re adding a kicking feature, it doesn’t mean it should be used on a whim. Ideally newer players or those lacking the experience of more veteran players will be met with patience, encouragement and comradery.

But, we know that people get kicked for different reasons, so when a kick does occur the affected player will receive a notification as to why they got kicked upon death.



The three reasons for the boot that an Officer can give are the following:

1. Not using teamwork
2. Not staying with the unit
3. Making room for a friend

If you find yourself without a unit at the deployment menu, simply join another, or create one of your own.


Officer’s Rules!



That wraps up our briefing on unit management. Thanks again for your patience whilst we worked on adding it to the game, you won’t be waiting long for this!

If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!

Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 37! This week we’re getting handsy as we share a first look at updated hand models that are coming to the game in the future!

We’ve also got a sneakiest of peeks of something else at the end of today’s brief…


Handy Update

Being an FPS, you look at your hands a lot in Hell Let Loose. Currently this is the view players see when holding their weapon:



We feel it conveys pretty clearly that it’s a hand, doing hand things such as holding, aiming, reloading and firing your weapon. But the team felt that there was room for improvement here, by giving players more realistic hands we feel that player immersion can be further increased - so here’s what you can look forward to in a future update:


Smaller, more detailed hands.


More detail in the wrists.


Visible veins and skin detail.

This change will apply across the board, whether you’re handling a weapon, driving a vehicle or using equipment / medical supplies.

We’re excited to see this combined with our future animations update to create a smooth, gritty and satisfying feel to each movement and action you take in-game.

Updated hands also means updated sleeves…


Crinkles and imperfections will give a more ‘worn’ feeling to the sleeves.


Indentations and creases will be prominent too!


Suits you sir!

A little look at something that’s coming together…



If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone!

We’re currently hard at work on all the content coming in Update 2. However, there are some core issues that we want to finalise and fix before we start pushing out more new features. We’re attempting to balance fixes to critical issues in Patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next Update.


VOIP

Applied several changes to the Vivox code and then changed the way channel switching and channel muting is handled. This should fix many cases of the proximity and leadership VOIP breaking.

YOUR HELP: VOIP bugs have been difficult to reproduce and fix as they often occur on high population servers and can be difficult to intentionally trigger. If - after this patch - you are still experiencing any issues with VOIP, we would greatly appreciate it if you would report the issue in our special VOIP feedback Discord channel: https://discord.gg/beJj8Rv

This will allow us to follow up with you to get exact specifics and discover if your issue is bug related or hardware related.

We understand that VOIP is a critical part of the Hell Let Loose experience and we will be working until all issues are eradicated.


Functionality

Reworked the server search code. The outcome of this is a more methodical but accurate server listing. You should now be able to see all current servers as opposed to having several missing (often your own regional servers) or having different outcomes every time you refresh.

PLEASE NOTE: Many reports of issues with the server browser have resulted from user-side settings. We recommend making sure that your firewall is not blocking the application and your ISP is allowing port forwarding. If you still cannot see servers, please drop us a line in the feedback channel on our Discord and we’ll follow up with you.


SFX
  • A scream sound effect no longer plays when a player dies due to drowning.
  • New US AT 57mm cannon fire sound

HUD/UI
  • On the map key, Unit and Team Member icons appear stretched vertically
  • Fixed compass bearing showing 0° and 360°.
  • The top German HQ spawn overlaps into the out-of-bounds area on the Utah map.

Visual Improvements
  • German LMG tracer rounds are of a higher light intensity than its muzzle flash.
  • Fixed waves being visible inside the beach puddles on Utah.
  • Fixed windows overlapping walls in numerous maps.
  • Fixed tanks being able to drive up specific small hedges.
  • Fixed bullet collision on multiple tree assets.
  • Fixed tanks from floating above bomb craters.
  • Fixed German Munitions node producing feathers FX when the sheet metal is shot.

Currently working on (non-exhaustive list, we just want to give you some idea)
  • Additional RCON commands.
  • Making vaulting more responsive, fluid and polished.
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
  • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
  • Unit management functions (kick/invite and lock).
  • Vehicle locking system.
  • Anti-griefing mechanics.
  • Progression system: We will be unveiling how this will work before release.
  • This ties to a cosmetic system.
  • Optimisations.
  • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
  • Bullet penetration.
  • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
  • Vehicles.
  • New gamemode.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. Specifically, vehicle engines, tracks and other aspects are being overhauled at the moment. We’ve also been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.
We’re currently finalising the contents of Update 2 and will shortly release a revised roadmap.

If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 36! This week we’re taking a first look at an upcoming addition to Hell Let Loose, the infamous Tiger 1!

The Tiger will be coming in a future update that will mark the arrival of the first Heavy Tank in Hell Let Loose. The USA equivalent will be coming slightly after that, so we look forward to seeing how the US armour and AT units adapt to this new presence on the frontline during the interim…


The Tiger’s roar

Weighing in at 54 tonnes and packing a devastating 8.8cm KwK 36, the Tiger 1 was a fearsome piece of German engineering. Those that could avoid the ire of the Tiger’s armaments would then have to contend with armour that could be as thick as 100-120mm in key locations!


Locking down the area

The Tiger’s HE rounds excel at providing ranged support to German infantry, but it really shines with its AP rounds that can cut through all Allied armour with ease.


Overwatch initiated

Key information
  • Top speed: 18km/ph
  • Respawn Time: 10 minutes (Double that of Panther)
  • Fuel Cost: 100
Due to the expensive cost and long respawn time of the Tiger, German players will want to make sure that it’s well supported by infantry lest it get overwhelmed and destroyed by US infantry and the swifter Sherman tanks.

When the Tiger 1 arrives in Hell Let Loose it will be available for German forces across all maps and be added to their current quota of Panthers and the Luchs.


Crouching tiger, hidden tank

Taming the Tiger

US forces attempting to take down this juggernaut will want to avoid a frontal confrontation at all costs. Instead they’ll need to focus on achieving multiple penetrating hits on the sides and rear of the tank.


A message from Max – Lead Developer

Hi all,

We're excited to introduce the apex predator into our armour food chain and watch the way it's used on the battlefield. Like always, we're continuously working on more vehicles, features, FPP and TPP animation overhaul, SFX overhaul, new maps as well as continuously fixing issues.

Stay tuned as tomorrow we’ll be releasing our next quality of life patch which we’re hoping will improve VoIP stability as well as address the empty server browser issues reported to us by the community.

If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

We've just deployed a small hotfix following the launch of Patch #4.

Thanks to your feedback we were able to identify and fix the following issues:
  • Fixed player icon legibility issues on the map.
  • Fixed a bug where supplies built by the Support role aren’t shown on the map.
We really appreciate you making us aware of things like this, nice one community!

See you on the frontline!
Hell Let Loose - Jonno

Hey everyone,

Welcome to Patch 4! In this patch we’ve got quality of life fixes, new sounds for the Panther Sherman and Pak 40 as well as a number of bug fixes.

If you don’t see a bug you’ve wanted squished in the list below, be sure to check out an update from Max after the change list!

UPDATE: We regret that our patch went live with some incorrect scaling of player icons on the map. We will be working to apply a patch for these as soon as possible and apologise for the reduced legibility in the meantime.

Gameplay
  • Players can now shoot through the open areas on top of hedges
  • Added an exact bearing in compass box
  • Added tank radial dials
  • Improved player icons on map
  • Adjusted the sensitivity of the aim when magnifying with main cannons and heavy weapons to allow for finer precision aim at the highest levels of magnification, and increased responsiveness when at the lowest levels of magnification.

Performance
  • Added graphical autodetect for low spec machines. This will profile your machine and apply the most performant settings (as opposed to loading low-end machines in on Epic quality and tanking performance).

SFX:
  • Added new cannon fire sound for Panther
  • Added new cannon fire sound for Sherman
  • Added new cannon fire sound for Pak 40

Visual Improvements
  • Improved map icons for engineer resource nodes
  • Fixed various visual issues on the Utah map

Bug Fixes
  • Fixed an issue where the Sherman tank’s cannon fire SFX looped endlessly after firing
  • Fixed an issue where players could see enemy resource nodes on maps
  • Fixed an issue where Strongpoints appeared larger on the map than they are in-game
  • Fixed an issue where newly placed outposts didn’t pulsate
  • Fixed an issue where weapons would shoot without input after reloading
  • Fixed various config file exploits
  • Players can now deploy LMG in shallow puddles
  • Fixed an issue where sometimes user could experience a crash after firing an artillery shell
  • Fixed an issue where Spotters could build garrisons in locked enemy sectors
  • Fixed an issue where occasionally a player’s resource node could be invisible in-game when constructed
  • Fixed an issue where the initial gear change required multiple gear shifts in tanks
  • Fixed an issue where players could sometimes become stuck on the deployment screen while attempting to deploy
  • Fixed an issue where players could sometimes be invisible in TPP after deploying
  • Improved collision on various items
  • Fixed a bug where deployables couldn’t be constructed on certain types of terrain on the Utah map

Known Issues:
  • Proximity and Leadership VOIP drops out. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.
  • Server browser does not show all servers or appropriate servers for the user. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.

Bug squishing update from Max

We’ve been working hard on both the VOIP issues that have been recurring, as well as issues around the server browser not displaying or showing appropriate servers - or sometimes showing an empty server browser. In the last two days we have internally applied many fixes to these and will hope to roll out significant fixes as soon as possible.

Thanks so much for your patience - we know how irritating and frustrating these specific bugs are.

We'll see you on the frontline!
...

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