Added new vision logic for tanks/AT guns: Once spotted, a target will remain spotted as long as it is within max range and line of sight isn't broken. Target won't dissappear into the fog while you're shooting at it, unless stealthy.
added new size 3 HE explosion snow FX
Added mine detection action flash fx
Added new mg13 model and added suspension to panzer1B.
Added suspension to Ba-6
Added new 3d model for MG-13
dded new 3d model for SSH35 & SSH39 helmets
Added targeting of cannons with AP shells for Player units when unit does not have HE shells loaded. Prevents tanks from charging with MGs on AT guns when player doesn't manually switch the tank to load HE.
Added define for auto calculation of tracer length for all shell tracers
Updated flamethrower fx gravity to match fire projectiles
Updated properties/cannon_armor.ext and vehicle.ext to support more volumes to be part of the body component
Updated human behavior when standing in cover and switching to an item on belt (ex. grenade). They will switch faster and remain standing, instead of rotating 180° and squatting.
Updated engine sounds for panzer5 and t34 to be mixed in volume better
Updated Flak 30 texture
Updated several explosion FX with new dynamic sprites
Updated inventory size of several shells for consistent scaling relative to other shells
Updated shell filler and weight calculation
updated "small_environment" loudness. Fix for barrel water sfx
Updated font on conquest research tree/unit portraits to avoid name clipping
Updated some parts of Russian localization
Fixed crash on selecting actor without brain ("quant crash ir:update")
Fixed [direct control] linked position update of objects in hands
Fixed [netcode] synchronizing the reloading and healing animation speedup
Fixed soldier pose setup after grenade throwing in prone stance
Fixed emit bones on 120mm mortars (they were reversed)
Fixed pather ID for wheeled mortars so they don't get stuck on objects as often
Fixed hit/blast fx not always playing when hitting trees
Fixed bazooka class weapons so the rockets cause blast damage when hitting other materials besides the ground
Fixed water and mud fx to play for 170mm+ shells
Fixed missing passenger seats for T-70 and T-70m
Fixed german voice acting having medic-cries in unsuitable situations
Fixed hedgehog (tank traps) from blocking vision
Fixed obstacles for wired_obstacle4 (baredwire)
Fixed all demolition charges to be detonatable from near by blast waves
Fixed vision for NKL-26 aerosled gunner when MG is removed or switched for another weapon
Fixed MG42 barrel opacity
Fixed sturmpanzer4 enumerator texture
Fixed mortar crew from interfering with AI aiming and firing
Fixed component and armor code for train class vehicles
Fixed crew count for T27 + 45mm_m42 Doctrine Unit
Fixed crew count for SiG33 B in Multiplayer
Fixed interaction scrips for aero sleds engine code when body is broken
Fixed 57mm_zis2 and 76mm_zis3 to deploy a shorter sandbag emplacement so that the gun doesn't become blocked with gun depression.
Increased distance Sdkfz 302 and 303b (Goliath) can drive before running out of fuel
Increased responsiveness and turn speed of Sdkfz 302 and 303b (Goliath)
Increased amount of fuel given per second, to flamethrower weapons in auto resupply zones (10 to 50)
Increased rate of fire of AT rifles
Increased slightly accuracy at max range of 152mm_ml20
Decreased difficulty on easy
Removed duplicate entries in localizations
If you require technical assistance to make your mods work, write us in the Workshop Discussions
We also have the previous game version as 'previous version' in the beta options in the game, for players to revert temporarily if they wish to play their mods until the authors update them.
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
Happy new lunar year everyone!
The year of the tiger begins, and we hope you will have a very lucky year. Since Steam celebrates the lunar new year with a sale, we obviously take part - so this is your chance to get that realistic ww2 RTS you want - at a huge discount! If you haven't tried it yet, do check out the sale. This would be a good way to start the year lucky!
We've been very busy putting the next update together & testing it, and we're getting there. Progress on the next faction/ module is also progressing very well. In any case, as you may know from our road map, several updates are still to come, and it won't be long before this first one will be ready. We will let you know when that happens of course. Your best chance to find out everything first is on our Discord server. Saturday the 29th we'll be posting a nice snippet on our "developer telegraph" channel, also on Discord.
That's it for the moment, stand by as the studio presses on to get the work done!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Greetings community members, we have a result! As we slide into the new year, let’s see this year out with a salute to our mod creators. It’s time to reveal our official mod of the month winner, and the community winner.
Judging in Barbedwire studios
We made a list of competition entries, and then judged the mods that were submitted. We looked at the mods themselves, and not at the number of downloads it received. Basically, we judged them on quality, uniqueness, and a number of other values. The type of mod did not matter; a sound mod could score as many points as a conquest mod or a mission. We put a panel together, consisting of developers, 3d artists, level designers and the like; and after careful consideration we have chosen our favorite. As promised, the community was given a chance to cast its verdict as well - but now, voting is closed and we’re ready to announce the winners. Let’s go!
The official winner
The jury thinks that all of the mods that were submitted for the competition are very good additions to the GoH world. They all have quality and are good fun to use. Rating them all sounds easy, but it was a close call! We tried all of the mods extensively and within our team, we think that Tjdagger’s battle rounds and Uwo’s Flags of Hell came very close to taking the title, as they are excellent mods. Much of what can be said about the winner can be applied to these two runners- up as well. However, the very first official winner of our mod competition is:
Mr.Cookie’s Conquest Missions Enhanced / Better DC AI
Congratulations! We have rated this mod the highest, based on these observations:
This mod adds very good - and novel - game mechanics
It adds a lot replay value, we enjoyed it very much
The user support for this mod is of a very high standard
You win early access to our next faction, and 2 keys to give away to friends. Thanks for your contribution to our game and community! On our Discord server you will henceforth have the role of “Master Modder”.
Community winner
We want to thank you all for voting. Like we do, we think you appreciate the work that has gone into the mods and the enormous added value they bring to the table. Again, it was a close call between the winner and the runner- up. The two that came closest were Vlad_8011 and Icebreaker, however there was one mod that stood out in the community vote. So without further ado, the community winner is:
Mr.Cookie’s Conquest Missions Enhanced / Better DC AI
Congratulations, you are a double winner - the community and the dev team are clearly on the same page about this!
With this, we close 2021 and step into the next year, with a lot more to come from us and our community. That’s it for now, thanks for supporting our competition and have a good one!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hello everyone, we’re in the process of judging the mods that were submitted for our mod competition. We have selected a number of mods to be on the shortlist, and now it’s time for you to cast your vote! Also, since the year is almost over, we reflect on 2021 and look ahead.
If you want to judge the mods just the way we did, download and install them, and have a good look around. Maybe you already know your favourite? If you do, make sure you also give that mod a good review at some point, good mods are hard to make and the creators deserve your love for sure!
The official announcement will be made next week, so you will have a week to consider which one would be your favourite, and the winner will be announced on the last day of 2021.
The announcement marks 6 months since our game was published, and what a ride it has been! In our opinion, our community has emerged as the best community imaginable, with its non- toxic, helpful attitude, loads of activity by mod and content creators, history buffs and enthusiasm. We want to thank you all for your support and feedback, and we will continue to have a great time developing CtA - GoH for you in 2022 and beyond.
That said, it’s time to vote; to do that, click HERE to go to the shortlist. The Barbedwire team would like to wish everyone happy holidays, with a promise that a lot of good stuff lies ahead for 2022 and we will be honoured if you continue this journey with us.
We have an amazing worldwide community, where some might celebrate Christmas and some might follow other traditions. But we are all united in one thing we absolutely love! We hope you like our festive screenshot.
HD Link (Yes, this is from Call to Arms - Gates of Hell.)
Are you excited? Brace yourselves for 2022. Sincerely, Barbedwire Studios.
We wish you all happy holidays, enjoy Christmas around the world! Big thanks to all our fans who supported us these many years. 2021 has been our most successful year of all time and we are hiring new staff to continue the work on the Call to Arms franchise, as well as to work on Digitalmindsoft's biggest title ever, an unannounced game on UE4, which just received close to 600k € in government funding to support the development. ːcta_emo10ː
Fans of Call to Arms - Gates of Hell: Ostfront are up for some nice treats as well, so stay tuned for an extremely exciting 2022 with many announcements to follow. ːcta_emo7ː
Call to Arms - Gates of Hell: Ostfront sold more than 100k units since its short time after release, which exceeded our expectations by far and makes us more confident than ever, that it will be the most successful game in the franchise! With a median play time of over 12 hours and an average of more than 34 hours spent in the game, there seems to be a lot of fun to have. As a logical consequence, we continue to team up with Barbed Wire Studios for more great content to follow. ːcta_emo7ː
If you didn't enjoy their unique creation yet, it's the best time to pick it up!
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 AI routines for PvP and conquest. Including usage of smoke, capturing vehicles, sneaking, etc.
Added new variable players:composition@ for various team a vs team b scripting combinations.
Added new tellermine 43.
Added new tellermine 35.
Added aiming prepare to multiple rocket launchers.
Added minimap approximate locationing feature for artillery.
Added option in game settings to disable selection icons for increased realism.
Added several new recoilless fx.
Added noise detection visors.
Added pionier squad to late war germany.
Added german voiceover for german campaign 1943_02_krasny_bor.
Added T3476 M1940 to regular buy menu of Mid War.
Added new vision logic.
Added new visor to recon vehicles for improved vision.
Added aiming time to rocket artillery like other artillery.
Added ammo in tanks can be detonated by blast damage, but more durable than before.
Added cooldown interval to tier 3 and cooldown and start-countdown intervals to tier 4 squads.
Added SG43 MG and 76mm M1902 to Soviet conquest roster.
Added blast physics to broken fence pieces and logs.
Added missing hatch sounds for IS-2 variants.
Added white phosphorus fx to Soviet 82mm and 120mm smoke shells.
Added altitude haze on all maps.
Added size6 explosions (280+mm guns).
Added size6 to all terrain fx.
Added new time variation of blast06 explosion sprite.
Added missing rim light to b4 x model.
Updated tank AI vehicle mobility (traverse snapping speed).
Updated game accuracy curves for tanks and small arms.
Updated russian localization.
Updated late war German AT miner to use tellermine 43.
Updated 'In Spite of Everything' and made the attacking waves have more variety of equipment.
Updated 7.5cm K.Gr.rot.Pz shell from APC-HE to APCBC-HE.
Updated accuracy past max range to avoid farshooting more effectively.
Updated filler model for AP-type shell damage, interpolation damage is a cubic equation.
Updated artillery accuracy model, increased greately the accuracy of artillery at medium and long ranges.
Updated panzerfausts in squads: All T2 squads use Pzf.30, T3 Pzf60, T4 Pzf 100.
Updated health for all infantry tiers/difficulties.
Updated some interface elements for better readibility.
Updated accuracy of AT guns to be same as tank guns.
Updated selection sprites.
Updated conquest scripts.
Updated mortar crew to be operated by artillerymen in PvP.
Updated vision of scout cars to be homogeneous with the scout infantry.
Updated inventory view.
Updated FX for size5 HE.
Updated shoot animation for avt40 to be similar to StG44.
Updated APCR curve for 47mm pak(t).
Updated grass.set into a modular file.
Updated some textures.
Updated entity manager for new wood pieces.
Updated volume Russian Voiceover (V7 complete), got rid of typo-folder.
Updated black bar on minimap to be less obtrusive.
Fixed netcode bug where soldiers got stuck while boarding vehicle.
Fixed actor squad converging on a single point if you re-select it.
Fixed vitality sync issue.
Fixed resizing lobby issue.
Fixed firing on the move for infantry (more comprehensive changes in the future).
Fixed crew desync on vehicles.
Fixed crew to spawn on MG instead of passenger seat of Kubelwagen and Gaz67b.
Fixed conquest captured cannons use artilleryman breed.
Fixed orders so that squad stand up (immediately) if move order is forced.
Fixed issues with state (particularly eMove order) when a new move order is ordered.
Fixed doctrine not resetting properly when war stage changes in lobby.
Fixed 122mm_m30 from choosing HEAT over HE shells against tanks, even when out of range.
Fixed 105mm_lefh18 from switching to HEAT shells when targeting tanks.
Fixed floating objects on dcg_dubovka.
Fixed (Unbroken SP mission) related to secret objective as the use of 2 tasks for it(secret1 and secret1c) had a bug with task completing before it show up case.
Fixed (Unbroken SP mission) 3 partisans who become user controlled but are not assigned for coop.
Fixed obstacles settings for dshk aa and dshk stand.
Fixed bricks on fence stone 3.
Fixed rus-6-courland pathing issues.
Fixed panzer35t in conquest bot purchase menu.
Fixed passenger seats on stug3g_late.
Fixed in conquest enemy ai airstrike (mostly related to hilltop map) so that planes of altitudes as high as 70 are properly handled by the script.
Fixed mission 1941_12_tikhvin: make sure body with documents cannot be removed via entity manager.
Fixed mission 2-combat: players units cannot be killed during introduction to village and attack against its mg's.
Fixed mission 2-combat: assignment of players cannon at reinforcements end stage
Fixed in rare occasion of cannon becoming unlinked at moment of truck assignment.
Fixed some netcode issues associated with cannons.
Fixed hatch animation and fire fx for IS-2 M1943.
Fixed broken poly on MP Brozha.
Increased binocular and sniper uncover/spot radii.
Increased durability of hulls for heavier vehicles.
Increased dispersion of bursts for smg.
Increased bursts of SMG at closer ranges.
Increased damage of SMG toward max range.
Increased range of vision for tank main guns.
Increased vision fov from 30 to 45 degree for tank driver visors.
Increased detection times for units (time of unit remaining spotted when revealed in fog of war).
Increased loudness of vehicle overlay sounds.
Increased Hull front armor for Panzer 3 Flamm from 50mm to 80mm.
Increased inventory bind distance to 1m.
Increased stability of artillery aiming sight zeroing, to make it more comfortable and useful to shift between near targets.
Increased cost of AA trucks.
Increased cost of F22 from 15 to 20DP.
Increased cost of 57mm Zis-2 from 400 to 450.
Increased cost of 76mm Zis-3 from 360 to 390.
Increased cost of 37mm Pak-36 (with HEAT, late war) from 190 to 200.
Increased cost of 50mm Pak-38 from 270 to 290.
Increased cost of 50mm Pak-38 (with HEAT, late war) from 270 to 300.
Increased cost of 75mm Pak-40 from 440 to 480.
Increased cost of T-70 from 300 to 320.
Increased cost of Panzer 38(t)/F from 300 to 330.
Increased cost of Panzer IIIM from 415 to 430.
Increased cost of Panzer IIIN from 385 to 430.
Increased cost of Panzer IVF/2 from 550 to 580.
Increased cost of Panzer IVG from 565 to 590.
Increased cost of Panzer IVH from 610 to 630.
Increased cost of T-34/85 from 700 to 765.
Increased cost of StuG IIIG from 590 to 600.
Increased cost of Marder IIIM from 500 to 530.
Increased cost of Su-76 from 430 to 440.
Increased cost of Su-85 from 610 to 650.
Increased cost of Su-152 from 980 to 1050.
Increased cost of KV1-S from 680 to 700.
Increased cost of Panther A from 1150 to 1200.
Increased cost of Tiger E from 1180 to 1280.
Increased cost of IS-2 M1943 from 1150 to 1350.
Increased cost of Sd.kfz.231 from 250 to 260MP.
Increased cost of Ba-6 from 240 to 270MP.
Reduced capture release time from 20 to 10s.
Reduced range of strafing aircraft in PvP.
Reduced accuracy of strafing aircraft in PvP.
Reduced HE accuracy toward max range for direct-fire weapons except for SPGs, to make tank vs AT-gun warfare less one-sided where the tank one-shoots the AT gun with HE in the first shot.
Reduced slightly the spacing of infantry in a squad.
Reduced amount of shots required to perform zeroing with artillery.
Reduced rotation speeds of artillery.
Reduced significantly ammunition reserves in artillery. An ammo supply will now be a critical part of usage of artillery.
Reduced rate of fire of artillery.
Reduced chances of AI buying AT rifle squads in conquest.
Reduced aircraft speeds in multiplayer to the singleplayer nominal values.
Reduced kinetic damage of mid caliber shells (88-130mm).
Reduced research point cost of panzer1F from 8 to 3.
Reduced cost of Flammpanzer III in Late war from 25DP to 20DP.
Reduced cost of M42 towed in Mid war from 15DP to 10DP.
Reduced cost of Ba-20 from 155 to 140MP.
Reduced cost of Sd.kfz.221 from 160 to 150MP.
Reduced cost of BT-5 from 300 to 290.
Reduced cost of BT-7 from 310 to 300.
Reduced cost of T-34/76 M1940 from 500 to 420.
Reduced cost of T-34/76 M1941 from 550 to 480.
Reduced cost of T-34/76 M1942 from 600 to 520.
Reduced cost of T-34/76 M1943 from 550 to 530.
Reduced cost of carried ammo box from 100 to 70.
Reduced cost of tripod/stand MGs by 25%.
Reduced cost of 47mm M1937 from 190 to 180.
Reduced cost of kubelwagen MG from 80 to 70.
Reduced cost of Gaz-67/b MG from 90 to 70.
Reduced cost of Sd.kfz.251 from 110 to 100.
Reduced cost of engineering trucks from 100 to 80.
Reduced cost of Panzer IB from 190 to 120.
Reduced cost of T-26 M1933 from 180 to 120.
Reduced cost of Panzer IIIJ/1 from 430 to 400.
Reduced cost of Panzerjäger 1 from 300 to 280.
Removed T3476 M1942 from regular buy menu of Mid War (was meant to be doctrine only).
Removed time limit to tool tips in menus and in-game. Tool tip will display as long as cursor remains on the object.
Note to Modders
Some of the new changes may render mods obsolete. To assist updating of mods, it is required to:
1) Update files in resource/set/stuff/gun to use the new definitions for direct and indirect fire. 2) If you have any modded changes to set/stuff/vision, you should update them.
If you require technical assistance to make your mods work, write us in the Workshop Discussions
We also have the previous game version as 'previous version' in the beta options in the game, for players to revert temporarily if they wish to play their mods until the authors update them.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hello friends, we are ready to publish the update you’ve been waiting for! In our last devblog we already highlighted a couple of changes that will be introduced with this update. But we kept the best for last; let’s check out a couple of nice changes you didn’t know about!
What’s new
In the previous Devblog we revealed the upcoming artillery changes and these will be coupled with a global rebalancing of the game. We took the input from our players and testers on these subjects and you will notice the difference. We’d like to thank everyone that contributed to this update!
We have also been working on the AI and we bring the first results with this update. It will make the experience in PvE much more entertaining and challenging. As we mentioned in the previous Devblog Bots have learnt how to use cannons, how to re- crew them, but now are also privy to the benefits of using smoke grenades, sneaking, target prioritizing and stealing your equipment. Much more to come in the future.
We also improved the readability of icons and graphics in the game, and consequently added the option to remove them for those players seeking greater immersion without screen clutter.
During the time we were improving the update before it’s release, we also had time to address some of the annoying netcode issues which players will most certainly be pleased with. We also added new squads, models and a couple of goodies, which we will let you discover.
Note to mod creators
Some of the new changes may render mods obsolete. To make things easier for you, and if you need them, we will provide details for you to quickly assess which technical aspects might need to be updated with the change-log. If you require technical assistance to make your mods work, please tell us in the Workshop Discussions.
Note to mod users
There’s a feature you may not be aware of; you have the possibility to retain the current game version as 'previous version' in the beta options of the game. This allows players to revert temporarily if they wish to play their mods until the authors have had time to update them.
That’s it for the moment. If you want to see all the details of this update, you can check the change log, which has well over 150 entries this time. Our next update will announce the mod of the month winner, Stay tuned!
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!