Call to Arms - Gates of Hell: Ostfront - Herr Flick
Release
We are proud to announce that Call to Arms - Gates of Hell: Ostfront has just been released! “The time has come to experience the hell that soldiers endured”. Are you ready for it? This RTT/ RTS DLC to Call to Arms will blow your mind with its dedication to history, immersive and unparalleled vehicle combat and switchable top down, direct control and third person views in real time.
An aeronautical engineer, a closet salesman, a gas fitter, an ex- air force mechanic, a retired pornstar and a collection of students and professionals from all walks of life joined forces in Barbedwire studios to create their first ever product, and now it’s ready! We want to thank Digitalmindsoft for their great support and expertise; without them, this project would not have been finished. We also want to thank our closed beta testers for completing a huge task; without them, this would not have been possible. They have done a fantastic job.
This project has received tremendous support from the community. Be it sharing historical sources and knowledge, sharing ideas or helping us answer countless questions, the support came from all sides. To all of those who supported us along the way; thank you!
Our release version will offer much more than the open beta, and we plan for a first update to expand on the initial content soon after release. On release, there will be Conquest, PvP and SP content. We will initially offer 10 SP missions, to be expanded by 2 more which are to be published after release. Furthermore there will be 20 multiplayer maps and 18 conquest maps.
After release, we will focus on the 2 SP missions to be added to the Ostfront experience. These will practically end that development cycle and will be added as soon as possible. When that is done, the next development cycle will start. In the course of the years ahead we want to expand Call to Arms - Gates of Hell until many different theatres have been covered.
Did you know?
In 5,5 years, we published 100 official development updates and about 25 blog posts, each in 2 languages, almost averaging 2 per month.
The winners of the “guerilla quiz” and the 2019 “Stalingrad” competition will receive their product key as soon as possible.
If you’re still in here reading, well done! But now, surely you want run off to put Call to Arms: Gates of Hell in your library using our STORE PAGE.
Dear community members! The Open Beta playtest is over. Did you like our demo? Did you have some fun? We want to thank everyone that took part; there was very useful feedback, and it’s now time to use it and prepare for imminent release. In this update we want to tell you about what to expect from the release, and about what happens after.
We are in this for the long term. We are confident that we will be able to develop and improve Call to Arms: Gates of Hell for years to come and we feel the community will support us in achieving our goals. In part, this is based on the detailed feedback we got from the community during the open beta. We have tackled the most important issues, such as fixing crashes, improving pathfinding, and fixing other issues that were found. For multiplayer improved the fog of war experience among other things. We will continue to improve after release.
“Release Roderick” (Pontius Pilatus)
Release Content
In our initial version, you get the following:
2 Training missions
10 SP missions
18 Conquest maps
20 MP maps
180 vehicles
Mid and late war multiplayer settings
Switchable 1P and 3P views for vehicles
3P view for infantry
One multiplayer gamemode (Battle Zones) with fully customisable settings
As we have announced, we will be developing a number of modules to add new factions, each with their own history, equipment, campaigns and new features. These will be paid expansions. Work on the next module has already started. It’s important to get a head start, so we don’t take too long between new releases. We will keep you posted on progress of course.
Did you know?
The quickest way of asking us anything is our official Discord server. We have a very helpful community.
You can read about our methods in the blog on our Company website.
You can still check the meta game questions and answers HERE.
We have updated the beta with some of the upgrades we've been working through before our upcoming release, which will come much closer than you think. Some very needed improvements will also arrive with the release package as they need more time.
Some of these changes came from your feedback! I hope you have enjoyed this ride with us thus far and we'll be around listening to your feedback until the last day of the beta. See you on the battlefield!
Multiplayer
Added rifle grenade ammo for rifle grenade squad assistant.
Standadised win score at 1000
Fixed crew type on 4.7cm pak
Fixed crash when hiding UI at end of match (Ctrl + Alt + Shift + D)
Reduced price and CP of kubel MG
Reduced capture weight of German pioneers from 6 to 4
Reduced health of tank crew
Reduced human double click speed from 19kmh to 18kmh
Reduced building supply cost for hedgehog, barbed wire, barricades
Removed grenades from tank commanders
Conquest
Fixed numerous crashes on co-op.
Fixed tanks spawning on fire or other mishaps
Fixed AI issue with starting on Easy difficulty
Improved Attacking AI to not have a CP limit. Units should attack more in groups/waves instead of a trickle
Maps
Various improvements to maps
Fixed dcp_pinsk environment settings to use summer weathers instead of spring(snow)
General
Added new pathfinding model for wheeled vehicles, they won't get stuck on small slopes nor they will bug out and stop mid-route. Their route will be calculated at once and displayed on the minimap correctly (even if it's a long one) after ordering the movement.
Improved vehicle mobility formulae and responsiveness
Improved detection and spotting rules (fog of war delay still needs to be fixed, but after a unit is spotted the rules for re-fogging are now more intuitive and streamlined).
Improved HDR shading
Improved Panzer V Ausf. A
Improved German officer cap to show infantry colour.
Improved various infantry model textures
Improved AI when shooting on the move.
Improved crash FX for aircraft
Increased rifle grenade HE accuracy
Increased blast damage of 132mm bm13 rockets (katyusha)
Increased bullet damages at range by ~10%
Increased Vehicle component break sound volume
Increased human chassis rotation speeds
Fixed german officer specular texture
Fixed flares from disappearing when hitting trees
Fixed LOD position on bm13_studebaker
Fixed spelling of "Battalion" in localization
Fixed third person control for blitz3_6_flak30
Removed blastwaves from muzzle to prevent units from damaging themselves
One week has passed since the start of Phase 2, but we collected a lot of feedback and a lot of improvements and fixes are underway. We have decided to update the test with some of the changes that have been finalised last week. As you can see, the work is going at full speed. There is still plenty of work going on to address all of the feedback, and the entire package of changes and new additions will arrive for the release.
Multiplayer
Added session view Chat
Added new model to game and multiplayer: Gaz-AAA 72K
Added Zis-5 into MP to replace Gaz-AAA (more capacity)
Slowed down the accumluation of points from captured flags to increase total game time
Increased DP cost of Doctrine unit Panzer38t_g (15 to 20) and increased cooldown time (240 to 300)
Increased standard resources from 2500 to 2800
Reduced cost of armoured cars
Reduced cooldown time for Airstrikes in Doctrines in MP (480 to 240) (cooldown = time to rebuy)
Conquest
Added fuel trucks to both nations research tree
Increased GlobalMaxCP. Allows for more units in the veterans section (reserve)
Increased ammo points (AP) earned for wins
Increased attacking AI CP limits so they can field more units at any given time, when player is defending
Increased point collection rate when player controls all flags as defender in Conquest: 20min game instead of 25min
Fixed crew count for flak36
Fixed cost of sdkfz_flak18
Fixed humans spawning on fire and uncontrollable
Fixed vehicles that had been burned from fire or engine destruction from being recoverable and spawning in next match on fire/setting crew of fire.
Fixed scripts that were causing all vehicels to spawn sandbags shortly after mission start
Fixed pz38t_A CP for conquest
Reduced MP and CP cost of Kubelwagen variants
Reduced cost to repair vehicles. Should be closer to the cost of buying a new vehicle.
Reduced cost of T37a
Removed mining teams from AI bot buy menu
Removed tier 1 infantry from AI Bots menu after first few rounds (partisans, osttruppen, etc)
Removed ability to crew enemy AI defender MG empalcements to prevent them from being captureable.
Removed medics from bots buy menu in conquest
Sounds
Updated explosion sounds from HEAT shells
General sound mixing and adjustments
Fixed Sdkfz 10 w/ Pak38 to have rotate sound
MG 34 & 42 sound revision
MG Interior sound adjustment
Maps
Many minor fixes for most maps: tex mods, terrains, some pathing
DCG Pinsk: fixed pathfinding and ocean issues.
Updated environment/weath setting's sounds to match on-screen FX (i.e. Rain)
UI
Added veterancy icons 6-8 for unit icon small
Updated bt2 icons
Updated cursors
Updated Veterancy icons for conquest
Updated localization for A19 cannon (mid doctrine)
Fixed human at rifle icon for conquest
Fixed roman numeral from VI to IV for stage 4 icon in conquest
Fixed several localization issues
General
Added better randomization to off map artillery barrages
Added RUS V3 Voice Lines
Added fire damage radius around flamethrower stream
Added armor volumes for T34 Hull MG and Driver hatch
Added support for BR-350B 76mm shell (aphebc2)
Added support for HEAT HL/A/B/C shells
Added APCR ammo to sdkfz8_flak18
Added blitz truck engineering version x and xx models
Added sandbags to all Mortars and DSHK AA stand
Fixed net code sync with fire damage on ground and object
Fixed net code sync with humans being revivable from bullet death
Fixed net code sync with vehicles crews being killed from damage to vehicle
Fixed syncing of various interaction events for multiplayer/coop
Fixed shell casings from howitzers and guns to dissapear in fog of war
Fixed rotation of LOD's for shell_cannon_auto
Fixed flamethrower containers to on the back of humans
Fixed portraits
Fixed obstacles for several cannon x models
Fixed firing angle/gravity for bm13 (katusha) so it can fire its full range even on varying terrain
Fixed localization for soviet MG ammo
Fixed visual bug with IL2 destroyed model
Fixed goliath crater spawning
Fixed awkward line on dust fx
Fixed stug3g not being able to reload main gun, when MG gunner is told to hide/close hatch
Fixed vehicle engine sound still playing when engine toggled of while moving
Fixed armor for t26_39 turret
Fixed Auto Cannons HE shell to cause as much damage on a direct hit to human health as AP ammo does. (It was causing only blast damage before)
Fixed 20mm_flak30 sometimes not wanting to fire after reload or ammo type switch
Fixed fences to be destructible by auto cannon HE shells
Fixed pz1B enumerator problem after repairing turret
Fixed vehicle view for kv85
Fixed pz4 variants enumerator "direction of numbers"