Sep 9, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 13: V 1.011 is live on Steam!
Change Log
  • Added humans can heal while in prone stance to avoid being exposed to enemy fire while healing.
  • Added medics can revive soldiers while in prone stance to avoid being exposed to enemy fire while reviving.
  • Added ability to switch Direct Control mode (classic/3rd person) while NOT inside direct control.
  • Added UI button to show player what direct control mode they have pre-selected.
  • Added Added direct control and direct control toggle to vehicle view
  • Added empty fuel cans to tanks, armored cars, cars, and trucks inventory
  • Added new 3d model for Hand-HohlLadung
  • Added additional Mosin rifleman to Late War Soviet Guards Rifle Squad
  • Added new tank commander animation to some tanks
  • Added new FX for less violent tank detonation
  • Added voice over for soviet soldier in The Cold Supper
  • Added global intermediate firinc arc for grazing guns (increased gravity slightly for multiplayer, decreased for singleplayer)
  • Updated chinese localization
  • Updated MP Fall: added another road
  • Updated MP barrikady: Fixed terrain and objects
  • Updated MP Hills: gathered rocks to improve pathfinding
  • Updated MP Kalinin: Fixed missing trench end, minor edits
  • Updated MP Steppe: removed one fence around the church
  • Updated MP & SP Tikhvin: fixed indestructible barn doors
  • Updated MP Shirayevo: fixed bridge for pathfinding, vehicles should be able to cross it without jumping around
  • Updated MP Balzerweg: added more and better cover to the destroyed convoy flag, removed lost MG34 from the mission file
  • Updated Conquest heroic difficulty so AI advances up the research tree faster. Peaks at 17 matches instead of 24.
  • Updated vehicle view for panzer4d, stug3f, panzer5, tiger2, sturmtiger, tiger1, ferdinand, isu152, su100y
  • Updated bm13 Katyusha with suspension.
  • Updated wooden bridge 206 with hitboxes, destructibility and walkable surface
  • Updated weathers on Shiryayevo
  • Updated Late War German Tier 3 Fusiliers squad Fusiliers from a MG42 50 drum to 250 round belt MG42
  • Updated Late War German Tier 4 Gebirgsjager squad Fusiliers from a MG34 75 double drum to 250 round belt MG42
  • Updated third person max range fire restriction only for guns with top-down view on first person
  • Fixed netcode/muliplayer burn/fire actions sync (human and vehicle on fire)
  • Fixed netcode/muliplayer for component state desync (vehicles with broken components not synced between players and server)
  • Fixed netcode/muliplayer revive sync state
  • Fixed in conquest actors appearing twice ingame (doubled tank crews on vehicles)
  • Fixed in conquest resource count rounding bug (number of research points in rewards, etc)
  • Fixed in conquest crew members of vehicles spawning with the weapons in their hand when they shouldn't.
  • Fixed crash in scene destroy (should not happen, but GEM doesn't care)
  • Fixed CP value for ZiS5 transport truck in conquest
  • Fixed crew count for grille_m in conquest (spawning crew in center of map)
  • Fixed is2_43 invisible engine part on fire bug
  • Fixed Spawn at edge of map border of 4v4_hills
  • Fixed bot purchase date for conquest to include the gaz_aaa_72k
  • Fixed panzer4g armor durability
  • Fixed LOD and other settings for sov_2st_build1 (building)
  • Fixed t26_33 invisible wheelL6
  • Fixed assault sapper mg inventory to always have helmet
  • Fixed Late War German Tier 3 Squads CP values. They were un-intentionally lower than Soviets Tier 3 squads by 9-10 CP
  • Fixed costs of German infantry with random chance to have Panzerfaust in late war
  • Fixed costs of Russian infantry with SVT40 in late war
  • Fixed t60 xx model
  • Fixed localization duplicates
  • Fixed panzer 5a and tiger1hunt "enumerator number" access route.
  • Fixed ram volumes not attached to body bone of vehicles
  • Fixed 1st Person view on tiger2b
  • Fixed panzer1b turret on xx model
  • Increased bazooka class weapons penetration distance from 0.7m to 1m
  • Increased damage done to components after armor penetration from blast waves (HE shells)
  • Increased blast energy for 200mm+ caliber HE shells and Sturmtiger Rocket
  • Increased accuracy of 120mm mortars at longer range
  • Increased accuracy of rocket artillery at longer range
  • Increased accuracy past max range to still really low (albeit not absurd) values to avoid awkward trajectory issues
  • Increased cooldown timer for Tank Crew squads to 90 seconds
  • Reduced restitution physics for wood and ground materials to reduce grenade bounce
  • Reduced conquest pionier squad from 14 to 12 soldiers
  • Reduced price of KV1-S
  • Reduced price of Su-152
  • Reduced price of KV-85
  • Reduced price of IS-1
  • Reduced AT Rifle penetration beyond intended max range
  • Removed big explosions from tanks when hull durability reaches 0. Replaced with smaller fx. Big explosion remains for ammo detonation.
Call to Arms - Gates of Hell: Ostfront - Herr Flick


While we’re working towards yet another massive update to CtA - GoH, we’d like to offer you a short glimpse of things to come.
As announced earlier, we are currently working on “Content update II”.
In this blog, we want to present a small part of that update - with more to follow in the next one - in a way that will appear familiar to those that have been following us for years. However, not everything will be “business as usual”, because we’re about to introduce some new elements; keep reading!

New single player & co-op mission
We have finished a mission that will be added to our “Za Rodinu” singleplayer campaign.
It will be added at the end of the current storyline; it takes place in october 1944.
A co-op version of the same scenario will be included as well.

Historical background
September/ october 1944. The Red army has resumed its advance after a pause. They had halted in august, when operation Bagration ended; already it seemed obvious that the next step would be an attempt to cut off German army group north from the rest of the front.
The Germans were not very optimistic about their chances, having suffered appalling losses in previous months. To think they would be able to hold on to Courland was not very realistic at all, but evacuation of civilians was not even ordered. Instead, they received orders to dig deep and defend any attempt by the red army to reach the Baltic sea. As far as they were able to, they built a layered defence to consolidate their positions, as illustrated below.


The soviet offensive; note the 4 defensive lines east of Memel/ Klaipeda

After the pause in august- september, the 43rd army under hero of the Soviet Union general Beloborodov advanced to the southwest with the aim to reach the coast south of Klaipeda, or Memel as it was then known.
The 43rd was part of the first Belorussian front, whose objective was indeed to isolate the German forces north of the East Prussian border. They achieved their goals in a matter of days, even in the face of fierce resistance from the “Grossdeutschland” and other divisions; the Soviet assault had become seemingly unstoppable.


Major- general Afanasy Beloborodov around 1950. Source: Mil.ru

The mission in Gates of Hell
Our mission takes place on the 8th of october. The first two defensive lines in front of Memel have been successfully breached and the 43rd army pushes forward to the next.
You’re part of the southern attack pincer and you’re advancing to Baltic sea coast south of Memel. You have been tasked to breach the third defence at the first possible opportunity.


HD Link

You may have received reports that your opponents are exhausted, short of supplies and outnumbered, but it would be really bad to assume this will be a walkover.
One of your enemies is known to be a tough cookie, who has survived Stalingrad; don’t expect him to retreat or surrender!


This German unit was there. The officer in the photo is Oberst Willy Langkeit, who got heavily wounded near Memel on october 15th

Your orders are to lead the assault on defensive positions. Speed is of the essence, the enemy might be moving in some reserves and you have to reach the coast the day after tomorrow. You’ll have to balance aggression and caution, and make sure you do not fail your general - or risk an investigation and interrogation by the NKVD! Fortunately, it’s entirely up to you to hand- pick the units you consider to be best suited for this operation.

New elements
This mission, in a way, will pay tribute to where we come from and where we are going.
Where we come from - in a nutshell - is a desire to take as much input from the community as possible while developing something that honors the veterans of world war 2.
This mission was crafted with a lot of repeated feedback from the community in mind. Maybe this was something you suggested? In any case, this is how we used the input.


HD Link

HD Link

It’s a huge battle that can be played in any direction and completed in any order, because “all you need to do” is to complete all of the objectives.
Besides being endlessly replayable because of its layout, the mission takes advantage of the recent doctrine selection feature.
This new gameplay element allows you to choose a doctrine before starting the battle. It will change the entire approach and unit availability and we expect that it will make for a popular cooperative mission as well. We also plan to add further improvements to the cooperative mode in the long run.
Because the mission takes place in late-war, you will experience the tremendous firepower and destructive ability of the weaponry deployed in the last stages of the eastern front conflict.

Other additions
The update will add the odd easter egg too, but most importantly, you will also find nostalgic throwbacks. What kind of throwbacks? Well, that is for you to find out when we release “Content update II”. We’re already edging quite close and we will announce it quite soon.

Did you know?
  • Content update II will be the second free addition to CtA - GoH
  • There are easter eggs in other GoH missions and maps as well
  • We are working on the lend- lease doctrine for USSR
  • We accept suggestions, ideas and bug reports mostly on Discord
That’s it for this update, we’ll be preparing the next one and publish it as soon as we can. Thanks for stopping by; see you on the battlefield!
Aug 24, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 12: V 1.010
  • Updated MP map Barrikadiy with terrain and object fixes
  • Updated Barrikadiy conquest map
  • Fixed 'lose on zero points' being toggleable
  • Fixed 'lose on zero points' not showing if host becomes spectator
Aug 22, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 11: V 1.009 Hotfix 1
  • Added 100m grids to minimaps
  • Added new Chinese localization
  • Added new vehicle views for BT2, BT5, BT7 and IS1
  • Updated map MP Industry: removed ghost humans
  • Updated map MP Wotan: removed two craters lost behind the border of the map
  • Updated map MP Hills: replaced craters by actual models
  • Updated map MP Shirayevo: fixed bridge pathfinding, added hay stamps
  • Updated map MP Valley: removed repairable KV-2
  • Updated map DCG Kalinin: replaced craters by actual models
  • Updated Ba-64 with improved suspension
  • Fixed soviet conquest tech tree where BS-3 and Gaz-AAA 72K were available from the onset.
  • Fixed russian map localization
  • Fixed some weathers with unnatural fog or shadows
  • Fixed ejecting shells for DSHK AA and Stand cannons
  • Fixed t3476_42 in bot buy menu for conquest
  • Fixed spelling of Border Squad in conquest
  • Fixed Italian translation to use numbers instead of roman numerals for squad Tier values
  • Fixed description for Tier 5 Fallschirmjäger squads
  • Fixed crew and CP value of gaz67b for conquest and MP
  • Fixed reload sound for Panzer1b
  • Fixed self-destructing vehicle so that it reduces score just as if it had been killed by enemy
  • Fixed armor penetration and damage for stg44 and mkb42h
  • Decreased damage from HE shells to components if they pierce armour. This will make artillery less effective at taking out armoured targets at range.
  • Decreased flag tick rate by 25% to extend game durations
  • Decreased vehicle kill point rate by 30% to extend game durations
  • Decreased AT rifle accuracy slightly
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Hi everyone! We have some good news to share, and it’s not just a little bit; in fact, it’s a lot. This update will tell you all about it; keep reading to find out what we’ve added to Call to Arms - Gates of Hell!

The Update
Basically, this is the news you’ve anticipated: we’re releasing “Content update I” which we announced in July. The update contains a large number of improvements and additions in various areas. So let’s get specific and dive in straight away, are you ready?



Additions
  • Added a flag-capture indicator which tells you how much you are capping by, and allows you to invest more or less troops to the flag depending on how strong the capturing forces are.
  • Added all-new squads and infantry types to Multiplayer and Conquest, based on historical squad layouts.
  • Added recon soldiers: Lower survivability but increased view angle and range.
  • Added IS-2 Model 1943.
  • Added T-34 Model 1942.
  • Added Panzer 756(r).
  • Added ISU-152.
  • Added new Tiger I Hunter with animated camo nets.
  • Added SG-43 stand.
  • Added SG-43 weapon.
  • Added Panzerfaust 100 weapon.
  • Added Faustpatrone 30 weapon.
  • Added a new interaction code function for modders: {if season "..", It allows to change parameters based on the map season directly.
  • Added new multiplayer map 1v1 Nevel.
  • Added new multiplayer map 1v1 Valley.
  • Added new multiplayer map 4v4 Hills.
  • Added new multiplayer map 4v4 Shiryayevo.
  • Added multiplayer (toggleable) mechanic: Loss when reaching zero score. This encourages less waste of units.
  • Added many vehicle_views.
  • Added overhead icon for stealth soldiers.
  • Added bulletproof wheels to german armored cars sdkfz: 221, 231, 234.
  • Added repair skill to engineers.
  • Added "no_scavenge" tag to vehicle interaction code as a check for conquest not to keep vehicles in the middle of death simulations that happen over time (burning, drowning, exploding, etc)
  • Added more Soviet voice acting lines to single player
  • Added new vehicles and late war vehicles to conquest roster

Updates
  • Updated all existing squads.
  • Updated income resources curve for multiplayer. The previous model was an increasing curve until 45 minutes. Now there is a peak at 25 minutes and a shallower climb to it, so there is more income stream at the early stages of the battle to avoid the game opening dictating the result of the entire game.
  • Updated Russian localization to a much better standard.
  • Updated fog of war appearance.
  • Updated 2v2 Blizzard
  • Updated 2v2 Fall
  • Updated 2v2 Tikhvin
  • Updated 2v2 Industry (conversion from 1v1)
  • Updated 3v3 Barrikadiy (conversion from 2v2)
  • Updated 3v3 Steppe
  • Updated many minimaps
  • Updated armored cars to have bullet resistant tires that had them historically (BA-6, Sdkfz 234, etc)
  • Updated rocket artillery reload times (rebalancing rocket arty)



Fixes
  • Fixed multiple crashes
  • Fixed numerous conquest bugs.
  • Fixed First person position on many new vehicles
  • Fixed issue when online players would be out of sync with the game clock
  • Fixed plane engine sounds not going away after airstrike in Conquest
  • Fixed units not re-entering vehicles if repair fails.
  • Fixed spawning of sandbags
  • Fixed consumption of sandbags
  • Fixed sniper losing his zeroing abilities when he runs out of ammo
  • Fixed puma armour layout
  • Fixed vehicles being damaged when running over cannons (disabled cannon blast damage when being crushed)
  • Fixed the abandon unit / self destruct to be canceled if vehicle is recrewed before exploding.
  • Fixed flame particle volumes to face travel direction all the time
  • Fixed grenade pivot points so their blast damage waves originate in the middle of grenade instead of offset (in rare cases, blast could happen inside a tank instead of outside)
  • Fixed fire damage from molotov grenades, Ampulomet cannon, and 12cm Mortar - incendiary ammo. All were way too high.
  • Fixed Icon and description for conquest player airstrikes.
  • Fixed DSHK_stan and DSHK_aa to work/shoot after the body has been repaired
  • Fixed vehicles from playing wrong 3rd person MG shooting sounds
  • Fixed water fx not playing sometimes
  • Fixed smoke dischargers on Tiger 1H so they empty when firing, and fill when reloaded.
  • Fixed wheeled vehicles from being able to move with the engine toggled off, after repairing a broken engine.


Other changes
  • Increased (Equalised) accuracy of AI with direct control, which previously had a +25% accuracy boost. Consequently, the AI became better at shooting and gained capabilities. Now, only third person retains an accuracy boost (+50%) in exchange for tunnel-visioning.
  • Increased total MP in a mid war game from 2600 to 3500.
  • Increased total MP in a late war game from 3400 to 5000.
  • Increased kill point influence on the game. It will penalise spamming of troops.
  • Increased MP flag income rate when you win by one/two flags.
  • Increased MP starting game score to 250, to compensate for the greater influence of negative kill points.

  • Decreased income rate from payback. It will reward a more conservative playstyle
  • Decreased MP flag income rate when you win by all flags
  • Decreased accuracy of bazooka/ panzerfaust class weapons when shooting/ aiming at targets beyond intended max range
  • Decreased tanks being stunned by lower amounts of blast energy


As you can see, we’ve not only added things; we’ve fixed a fair number of issues as well, which we’ll continue to do on a daily basis - and we will keep working to add quality of life elements for players and modders as well.

We will be following up this update soon with new models for soldiers, new environment assets for a much higher graphics fidelity, and additional multiplayer map rework and balance updates.

Promo

Coupled with the release of our content update, we are going to be running our first promotion for Call to Arms - Gates of Hell. It will happen this weekend into next week. We hope to follow our successful release with a growing audience and we are already very happy with our growing community and our fantastic modders!

Did you know?
  • The screenshots in this update were made by RUSSTG44, who recently won the screenshot competition on our Discord server.
  • In the Steam workshop we’re already approaching 200 mods for CtA: GoH
  • Our “best mod” competition will start this fall
That’s it for the moment, we hope you’ll enjoy the update! Meanwhile we’ve already got our heads down to produce the next content update. It will contain more single player content as well as new units, including the much- anticipated lend-lease USSR doctrine.

We’ll tell you when that will happen as soon as we can; until then, stay tuned!
Jul 28, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 10: V 1.008.0
  • Added enemy airstrike chances in conquest when player is attacker. Chance of airstrike not happening on the initial ~15min mark increased from 25 to 30% and then it would roll over for another 15-20 min before chance can occur again(if battle is still going on)
  • Added ISU-152 gunner animation (spolier alert...)
  • Added t3457_41 engine repair animation
  • Added ground constrain rule for spawn script commands (for modders: allows spawning of objects to read the constraint with constrain_after_dir interaction command).
  • Updated rocketartillery range to be relative to tank and artillery ranges
  • Updated some textures
  • Updated night-light on many fx
  • Updated Third person infographics texts
  • Updated 250kg bomb fx
  • Updated origin of blastwave damage to be higher up the shell for map artillery (should help reduce uneven terrain absorbing the blast damage)
  • Updated reload times for rocket artillery based on number of tubes and general rocket size
  • Fixed progression on conquest.
  • Fixed "resupply all" button in conquest.
  • Fixed resupply logic in conquest, so that you only have to press it once.
  • Fixed wins counting as loss in server feed for conquest.
  • Fixed sandbag orientation when AT cannons build them
  • Fixed sdkfz221 from having towing button in UI when it shouldn't
  • Fixed the IS2_44 superstructure armor cheeks to be 130mm thick
  • Fixed localization for 75mm_leig18 weapon
  • Fixed lightsIntensity for several weathers
  • Fixed sound defines on some HE detonation sound fx
  • Fixed water depth on 2v2_ziborovo and 2v2_balzerweg so infantry and vehicle can walk through and not have to swim
  • Increased accuracy of SU100Y slightly
  • Increased accuracy of panzerfaust
  • Decreased DP cost of SU100Y from 60 to 55
Jul 22, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 9: V 1.007.0
  • Added new Tiger E model
  • Added new infantry squad spread logic to prevent squads from being wiped out clustered together. Mod-able on set/squads.set
  • Added option to select day time, night time or any weather condition for PvP matches. Default option is any weather. Night-time reduces vision ranges by 25% and provides closer quarters combat.
  • Added german voiceover for german campaign missions.
  • Added german voiceover for 'Unbroken' soviet mission.
  • Added soviet voiceover for 'Winterstorm' soviet soldier.
  • Added #mud texmod to pillbox_earth
  • Added new infographics for vehicle_view
  • Added nightlight to flamethrower fx
  • Updated german ammo trailer so it can be towed and used for resupply.
  • Updated IS-2 mod.44 upper front hull and side armor from 120 to 100.
  • Updated KV-85 armor, same armor scheme as KV-1S.
  • Updated IS-1 texture.
  • Updated colours on tank textures to match brightness of standard style.
  • Updated to have mg34_doubledrum mg (75 round double drum).
  • Updated some summer ground textures for better blending and tilability.
  • Updated Soviet late war AT squad to have PTRD AT-Rifle instead of PTRS AT-Rifle
  • Updated explosion fx shocks
  • Fixed AT cannons getting unhooked in wrong position and warping about in multiplayer
  • Fixed AT cannons glitching and unable to fire in multiplayer.
  • Fixed vehicles not being able to be captured on conquest in coop.
  • Fixed crew emitting from vehicles before game is over in conquest.
  • Fixed vehicles not spawning in missions in coop.
  • Fixed vehicles not having engine sounds when spawning in coop.
  • Fixed two tutorial voice over lines
  • Fixed hedgehog on Glushkovo blocking the road
  • Fixed KV1_41 upper frontal armor to be 100mm thick (75mm + 25mm extra armor plate)
  • Fixed localization for BR-412B in russian language
  • Fixed accuracy of A-19
  • Fixed "squad_gebirgsjaeger" from not spawning in conquest
  • Increased direct hit damage of 105+ HE shells
  • Increased accuracy of vehicle guns by 25% (made AI better) but feels as accurate in direct control due to the direct control accuracy nerf.
  • Increased accuracy of artillery at close ranges (<200m)
    Increased blast durability of ammo components of vehicles
  • Increased cooldown time to purchase tankcrew squads in Multiplayer
  • Increased 300mm nebelwerfer accuracy slightly
  • Decreased spreading on vehicle MGs
  • Decreased accuracy bonus of direct control on vehicles from 50% to 25%. AI no longer has a pronounced aiming disadvantage
Call to Arms - Gates of Hell: Ostfront - Herr Flick

HD Link

Hi everyone, It's been a month since our launch and it has been an amazing launch with our excellent community.

We have spent the last weeks updating CtA- GoH, tweaking balance and improving the stability. As we tackle the most important issues, it paves way to the start of our much anticipated content updates.
Today we will talk about what will be added to the DLC in our first content update.

Major update I
“Major update I” will contain a complete overhaul of human skins and squads. The appearance of the soldiers will change with seasons, and the skins will have even better visuals, along with more variants and historical improvements, some of which our fanbase so keenly pointed out. A continuous improvement of our visuals will make the project more immersive and could pave way for long-term plans of adding first person mode.


HD Link

Squad redesign
Additionally, the squads have been completely redesigned. We have developed realistic squads in terms of equipment, size and composition, overhauling the current ones and adding a lot of new ones. Now, more than ever, it is important to group your MG gunners with their assistants to share the ammunition, or buy the right squad for the right task. The sheer amount of new squads will both bring diversity and a lot of new options to the table. To visualise how the squads step up in expertise and capabilities, we added tier labels to them.

New units and maps
Among the new squads are scout/ recon squads with less durability but greatly increased vision; there will be veteran or soviet “Guards” squads with veterancy already applied to them; and numerous choices of regular squads for both offensive or defensive strategies were added.

New vehicles will also make their way into the update. Can you guess one or two? Can you guess whether they will be doctrine units or regular units?
In addition, we have worked on the rebalancing of existing maps, and we will add 4 new multiplayer maps as well.


HD Link

What’s next?
Regular updates with fixes and improvements will continue to flow. But most importantly, after major update I, more major updates are planned! Each of these will add new maps, missions, units, doctrines and more!

Are you ready?
Jul 7, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 8: V 1.006.

  • Added capture weight to infantry that didn't have it previously (snipers, medics, stealth units)
  • Added new artillery logic: The shots need to be fired continuously over a spot to increase accuracy to acceptable levels. Players can move units out of artillery bombardment zones before the shots become accurate. Artillery fairs poorly in indirect fire against units on the move.
  • Added new perk to TDs: They conserve accuracy better when moving the gun (stationary)
  • Added winter texture for Nebelwerfer 42.
  • Added hitboxes to T-34 series external fuel containers (it's diesel though, so not very flammable)
  • Added bolt weapons to aim during "rush" state (rifles charge on the move)
  • Added weapon file for mounted versions of AT guns
  • Added better visibility for units: Selected units maintain an outline, hovering over enemy uints gives outline.
  • Added environments for new maps to come (stay tuned!)
  • Added more complex AP shell damage (now based on filler of each shell).
  • Added adjusted APBC slope and overmatch curve (more realistic ballistic results with flat nosed soviet shells)
  • Fixed soldiers unable to use their weapon after digging a foxhole
  • Fixed F5 'attack' order: Soldiers will react to order properly when assigned units are in motion, and soldiers won't sprint and die to location (further flaws of this function still exist and will be addressed progressively)
  • Fixed pathfinding model for wheeled vehicles.
  • Fixed some issues with inventory transfers.
  • Fixed DSHK Stan Doctrine descriptions
  • Fixed mantlet armour on PzIII, PZV, PzVI, T70, T-34/85.
  • Fixed warning messages for panzer5a and panzer4j xx models
  • Fixed line breaks on mission texts
  • Fixed Pz III J/1 XX 'pivot' issue
  • Fixed some spelling mistakes on localization
  • Fixed flags that spawn on 4v4_swamp when played with less than a full game of players
  • Fixed terrains on "Unbroken" mission
  • Fixed improper targetting whilst shooting on the move
  • Fixed continue button for Spanish translation
  • Fixed MP preload for new sounds structure
  • Improved b4_203mm wheels
  • Improved hole volumes for tiger1h and t70 series for the mantlet/turret
  • Improved G-41
  • Improved su 152 icon
  • Improved AI when using rifles.
  • Improved russian localization
  • Improved 4v4_swamp map (removed underground water)
  • Improved 'Bustard Hunt' mission
  • Improved 'Ace of Swords' mission
  • Updated penetration of soviet 85mm BR-365 and BR-365K
  • Updated penetration of 122mm BR-471 and BR-471B
  • Updated AI to AI damage to be on nominal values and not reduced.
  • Updated credits (EN)
  • Updated Single click motion is slower (13 -> 11.5kmh)
  • Updated Double click motion is faster (18 -> 19.5kmh)
  • Updated AP shell damage for more consistent scaling
  • Rebalanced AT cannons are now 25% more accurate than their vehicle-mounted counterparts
  • Rebalanced weapon handling of all vehicles
  • Rebalanced model for AT gun aim times and dispersions. Grazing howitzers have more dispersion (zeroing is lost quicker on motion). AA guns have least dispersion (conserve zeroing better on turns). All AT guns have better (less) aim time than their vehicle-mounted counterparts. Artillery aim time was increased.
  • Increased speed at which tanks lose all their accuracy on the move
  • Increased rotational motion for soldiers for easier fire on the move
  • Reduced angular speed at which tanks lose all their accuracy when moving the turret.
  • Reduced reload time on M37, Zis-3
  • Reduced accuracy of 300mm nebelwerfer at range
  • Reduced damage range for low caliber HE (37-57mm, not autocannons) as these shells contain minimal with HE filler. (45mm HE has less filler than a german M24 grenade)
  • Removed airstrikes by enemy ai in conquest temporarily
Jun 29, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 7: V 1.005.0
  • Added new Tiger H1
  • Added voice-overs for some missions
  • Added new pointer (N) sound
  • Added sounds to boarding and hatch animations
  • Added sounds to various infantry animations
  • Added sounds to car and truck doors
  • Added sounds sandbag, trench and foxhole construction animations
  • Added sounds for when bullets hit helmets
  • Added sounds to mine placement animations
  • Added distant ricochet and penetration sounds
  • Added distant AP shell bounce sounds
  • Added vehicle view for DSHK, ampulomet, Marder2
  • Added russian localization upgrades
  • Added new burn damage logic from fire grenades (molotovs): 1 engine hit burns cars, armored cars and light tanks. 2 engine hits to burn medium and heavy tanks.
  • Added more realistic XY spread ratio to several weapons
  • Added farshoot fix (for mortars, artillery and direct howitzers) now it works properly and reduces farshooting effectiveness to near 0
  • Added range limit in third person to mortars, artillery and direct howitzers above 100mm
  • Added BR-350B shells for zis-3
  • Added 57mm_zis4_2 for t-34-57 mod 1943 to differentiate reload from earlier model
  • Added localization for 57mm_zis4_2
  • Added interior variants of reload sounds for MGs and cannons
  • Added authentic IL-2 sounds
  • Added new fixes/damagerepost style change

  • Improved several maps which had inbalance or pathfinding issues.
  • Improved airstrikes in conquest to be easier to counter (community reported frustration).

  • Fixed multiple crashes
  • Fixed conquest cash refunds and drag-and-drop
  • Fixed yak1 muzzle fx
  • Fixed drag n drop behaviour of stages that are not yet reserached
  • Fixed inventory for russian marine so helmet will spawn every time
  • Fixed (Disabled) cars able to be crushed/destroyed by contact with armored cars
  • Fixed localization for some single player breeds
  • Fixed and cleaned-up gamebar
  • Fixed vision for universal tractor driver
  • Fixed farshooting
  • Fixed molotov fx on objects
  • Fixed molotov fx on tanks
  • Fixed fire fx from molotovs not working on truck class vehicles
  • Fixed conquest vehicles spawning with missing crew and other crew not able to get into those missing positions
  • Fixed soviet church
  • Fixed engine fire fx for sdkfz221
  • Fixed suspension on the Brummbär, Panther G
  • Fixed several maps
  • Fixed all maps - all playerID map entities set to 0 to prevent "Trying to allocate playerID > max players count" error in possible higher player counts.
  • Fixed 57mm zis4 (t-34-57) reload to be closer to t-34-76 as the 57mm shells are longer than 76mm shells
  • Fixed steil.gr translation for russian language
  • Fixed fire damage for incendiary ammo

  • Increased accuracy of soviet 85mm, 100mm and 122mm guns.
  • Increased rotation speed of heavy flak guns from 15°/s to 20°/s

  • Increased build time of foxholes to 30 seconds
  • Increased build time of trenches to 90 seconds
  • Increased cost of trenches to 20 building supply
  • Increased cost of engineers squad from 80mp to 100mp
  • Increased amount of time it takes flamethrowers to set vehicles on fire

  • Reduced up and down accuracy of bazookas as the XY ratio makes the side to side pattern tighter
  • Reduced zeroing (more steps) for very low velocity field guns
  • Reduced reverse speed of T-34 series tanks to 12kmh (10 historical + 2 due to terrain modifier)

  • Removed unused interface files
  • Removed penetration value of rocket artillery

If you have issue starting the game after the update, post a thread in the forums.
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