As the year draws to an end, we look back on the great experience we've had releasing Call to Arms: Gates of Hell. If you agree that our genre is being overlooked, and that Call to Arms: Gates of Hell is a good representative for it; or if you'd like to share our passion and enthusiasm for our project's past, present and future, please consider writing us a review and voting for us on the GOTY awards.
Take this oportunity to buy the game if you haven't already, as the sale nears its end.
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!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hello everyone,
Two devblogs so close together is quite rare in our case, but that's because it's a special occasion - black friday - and so, we are running a special sale!
Besides the sale we have a fair number of changes to tell you about.
Black friday update
Along with the sale, as is tradition, we will be releasing a game update. This one focuses on balancing and quality of life changes for the entire game, in preparation for the next content update for the winter season.
In this blog, we’ll highlight a couple of things from the update; it would be way too much to detail all the changes. As usual, we will publish a full change log when that happens, so you can find out every detail then. For now, let’s go with the highlights!
We have overhauled the vision system to make it easier to understand. There were many cases where people thought the game was bugged, because some unit could see you but you could not see it, and this was the result of a complex vision model that took details into account like the size of the hatches in vehicles, or the stance of the soldiers plus whether they were in cover (and many other factors). Whilst this system is very complex and adds a lot of potential depth to the game, it is hard to understand and leads to frustrating situations in the battlefield - especially for our newer players. With the overhaul, the laws for spotting are much more intuitive. It can also be more rewarding, if you use the right units. Besides re-assessing it from scratch, we used the opportunity to improve the spotting of armoured cars and to give them more of a role on the battlefield. Additionally, we made it so that the engine noise of vehicles in motion reveals them up to 50 metres beyond the visor distance of your units, which makes the engine-toggle feature in the game much more important to conceal your troops. We plan further key improvements to the vision system in the future.
We have redesigned the artillery (indirect fire weapon) gameplay. We moved away from the RNG model which represented the inaccuracies of real life weapons at range, but this also made them unpredictable and more of a gamble. Although the artillery will feel more reliable, their approximate position will now be hinted at on the minimap when they fire. Since artillery requires several zeroing shots to score reliable hits, the opposing team can now apply proper anti-artillery tactics based on what they can see on the minimap. What’s more, we have made artillery more realistic by reducing their ammo capacity, which was always carried externally to the cannon in real life. Now, you will have to invest into an ammo vehicle to keep your artillery stocked.
We will also introduce multiple upgrades to the AI and bots. The bots have learnt how to use cannons in battle and will make use of them in PvE and conquest. The targeting for bots was further improved, and the tanks under AI control received more realistic traverse movement logic similar to the direct control model. We will continue to work on the AI progressively.
You will also find many other changes related to planes, conquest, infantry combat, netcode bug fixing, interface & game readability, and so much more. But, as we all know, a picture is worth more than 1000 words. You’ll be able to experience this enhanced quality of life when we push the update, which will happen as soon as possible.
Meanwhile, a lot of work is going on behind the scenes and we are very excited for the times ahead. The next faction is taking shape very nicely already and we’ve got our heads down to maintain the momentum.
Did you know?
Of the above updates, several were suggested by our community
Suggestions are welcome, the best place for those is our Discord server
Our Discord server features German channels as well
That’s it for now; enjoy the update and see you on the battlefield!
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!
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.
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
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
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.
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!
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 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.
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.
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.
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:
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:
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
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.