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

Header based on a Community screenshot by RUSSTG44

Community members! It is time to talk about our mod competition.
We will start the competition today! The aim is to celebrate the best achievements in the Call to Arms - Gates of Hell community, brought to you by mod makers from all over the world.

History
In the development of Call to Arms - Gates of Hell we always wanted to make sure that modding would be as easy as we could possibly make it.
The result of our design choices is a moddable game, which is more extensive and refined in terms of mechanics than its predecessors. These refinements raise the bar slightly for mod creators, however with 300 mods available in the workshop right now, we think there is ample proof that it’s not really a problem for our modding community.
Last but not least, we decided long ago that we will provide for a modding SDK which makes modding more accessible and, importantly, easier. We have no date set for this to be ready, but it’s on our list and will let you know the timeframe as soon as we can.


Community screenshot by @Hamster

The competition
With this competition, we aim to put a spotlight on the work that is being done in the community. This is very important work, because - as we all know - there is no such thing as “too much content” for a game.
It’s time to put a spotlight on the best mods out there; this is about the rules and about how we plan to run the competition.

The “what” question
Mods in the workshop already should comply with certain rules. On top of that we have our own requirements for this competition.
Mods can be anything from custom maps, custom missions, custom mechanics, new units, skins or sounds, to bigger modifications combining one or more aspects.
We think it would be unfair to choose from November entries only; the competition is open for all mods that were made for GoH so far.
The prize for the mod, which is picked as a winner by Barbedwire Studios, is a key with early access to the next faction. On top, that one wins 2 keys of the next faction to give away to friends after release! If you made your mod with a team, the team can get the sum of 3 early access keys.
The winner will be picked by us, and the community winner (who gets a mention in dispatches) will be picked by you!
Both winners also get the “Master Modder” tag on Discord.

These are the requirements:
  • Must be historically oriented (any historical era)
  • Must be publically available in Steam workshop for the community
  • Content must be original from the creator, or have permission from other authors to use their work and be properly credited. Using content from other games is only allowed for games made by Barbedwire Studios or Digitalmindsoft.
  • Contains no nazi symbols or anything associated with war crimes

HD Link

The “How” question
First we need candidates for the title, for which we will use our website. When submissions are closed, the judging can start. The formal winner is elected by our panel of judges, which consists of developers, publishers and contributors.
The community winner will be elected by the community. This is the process:
  • A competition page is opened on the Barbedwire Studios website
  • Mod creators submit their candidate mod for review on our website
  • A panel of experts reviews the entries and puts the best ones on a shortlist
  • The same panel elects the best mod of the month from that list
  • The shortlist is opened for public voting, which runs for 7 days
  • The Master Modders are announced on Discord
  • Both get increased bragging rights
  • The Studio- appointed winner receives the winner’s keys
  • Submissions close November 30, 2021, at 23:59 PST
We can imagine that people will start lobbying for their favourite mod now; that’s perfectly okay of course. However, when you visit the workshop, don’t forget to rate that mod you’ve been using for all those hours! It’s time to give something back to the people that have widened the scope of this game, because that’s what it’s all about.
In the meantime, you could join our Discord to make sure you don’t miss any of it.


Community screenshot by @Shadowstorm59

Did you know?
  • We have added German spoken & moderated channels to our Discord server
  • On Discord we will soon start publishing short developer briefs on saturdays
  • The channel for the briefs is called “developer telegraph” and it will start ticking before 2021 is over
That’s it for the moment, thanks for stopping by & see you on the battlefield!
Nov 1, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 18: V 1.016

Change Log

  • Added new fx and logic for WP smoke shells (Valentine smoke launchers, Soviet 82mm and 120mm Mortars)
  • Added x,y,z spin to car die particle fx parts
  • Added thickness to bm13_12 destroyed model volumes
  • Added open/close hatch sounds fx to Valentines, Churchill and ISU122s
  • Added video briefings for the new missions
  • Added third person command arrow model, animated
  • Added new animations/poses for the m3a1e1 scout car gunner positions
  • Added visible exhaust fx to cars and trucks when engine is on/running
  • Added 90 second timer for AA trucks at start of match

  • Updated several weathers
  • Updated and improved AI logic for targetting. AI will be more effective at choosing the correct ammo for its targets
  • Updated spread ratio of HE shells for standard tanks cannons to make them more effective
  • Updated Spanish breeds in multiplayer to use spanish voices and nationalities
  • Updated BA-6 Third person sights
  • Updated Valentine Mk 2,7 and 9 track animation speed to match the ground
  • Updated track animation speed to fit with ground for late Tiger models
  • Updated Krasny Bor field hospital objective, to not be as dangerous for the trucks
  • Updated buildable sandbag emplacement for mortars to be taller and provide more cover
  • Updated buildable sandbag emplacement for Dshk AA to be taller and provide more cover
  • Updated pioneer and luftwaffe smocks
  • Updated WP smoke fx
  • Updated (Replaced) ISU-122s to ISU-152 in Soviet Late War Offensive Doctrine
  • Updated (Replaced) ISU-152 to ISU-122s in Soviet Late War Irregular Doctrine
  • Updated (Replaced) Panzer IV G to Panzer IV J in German Late War Offensive Doctrine
  • Updated (Replaced) StuG III G to StuG III G (late) in German Late War Offensive Doctrine's SturmArtillerie Unit
  • Updated (Replaced) M3A1E1 Scout Car with 122mm A-19 to M3A1E1 Scout Car with 100mm BS-3 in Soviet Late War All round Doctrine
  • Updated (Replaced) 100mm BS-3 with 85mm 52K in Soviet Late War Defensive Doctrine
  • Updated (Replaced) 85mm 52k with T-34-57 M1943 in Soviet Late War Irregular Doctrine
  • Updated capture weight values for units:
    • Medics, Tankmen, Tier 1 Infantry 0.5
    • Regulars Infantry 1
    • All Elite Infantry 2
    • Officer 20
    • MG Emplacements 2
    • Other Cannons and Artillery 0
    • Cars, Trucks and Utility Vehicles 1
    • Armored Cars 2
    • Light Tanks 4
    • Medium Tanks 6
    • Heavy Tanks 8

  • Fixed cannon sync on multiplayer for some remaining cases
  • Fixed Jerry can textures
  • Fixed achievements on Krasny Bor.
  • Fixed Italian localization for Krasny Bor mission
  • Fixed Russian localization
  • Fixed French localization for vehicle classes
  • Fixed gun in ISU122s from D-25T to D-25S with slightly faster reload
  • Fixed Bazooka unit icon small on stats page
  • Fixed Valentine IX doctrine icon on stats page
  • Fixed M3A1E1 obstacle registry (fixes it not being able to drive through fences)
  • Fixed vision for T27 and T37a main MG
  • Fixed Third person control for T-60
  • Fixed 82mm bm37 Mortar crews carrying animation
  • Fixed crush brick fx from spawning multiple times when brick construction entities are run over by vehicles in multiplayer
  • Fixed smoke fx for White Phosphorous 2" smoke launcher to play in multiplayer
  • Fixed colliders for construction/rural/environment/logs_01 to stop cannons from getting stuck
  • Fixed the General human skin for winter coat
  • Fixed Assault Sapper skin to camo smocks
  • Fixed USA MG ammo localization
  • Fixed all map prop vehicles/wrecks/neutrals to be player 0
  • Fixed Krasny Bor mission localization for RU language
  • Fixed player starting units to not be killed during or for while right after intro scenes in new Sovet mission "Courland"
  • Fixed prices of various units in Conquest
  • Fixed research point cost of Jagdpanther so it is not more than a Tiger II
  • Fixed CP of T37a in Conquest
  • Fixed mine warning talk to not happen in Conquest unless there are mines
  • Fixed sdkfz231 camo not appearing
  • Fixed fogged smoke fx on 2v2 Courtyard
  • Fixed pose of AA gunner on ISU122s
  • Fixed max players for CooP on 2 new campaign missions
  • Fixed environment fire sounds for German Mission Krasny Bor
  • Fixed move animation for crew of Dshk, Maxim and SG43 MG emplacements

  • Increased price of 300mm Nebelwerfer from 40 to 50 Doctrine Points
  • Increased price of 300mm Bm-31-12 from 60 to 70 Doctrine Points
  • Increased blast damage of aircraft bombs in multiplayer and conquest
  • Increased LOD distance planes. They will render if spotted by unit vision (450m to 600m)
  • Increased aircraft airstrike altitude for multiplayer and conquest
  • Increased aircraft speed by 30% in multiplayer
  • Increased aircraft turn radius in multiplayer so they will not fly in circle at spawn, but instead fly straight towards airstrike waypoint
  • Increased speed of placing AP and AT mines (now takes 3 seconds instead of 6-7 seconds per mine)
  • Increased armored car acceleration
  • Increased armored car speed bleeding in turns
  • Increased accuracy of 203mm and 210mm howitzers by 15%
  • Increased price of T-34/85 from 665 to 700 MP
  • Increased price of SU-85 from 580 to 610 MP
  • Increased slightly the vision for tank drivers (+5°)
  • Increased slightly tank main gun view angle (+5°)
  • Increased slightly the price of AA trucks

  • Reduced distance aircraft engine sound is heard
  • Reduced the blast power of 300mm rockets
  • Reduced range of 37mm_pak35 and 50mm_pak38 heat shells by 10m
  • Reduced accuracy of 37mm_pak35 and 50mm_pak38 heat shells at max range
  • Reduced damage of infantry Anti-Tank rocket-launchers by 15%-20%
  • Reduced slightly AT rifle accuracy and human health damage
  • Reduced slightly Armored Car speed efficiency on road

  • Disabled HE and HEAT shells unlimited fire range, while in 1st/3rd person in multiplayer only. Exclusion (AA guns)

  • Decreased price of T-26 from 290 to 260 MP
  • Decreased price of T-28 from 360 to 330 MP
  • Decreased price of Panther A from 1200 to 1100 MP
  • Decreased price of Panther G from 50 to 45 Doctrine Points
  • Decreased price of Jagdpanther from 55 to 50 Doctrine Points
  • Decreased price of Churchill Mk.3 from 30 to 25 Doctrine Points
  • Decreased price of ZiS30 from 25 to 20 Doctrine Points
  • Decreased price of Sturmpanzer I (Bison) from 40 to 35 Doctrine Points
  • Decreased price of 150mm sIG 33 cannon from 35 to 30 Doctrine Points

  • Removed T-34-57 M1943 from regular buy menu
  • Removed AI bots ability to shoot on move with all small arms (except pistols) so they will stop and engage more often instead of charging into players
Call to Arms - Gates of Hell: Ostfront - Instinct


Call to Arms - Gates of Hell: Ostfront got a major update!

In order to celebrate the new content we are running a promo for Call to Arms and Call to Arms - Gates of Hell: Ostfront!


https://store.steampowered.com/app/302670/Call_to_Arms/

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

https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/




Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!






Oct 23, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 17: V 1.015

Change Log

  • Added new units. Soviet ISU-122S, BM-31-12, Lend-lease Universal carrier, Lend-lease MMG carrier, Lend-lease M3A1E1 Scout car, Lend-lease M3A1E3 Scout car transport, Lend-lease Valentine II, Lend-lease Valentine VII, Lend-lease Valentine IX, Lend-lease Churchill III
  • Added lend-lease doctrine for soviet late war.
  • Added new mesh-texmod feature, the winter skins can change entire meshes and not just textures. See explanation below.
  • Added new human soldier 3d models and new headwear 3d models.
  • Added winter skins/models for multiplayer soldiers on winter maps.
  • Added winter skins for helmets for soldiers on winter maps.
  • Added ability to change the spacing between covers of your soldiers by click-and-drag when selecting your soldiers to go to cover. This avoids soldiers bunching up.
  • Added interaction code to tanks so they can be destroyed (non-repairable) through pierce and blast damage and not always explode.
  • Added more vehicle fire and death fx.
  • Added "crew stun" feature to car and truck class vehicles (crews can be stunned by pierce and blast damage).
  • Added new fuel tank damage fx and death interactions to cars and trucks. You can now target external car fuel tanks.
  • Added new gun-sights for british vehicles
  • Added 50-caliber M2, along with new sounds and muzzle effect for it.
  • Added BESA MG
  • Added new MP map: 1v1 Crossing
  • Added new MP map: 2v2 Gelid
  • Added new MP map: 2v2 Courtyard
  • Added new MP map: 4v4 Dubovka
  • Added new MP map: 4v4 Vitebsk
  • Added new campaign mission for Germany: Krasny Bor
  • Added new campaign mission for USSR: Courland pocket
  • Added spanish nationality to blue division soldiers
  • Added blue division singleplayer breeds
  • Added new spanish voice actor
  • Added new soviet voice actor
  • Added british smoke launchers for lend lease vehicles
  • Added sound fx to water fx on water barrel
  • Added ilumination signal flare for singleplayer night missions
  • Added new sounds for browning M19
  • Added new Texmods to soviet urban building (sov_2st_build1 )
  • Added metal break sounds for car/truck engine, body and turret break events
  • Added peaceful explosion fx to play for car/truck vehicles when crushed (run over) by tanks
  • Added player soldier talk warnings when near mine sign/mine field in conquest, this talk can randomize and repeat after while if player is near another minefield (same one will not be warned again).
  • Added 88mm Flak36 camo textures.
  • Added suspension system to Opel maultier.
  • Added some dx11 shader cache files
  • Added missing weather selection to 2v2_industry
  • Added t26_33 x models winter textures.
  • Added Pak 36 models winter textures.
  • Added tank drivers can enter and exit through other hatches if they are closer or driver hatch is blocked.

  • Updated AI targetting logic - Player-controlled guns won't switch to HE to attack infantry, unless it's already loaded in the chamber.
  • Updated Improved AI's selection of cannon ammo for various targets
  • Updated Mortar and Cannon HE shells blast damage and radius formula to account for shell weight and filler amount
  • Updated texture mip logic so first person reticles do not get degraded on lower graphic settings
  • Updated (Re-balanced) soviet late-war doctrines
  • Updated (Re-balanced) 3v3 Wotan
  • Updated (Re-balanced) 3v3 Brozha
  • Updated (Re-balanced) 3v3 Carpathians
  • Updated (Re-balanced) 4v4 Niemen
  • Updated (visual improvements) 2v2 Industry
  • Updated (visual improvements) 2v2 Fall
  • Updated (gameplay improvements) DCG Kalinin
  • Updated (spawn points) DCG Raseiniai
  • Updated (gameplay improvements) Singleplayer Winter Storm mission
  • Updated Rocket blast energy and radius to scale better in comparison to their real life TNT filler values.
  • Updated chinese localization
  • Updated russian localization
  • Updated several minimaps and graphics
  • Updated reverse speed of IS and ISU series tanks
  • Updated m1927 76mm new textures
  • Updated credits

  • Fixed several cars and trucks equipped with guns, having the incorrect targetclass. Should result in improved AI targeting of these vehicles
  • Fixed cannon state sync on multiplayer
  • Fixed refuelling on multiplayer
  • Fixed that bazooka icons within a squad show properly.
  • Fixed fire effects extinguishing with water
  • Fixed some thickness and penetration logics
  • Fixed sdkfz234_2 (puma) hull machine gun from MG34 to MG42
  • Fixed doctrine being wrongly selected when war stage gets changed
  • Fixed doctrine prices which were inconsistent
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed conquest MG linkage on vehicles
  • Fixed missing icons overhead vehicles
  • Fixed crew type of DsHK doctrine MG
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed and adjusted pather ID sizes for cannons
  • Fixed large caliber AA guns to fire at aircraft more often
  • Fixed tanks that self destruct to explode like an ammo explosion
  • Fixed 152mm ml20 xx visual bug
  • Fixed Fixed various obstacles and volumes for xx models of cannons
  • Fixed some details on 88mm Flak x Models
  • Fixed crew count for doctrine 88mm flak 36
  • Fixed commander and charger seats in gaz_aaa_72k
  • Fixed flak 30 invisible suspension
  • Fixed flak 30 repair animation fixed
  • Fixed cannon sandbags from being visible in fog of war.
  • Fixed cannon sandbags to have winter texture when spawning on snow or ice terrain
  • Fixed collider issues with a few small environment assets
  • Fixed some texture issues
  • Fixed crew count for Sig33B in conquest
  • Fixed volumes and obstacles for wood bridge to help keep vehicles from clipping through sides.
  • Fixed gun shield volumes for gaz_aaa_72k
  • Fixed trucks being crewable after body/cabin brea
  • Fixed localization so that no longer 'mud' terrain is mentioned as exclusively 'snow'
  • Fixed tiger 1 H cupola LOD1 appearance.
  • Fixed crew boarding order for sdkfz251c so that the rear MG will be crewed before passenger seats
  • Fixed soviet vehicle enumerators
  • Fixed bazooka and AT-rifles to be collectable when on ground and empty/out of ammo
  • Fixed soviet 45mm APCR penetration
  • Fixed soviet assault sapper singleplayer breeds to spawn with all items
  • Fixed hatch sounds for T34 series

  • Increased tank body component durability when the body component is in broken state to allow for death new events to happen.
    increased passengers on t-40, t60, t-26-1939

  • Reduced durability of car and truck armor ~20%

  • Removed the stowing away of the binoculars when a rotate order comes in. Now you can use this order freely without the soldier stopping the usage of the binoculars.
  • Removed duplicate pak36 and pak38 AT guns from library

Mention for modders

To make use of the new mesh-texmod feature, the custom winter meshes should be called ---#winter.ply, and the "base" model should contain a ---#winter.dds texture as well, to be able to detect a texmod (you can create a dummy winter texture using a .ebm file). If the mesh has LODs, the winter mesh must be called ---#winter_lod-.ply. The names of the human skins were changed, so you may have to update modded soldier breeds.

About the new tank death feature

Tanks will no longer "always" explode when pierced one more time after the body component is broken. Instead, when receiving additional damage to the point the vehicle is no longer be repairable, the tank will catch fire. This fire has a random chance of causing various ammo explosion events or simply burn the tank. Either of which puts the tank permanently out of action (non-repairable). If the tank is attacked more and has not already exploded, it can explode but requires much more damage than before. In short, users should experience more variety with tank deaths.
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Hello everyone, we are running a promotion on the game and release the long-awaited content update II. Today we will outline the content of it and tell you where we stand.
As we mentioned in our previous devblogs, this is the second planned large update which brings a lot of new things to the table. There are some long awaited additions in the list!
Let’s go over them.

https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/

https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/

Content list

1) Long awaited new human models with their uniform completely changing per season
Visually improved models now have the right attire for all seasons and will change automatically depending on the season set for the map.
The new feature also enables new modding opportunities, a whole range of unit customisation options becoming available.


HD Link
Krasny Bor

2) Two new SP missions
In devblogs 103 & 104 we outlined the missions “Courland” and “Krasny Bor”. Both will be included, as well as new conquest maps which will make the dynamic campaign experience more diverse.

3) Five new PvP maps
  • 1v1 Crossing
  • 2v2 Gelid
  • 2v2 Courtyard
  • 4v4 Dubovka
  • 4v4 Vitebsk

HD Link
Dubovka

4) Rebalancing of existing MP maps
Taking in the feedback from our testers and the community, we have tweaked the balance on some of the maps. We will continue to make reworks in the future.

5) Arrival of the lend lease doctrine
This one completes the doctrine set. You may have already seen a screenie or two, here’s some more:


HD Link


HD Link


HD Link

6) Other additions
With the addition of the lend-lease doctrine, the soviet late war doctrines were re-shuffled. Several other vehicles were added, such as the one below:


HD Link
ISU-122S

Content update II also brings improvements to the gameplay such as netcode improvements, new dynamics for soldiers taking cover to avoid squads clustering together, and improved chinese localization.

Last but not least, the community requested that the tank destruction systems be changed to become less predictable. As a result of the rework, it looks more sophisticated now; different events cause a wider range of destruction events.

That’s it for now. The update is ready, and will be made public as soon as we can.


Did you know?
  • Most of the discussion around game balance happens on our Discord server
  • CtA - Gates of Hell contains over 200 vehicles, tanks and weapons
  • Our methods and design choices are revealed on the studio website
  • Work on the next faction has already started
  • We have updated our FAQ on the Steam forum and on Discord
Sep 29, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 16: V 1.014 (Hotfix II)

Change Log

  • Fixed attack ground command. Now it works with more than one unit.
  • Fixed attack ground command for binoculars. They can now do the function.
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed conquest MG linkage on vehicles
  • Removed the stowing away of the binoculars when a rotate order comes in. Now you can use this order freely without the soldier stopping the usage of the binoculars.
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Hi everyone, we’re back with an update to keep you posted about current development.
In this one, we’ll show you what we’ve been up to in the mission building department. We’ll also mention some other stuff, keep reading!

Development
We’ve been very busy in all areas and there’s good progress.
The human skins update is still being worked on, we’ve developed new maps, finished the work on the lend-lease vehicles - there’s just never a dull moment. Currently we’re obviously also working to get those bugs out that were reported, and we will keep doing so.

One of the things that gets us close to finalizing the content for “Ostfront” is the 6th German campaign mission. When we push this to the public version, the SP campaigns have been completed (for now).
In this update we will talk you through a battle that took place south - east of Leningrad in february of 1943.

The battle of Krasny Bor
This battle took place when the Soviet operation “Polyarnaya Zvezda” was started. This offensive basically followed another one called “Iskra” which had broken the siege of Leningrad by liberating a corridor along lake Ladoga. The aim was to encircle the bulk of the German 18th army, thereby lifting the Leningrad siege completely. It turned into a hellish battle.

On february 10th, the offensive started rolling. Around 1.000 artillery guns had bombarded the German positions around Krasny Bor. The town itself was bombarded as well. The aim was to attack from the direction of Leningrad, break through to the south- east, where it was to link up with Soviet troops attacking towards the north- west, on the other end of the German salient.


Soldiers of the Spanish Blue Division in 1942

The attack by the 63rd guards rifle division was met by the 5.900 Spanish troops of the 250th Infantry Division, or the Spanish “blue division”, who were holding the east side of the position around Krasny Bor. Unable to retreat into Krasny Bor itself, many Spanish units got surrounded. Since their motto was “No possible relief, until extinction”, they defended their positions, most of them getting killed.
Meanwhile, other Spanish units had inflicted heavy damage to the advancing Soviets from their trenches and dugouts, using Molotov cocktails and grenades. They took an astonishing toll on the attacking tanks and blunted the attack.

Krasny Bor itself, and the railway station as well as the Leningrad- Moscow highway became a scene of utter destruction, while the station changed hands several times and wave after wave of attacks going back and forth while leaving many marks on the landscape. Quite a number of shell holes, bomb craters and trenches were still visible in 2020.


Krasny Bor in 2020; note the zig-zag trenches and the many shell holes

In the end, the Soviet offensive was stopped and the battle turned into a stalemate, in which the initial gains were followed by bitter fighting without big terrain gains for anyone.

The offensive was not successful in taking back the Leningrad- Moscow railway and highway. That meant that the German 18th army was still preventing a complete lift of the Leningrad siege, in spite of the massive effort. Losses had been appalling on both sides.

After the battle, Soviet reports concluded that the fortifications around Krasny Bor, combined with bad reconnaissance and “clumsy deployment of tanks” were the main causes of their 20.000+ losses in manpower during this battle. The Germans considered the Spanish fighting force “terribly undisciplined but unmatched in tenacity”.

Spanish casualties and losses were around 3.900, or 70- 75% in the blue division. It was to be sent back to Germany later, and disbanded. Parts of this mission have been built according to the memoirs of survivors.

The mission in Gates of Hell
The battle of Krasny Bor hasn’t been depicted in RTS games before, and we wish to pay tribute to the huge number of soldiers from many nationalities whose lives were lost in this battle.
In Gates of Hell, you will be facing the Soviet onslaught from your prepared positions, fighting as the Spanish Blue Division. Since we were going to give them this much attention, we added Spanish voices, names and their own nationality in the game, which was a requested feature. This addition will also affect multiplayer, where the Spanish unit will no longer speak German. We hope to be able to add more foreign units with this level of detail in the future.


HD Link


HD Link


HD Link

We researched the composition of the defending forces and we have depicted it historically. You will command several companies; infantry, artillery and AT detachments are at your disposal. You need to get your engineers to set up mine fields and obstacles quickly.
Suddenly, the alarm is raised; Russian tanks approaching the line!
What now? Fight!
Direct your soldiers to defend the several key areas you don’t want to lose. At every opportunity, loot as much enemy equipment as you can, because there’s not a lot in the way of AT guns at your disposal.
This is going to be a really tough one! Whatever happens, you cannot let the enemy overrun your HQ, which is in the field hospital.
As soon as you think the enemy attack is losing momentum, you will need to counterattack to take back any positions you might have lost.
This promises to be a bloody battle indeed. Good thing you have an actual hospital in the back, that will save many lives.


HD Link


HD Link

Objectives and replay
In this mission, it will be up to you to decide how to stage your defence, and how many secondary quests you want to complete; the main thing is to survive and to hold the hospital HQ!
The mission was designed to have varied attacks; it will not become predictable very soon, because the enemy attacks differently every time you play it. This way we are quite sure it will have good replay value. Like in the Courland mission, we added the option of pre- battle doctrine selection. You will be able to specialise your available reinforcements and play the mission according to your own personal style.
Do you think you’d try this mission more than once with different doctrines? Let us know in the comments!

Did you know?
  • Spain, officially not taking part in the second world war, suffered around 22.700 casualties on the entire eastern front
  • Many of the Spanish soldiers had been forced to take service in the blue division, the real volunteers making up only around 80%. Many of these men were told to enlist, to “clear the names of their families” if they had fought for the Republicans during the Spanish civil war.
  • The Spanish air force deployed a fighter unit on the Eastern Front, 15.(Span)/JG51, which fought up to the Battle of Moscow.
  • There also were quite a number of Spanish volunteers fighting on the side of the Soviets during the war.
  • Any question you might have is likely to get the quickest answer on our Discord server.
That’s it for now, stay tuned for the next update & see you on the battlefield!
Sep 17, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 15: V 1.013 (Hotfix)

Change Log

  • Fixed online syncing of UseItem which was causing humans to become bugged when switching weapons or using items
  • Fixed online syncing of blasts
Sep 16, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 14: V 1.012 is live on Steam!

Change Log

  • Added fuel resupply to conquest
  • Added supplies resupply to conquest
  • Added mechanic resource resupply to conquest
  • Added anti-cheat measure
  • Added count to show in UI to fox hole and engineer trench
  • Added new DCG map Hills based on the MP map
  • Added new DCG map Shiryayevo based on the MP map
  • Updated Able::minimap applies to all units (not just AI).
  • Updated Steam SDK
  • Updated 25mm_72k penetration data
  • Updated conquest wave icons to improve visibility
  • Updated Unbroken (USSR 4th mission): Map and mission improvements Map and mission improvements
  • Updated vehicle selection circle graphic
  • Updated resupply radius circle graphic
  • Updated flag ID graphic
  • Updated FR localisation: updated MP translations
  • Updated 50% of panzer3_flamm and kht26 flamethrower ammo being from pre-filled in weapon, to be in tanks inventory so it can resupply ammo.
  • Updated MP and DCG Glushkovo: made bridge on the river ford larger to help large vehicles pathfinding
  • Fixed crash on vehicles with MG links not attached (still working on the issue)
  • Fixed mass of medic tent inventory item so it doesn't coast so much to resupply in conquest
  • Fixed inventory for Mid War soviet Marine MG Assistant so helmet always spawns
  • Fixed crash on conquest load
  • Fixed obstacleID and volume thickness for univeral tractor x and xx models
  • Fixed online crash
  • Fixed online inventory sync issues
  • Fixed armor penetration for APBC projectiles at high impact angles (85-90°)
  • Fixed Engine deck armor for Ferdinand
  • Fixed bridge 206
  • Fixed "invalid mesh animation" error on sturmpanzer 4.
  • Fixed ZiS30 armor layout and patherID
  • Increased auto-resupply radius for fuel, ammo, and engineer trucks
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.
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