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


Community members! We have an announcement to make.

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

Talvisota release
We will release Call to Arms - Gates of Hell: Talvisota this week.
Talvisota adds Finland to the experience, featuring the 3 different wars Finland fought from 1939 to 1945. The amount of content is huge, with the SP campaign, skirmishes, tons of new multiplayer maps, dozens of new Conquest (DCG) maps and much, much more.

Check out the Talvisota content on the store page and hit that wishlist button!

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! In our previous updates we revealed content from the Call to Arms - Gates of Hell: Talvisota expansion. By now we’ve shown you some of what will be in it. Before we publish it, however, we will also publish content update 3! This update will be free for Call to Arms - Gates of Hell: Ostfront owners - unlike Talvisota, which is a paid DLC.

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

The update
With this update, we’re adding post-release content for the 24th time. It will give Ostfront owners a lot more content, bringing the total number of tanks, vehicles, maps and other things to the next level.
Let’s have a look at it in detail.

Early war
So far, in Call to Arms - Gates of Hell we have covered the mid- and late war only. This update adds the early war equipment to the range; players in MP will be able to select the new war period as well. The new era feels different because of the equipment, and because it triggers players to use rather different tactics as a result.
Early war also means that squad compositions, uniforms and equipment are adapted to the period, plus some of the new units we designed for early war were also retrofitted to the other war periods.
The addition of early war is a rather obvious requirement for any game that covers the Finnish Winter War, since that started in 1939.
With this update, all war periods are covered and the foundations for any future development of fronts and factions are complete. Early war covers the period from the outbreak of WWII until the German invasion of the USSR.

Maps
Besides early war, we will add more maps to the game once more. We will add 5 new multiplayer maps.
These bring the total number of MP maps for CtA - GoH: Ostfront to 35 and the number of maps for conquest to 25 for everyone.


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Vehicles and equipment
There will be additional vehicles and weapons in the update as well. Last time we counted there were 40, bringing the total number to 290 for Ostfront alone!

Among these you will find a number of classic vehicles, some of which have been requested by many players.
Given the free choice to pick additional vehicles to model, we always take the wishes from the community into account. Needless to say perhaps, but they’re our favorites as well, 90% of the time.


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Do you see the vehicle you requested? Let us know in the comments!

Integration
Content update III will be seamlessly integrated in Ostfront, which will be quite straightforward.
Talvisota is integrated differently, since it’s a paid DLC. We feel that everyone should at least be able to play against Talvisota owners. That part is covered; you don’t need to own Talvisota to join any PvP session. However, in such lobbies you won’t be able to play the Finnish faction unless you bought Talvisota. Moreover, as we mentioned in the (blog link), Talvisota includes 20 new MP maps based on Finnish locations. To make sure PvP is equally accessible to the whole community, any player can join lobbies with these maps, but if you do not own Talvisota you cannot host Talvisota maps yourself, but we give you the choice to check out all the new things by joining other hosts’ lobbies. Lastly, Finnish cooperative and conquest lobbies are only available to Talvisota owners.

In the editor, Talvisota expansion items are available to Talvisota owners only.
Ostfront owners can still use the editor like always, but the Talvisota- specific items like maps, assets and units will be grayed out.

For modders, Steam Workshop integrates the ability to mark your mods as requiring any DLCs. If you make your own creations based on Talvisota content, you will be required to flag your mod accordingly.

All in all, content update III is our fourth huge free update - out of 24 in total - in less than a year, and it will become available very, very soon.

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

That’s all folks. Thanks for stopping by, see you on the battlefield!


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


Community members! In our previous update we showcased missions and maps, this time we’ll focus on the 12 new skirmishes and show you some equipment from the Talvisota expansion.

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

Skirmishes
Talvisota will feature 12 skirmish missions. The Soviet Union, Finland and Germany get 4 skirmishes each. Let’s have a look at the list.

Finland
Skirmishes for Finland are scenarios from the winter war (1) and the continuation war (3).
These are based on historical records and the actual battle locations, but you’ve probably come to expect that from us; and we’ve picked the scenarios that would require you to attack, not defend. We’ve selected the battles of Honkaniemi (1940), Petrozavodsk (1941), Operation Arctic Fox (1941), and the battle of Ilomantsi (1944).


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Soviet Union
For the Soviet Union we have picked a set of 4 battles that are quite iconic too. There’s Smolensk (1941) featuring one of the local Soviet counterattacks, then we have Stalingrad (1942) which needs little explanation. We then make a jump to Operation Bagration (1944) and the battle of Seelow heights (1945).


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Germany
The set of skirmishes for Germany has some of the well- known names as well. The battle of Moscow (1941) in icy conditions - a stark contrast to Stalingrad, where our skirmish takes place on and around Mamayev Kurgan in the fall of 1942.
The other missions are about the third battle of Kharkov (1943), and the battle of Berlin.



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That concludes the Skirmishes. Can you predict which one will be your favorite?

Equipment
There is a chance that this part contains the biggest surprise for most readers. The Finnish army possessed a very wide range of equipment, and some of it was used exclusively by them. Most of it had either been left over from the Finnish civil war, or bought in the years before the Winter war. Some of it was bought or captured during the war.
By coincidence, the Vickers 6 ton tanks in Finnish service were not the only ones to have been exported from Britain; the Soviet Union ordered the same tank, and the red army developed the T-26 from it.
The equipment that was bought during Continuation war was mainly German made or weapons that had been captured by them. Germany brought a lot of aircraft and tanks to Finland, largely for their own use; some of the tanks they used there had been captured in France in 1940. These will be included.

To add to the tally there will be a fair amount of unique Soviet equipment too. The prototype SMK tank, for instance, was sent to Finland and fought its only battle there. Likewise, the T-50 tank went into battle in Finland for the first time, and was used on both sides.
Along these lines there will be a lot of unique equipment.

Here’s a short overview of (part of) the Talvisota equipment:


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Besides this there’s much more finished material, but since we don’t want to spoil absolutely everything, we’ll keep a fair share under cover so there’s some totally new things left for you to discover on release.

Up next
The next update will get you up to speed with the way in which we integrate Talvisota and Ostfront. We’ll let you know the status of the (ongoing) beta test and more. In the meantime, you may want to check out our official Discord server, it has weekly small updates straight from the devs; make sure you don’t miss anything, development is fast- paced at the moment!

Meanwhile, we think that wishlisting Talvisota is the best advice we can give:

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

That’s all folks. Thanks for stopping by, see you on the battlefield!


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


Community members! In our last update we kicked off the SP storyline, showing some new assets in the process. This time, we’ll expand on that idea by describing more missions and maps.

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

We want to give you an idea of the size of the Talvisota expansion pack when it comes to maps and missions, and there is so much to show that we will do this in 2 parts. Let’s have a look at part 1.

The SP campaign
We showed the first campaign mission in our previous blog; let’s have a look at some of the other missions.

Raate road
In December 1939, fierce fighting took place in central Finland. After the battle of Suomussalmi, Soviet troops advanced along the Raate road, and Finnish troops were advancing in the opposite direction. They inevitably met. The battle that followed was brutal, and the way it developed was typical for the Finnish “Motti” battles of the era.
This mission will let you try your hand at these tactics, fighting a numerically superior enemy under icy conditions. The briefing will tell you what the tactics are.
This one is a very famous setting, and we think we’ve reproduced the battle to be very entertaining and atmospheric.


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Huge Railway guns
In 1941, the continuation war started. The aim of the Finnish offensive was to move the border back to where it had been before the winter war. The continuation war will be included in the campaign, represented by 3 missions. The mission near Ino station is the second one of these. We’ve already teased you with an image on Twitter a while ago, and some followers got the hint for sure! In this mission, you will see it in- game.
In the summer of 1941, the Finnish offensive moved south across Karelia very quickly. Since the Red Army had already ordered a retreat from the forward positions, the offensive met little resistance in most places. But somewhere east of Ino station, the railway had been sabotaged and there was no possibility to use the railroad to get away. 2 huge railway guns, commanded by the navy, could not get away. There were army-, air force and other units, which united under one command and defended the guns while the crews tried to demolish them.

In the SP mission, you will have to use your improvisation skills when you’re offered a chance to snatch the biggest single piece of enemy equipment from the defending forces. Sending out scouts, you can determine the easiest path to your primary objective. Then, when the moment is right, you push north to the railroad. Once you are there, it should be easy to find the railway blockade (caused by sabotage) that has kept the Soviet railway guns from redeploying closer to Leningrad. But can you hold on to your gains?
What’s that noise, coming from the south? It’s hard to tell. This is another good time to send a scout forward! When he gets back, he will tell you what he saw…. and you will be forced to improvise a defense, while you try to ward off an enemy attack like you have never seen before.


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More missions
Together with the previous devblog we’ve now shown screenshots from 3 SP missions. We’re eager to show you everything, but maybe we shouldn’t spoil every little bit in advance!
Below are screenshots from the other 3. On top of the Finnish single player campaign, there is the skirmish campaign coming with Talvisota which is now undergoing testing, and it’s proven to be an absolute banger, bringing amazing replayability and huge scale of battles. They consist of 12 skirmishes, (4 each) for Germany, USSR and Finland. All in all, Talvisota provides over 30 hours of unique single player experience, which is almost like a whole new game.


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Looking at these, can you guess which other battles and scenarios we’ve selected?

Multiplayer & Conquest
A whole variety of landscapes, each unique to Finland, will feature in our multiplayer and conquest maps. As usual, they are recreated to look like the original battlefields of the 3 conflicts the Finns fought.
Finland is sometimes referred to as “the country of 1000 lakes”. This isn’t exaggerated; in fact, quite the opposite, as any Finn will tell you. The landscape is unique, and this will be visible on every map.
Talvisota comes with 20 new multiplayer maps, and with 23 Conquest (DCG) maps.

Here’s a small selection of screenshots, keep in mind it’s just the tip of the iceberg:



















Map Assets
Finnish architecture and construction methods make for buildings that are instantly recognisable.
Likewise, you will find landscapes there that you don’t find anywhere else.
These are rather obvious reasons to create a complete new set of assets, so that’s what we have done. Buildings, rock formations, structures, a whole host of bunkers and all the natural entourage will be included. The number of options in the editor goes up by a huge margin as a consequence.


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What’s next
Progress is very good at the moment. We can safely say Talvisota is going to be a big package, containing a lot of maps, assets and equipment which is - to a large extent - exclusive to the 3 wars that were fought in and around Finland between 1939 and 1945. The Finnish faction obviously will have its voice- acting, done by native Finnish speakers. Speaking of which, we are still looking for a few Finnish voice actors, to complement the ones that have already recorded. You can apply for the job on our website.

We have already started testing, and the excitement in the studio is increasing by the day!
In the next update we will be talking about the 12 skirmishes that come with Talvisota, and we’ll show you lots of equipment in that one as well.

So now you know, there’s already about 200 reasons to wishlist Talvisota. Do it today:

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

That wraps up this episode. Thanks for stopping by, see you on the battlefield!

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


Hello everyone, it’s time to start a series of mission stories - like we have done for “Ostfront” in the past. We’ll also show some new assets in the process.
We intend to do a couple of these, without giving everything away before you even get your hands on it; let’s not spoil everything in advance.

Check out Call to Arms - Gates of Hell: Talvisota and add it to your wishlist!
https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/
Here we go with the first mission in the campaign:

Summa
When the Soviet government made demands for territory in 1939, it was clear that war between Finland and the Soviet Union might break out. Preparation for war had already started, and the cornerstone of the Finnish defenses was still under construction.
Known as the “Mannerheim line”, the main defensive position had been modernized in steps. The original plan dated back to 1918; in the years after, the first bunkers were constructed, albeit that these were of non- reinforced concrete. In the 1930’s the line was modernized and expanded. Work on the line was still ongoing when war broke out on November 30th, 1939.


Anti- tank obstacles typically were set up in zig- zag lines and were made from rock, which made them very brittle and fragile to the huge artillery guns used against them.


(HD Link) The order of battle and the initial attacks in november/ december 1939

During the first 2 weeks of december 1939, the Finnish army conducted a fighting retreat from the Soviet border to the Mannerheim line. Small skirmishes had slowed down the Soviet offensive just enough to buy a few more days for the Mannerheim line to be prepared.


The commanders in chief: Gustav Mannerheim (left) and Kliment Voroshilov.

Then, on the 16th of december, the attack on the Summa sector began. The attacks came in waves; several attempts were made and a number of Soviet tanks broke through the line.
This breakthrough was stopped soon after, but the attacks kept coming.

The importance of this line for the Finnish army was compounded by the fact that the line behind it, the Salpa line, was not expected to hold for very long. They could not allow a Soviet breakthrough at the Mannerheim line. Everything was at stake.

The battle has been depicted historically accurately, with the exact line-up of fortifications, trenches and bunkers. Each bunker has been modeled to the real specifications and we researched a lot of documentation to bring this legendary battle to life.

The mission in Gates of Hell
You will be in charge of defending this section of the Mannerheim line. The question isn’t whether the red army will attack or not, the question is when they will attack.
There is no way of escaping this battle, because there’s nowhere to escape to. You’ve been digging trenches and setting barbed wire lines everywhere.
There is an awareness that the south- eastern part of your position is not the strongest. Without knowing how much time you’ve got left, you’ll have to try to set up more defenses on that side.

Soon, the enemy will be here and you’ll undergo your baptism of fire. The shortage of AT guns has prompted a different kind of bunker design, and the whole defensive concept will be put to the test very soon.
People have been comparing the Mannerheim line with the Maginot line; in reality, they could hardly be more different from each other. In some bunkers, the AT guns are positioned to cover the sides of the bunker only. The idea is that the enemy may try to overrun the line with tanks, exposing the more vulnerable sides to the AT guns in the bunker’s sides. They will be allowed to almost break through, only to find out that the areas between the bunkers are actually designed to be killing zones.
That’s all great in theory, the question is: will it work?


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You will have to prepare for the oncoming attack by placing yet more mines. Put them in the way of the most likely attack routes, and just lay as many as you can. Wherever you see fit, dig more trenches. Do anything you can to enhance what’s already there.
The left side of your position faces a very marshy area, which we think is too difficult to cross with any heavy vehicle, but there are no guarantees they won’t try!

If the experiences of the past two weeks are anything to go by, the attack will be massive. We expect the Soviet tanks and infantry will be deployed in huge numbers, so the line will be put through its first serious test. The same goes for your men; they are not battle hardened and you need to make sure they don’t panic!
The barbed wire fences and AT traps are virtually untested, we don’t know if the dragon’s teeth in front of the line will hold back tanks for real. Some testing was done and it seems they might shatter when hit by large calibre shells.

Of course we can’t predict what will happen, but you will have to improvise. One way of doing that is to try and capture enemy equipment. Maybe you should form a raiding party to recover and repair some vehicles? You should always be ready to loot and re- use anything you can anyway! Try to capture a few tanks, they would already be a great addition.

What’s that unusual engine note in the distance? Do we expect more of our troops retreating towards us? No. It must be something else then. The noise is getting louder, this sounds like a lot of engines… there! A tank emerges from the treeline, but what on earth is it?

Man, it’s huge. And look at that, it’s got 2 turrets! This is bad news. Sound the alarm! get into cover immediately and start coordinating the defense!
Then, all hell breaks loose. Take cover! Big shells are incoming on your position. That must be a huge caliber. Where does that come from?
There’s no doubt that a massive attack will begin as soon as the bombardment stops. Tell your men this is the right moment to summon their “sisu” (guts & courage), and that there can be no surrender.


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Back to the present day. We think you will like this mission, for which we obviously recreated the assets needed to historically represent the real thing.
Like for Ostfront, the landscape is recreated to represent the 1939 situation. These landscapes will have a different look and feel compared to “Ostfront”, because we used a new set of textures - and since we recreate maps from the original landscape, the result is quite different from what you see in Ostfront.

Assets and models
The content we produce for Finland makes for a full- blown set of unique tanks, vehicles, guns and infantry which were unique to the wars that Finland fought.
Together with a good load of other assets, this will almost double your possibilities in the editor.
The Finnish houses and other buildings we are adding will obviously look different from their Russian or German counterparts. We have created a good set of new buildings to work with. As you can see in this update, the legendary Summa line fortifications will also be included; altogether there’s a lot you haven’t seen yet, but we’ll definitely show some more in the next devblogs.


HD Link Inside bunker SJ4 “Poppius”

That wraps up this first episode of our blogs on SP missions. More will follow, mixed in with blogs about other subjects. Will you dive in the editor on the day of release? Would you recreate any famous battles? Which ones? Let us know in the comments!


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


Community members!
We announced Talvisota in our previous blog, which revealed that we will add Finland and the 3 conflicts it fought between 1939 and 1945.
Along with the release of the Finnish expansion pack - and because the winter war started in 1939 - we will release the free Content Update III which introduces the early war stage.
In this update, we will focus on the definition of early war and how it influences gameplay.

Evolution
With the introduction of early war, the landscape of multiplayer will dramatically evolve.
Early war feels very different from the other periods. Most importantly, Infantry plays a bigger role. In 1939, armor had not yet been developed to the point of being impregnable to anti-tank weaponry. But there were cases - as you will find out - where one needed creative ways to take out a tank or vehicle.
We improved how the AI can use anti-tank grenades in our previous game update, and this is one step of many toward making early war a novel and exciting experience.

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Artillery
Artillery is ever- present in the battlefield; in a wide array of types and sizes, but there are numerous ways to counter it. New units (which we will announce when we finish implementing them) will be introduced for that reason.

We have also taken this opportunity to further develop the artillery in the game and overhaul it. Firstly, we have given artillery units new max ranges with a mathematical model that best adapts the historical max ranges to our game scenarios.
We are also working on a new feature coming to Call to Arms - Gates of Hell: direct and indirect fire switchability. It will make certain units be able to bridge the gap between classic direct-fire weapons and artillery, and therefore make it more accessible to counter long range weapons. It will affect units which historically had indirect fire sights. We will reveal more about this feature on our developer telegraph channel on our Discord server once we have reached the desired results.


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Units
We created lots of units, squads and assets for the early war periods, some of which were used throughout world war 2. From Legendary vehicles like the sd.kfz.222, to beasts like the 280mm Br-5 (the bigger brother of Stalin's sledgehammer) going through heavy haulers like the sd.kfz.6 and the lightest but spiciest of weaponry like the Maxim quadruple machine-gun. There will be much more; we’ll list them in one of our next updates.

With the addition of early war, in combination with the Domination gamemode - which we introduced in Community Update I - the variety and possible combinations for multiplayer in Gates of Hell have already increased by quite a margin.
With the arrival of the Finnish nation, the battlefields will be spiced up once more! There will be all sorts of new units and locations. We won't stop there, and we have plans to add new game modes and new nations in the future. We will reveal these when we’re ready to do so.

Talvisota

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

All of the development we mentioned above was required to make Talvisota in the first place. Those that acquire the Talvisota expansion will be presented with a series of unique new units and game mechanics. Finland's military arsenal consisted of previously purchased foreign units such as tanks, artillery and aircraft. Besides this, it had built several defensive lines, comprising a fair number of unique bunkers. During the winter war, they added a lot of captured material to the arsenal; much of it was modified for Finnish use, producing equipment that was used exclusively by the Finns.
Of course, and as you have come to expect from us, we've not simply duplicated the original item; we have implemented all the Finnish modifications and improvements. Finland provides quality over quantity, which can be intensely rewarding and sometimes unforgiving. Above all else, it will be absolutely unique.


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Content
That’s it for our first global explanation on the addition of the early war period.
In our next devblogs we will be more specific on the contents of Talvisota and Content Update III, and how they will be integrated. We also plan to do devblogs about some of the Talvisota SP/ skirmish missions, which are all based on those wintery scenes that made for unprecedented, savage, ice cold and bitter battles.

That’s all for now, thanks for stopping by & see you on the battlefield!


Mar 23, 2022
Call to Arms - Gates of Hell: Ostfront - Culee
Update 23: V 1.020


Change Log

  • Added destruction physics to numerous game objects: Buildings, pipes, concrete blocks, etc.
  • Added 100% chance of spawning with satchel charges to engineers of both nations in multiplayer
  • Added tank crew squads to conquest
  • Added improved sdkfz250a boarding animations.
  • Added the domination gamemode to some 4v4 maps
  • Added define for construction objects with a HE surivability threshold of a 75mm HE
  • Added missing particles to entitymanager
  • Added some new interaction code for different destruction types
  • Added when humans are hit with large construction debris they get knocked unconscious temporarily
  • Added new squad icons for different AT/AP miners, pilots.

  • Updated broken medium parts impulse values for more natural and realistic physics
  • Updated CP value of 1 to tank and cannon crew in conquest (due to tank crew squads being added)
  • Updated active weapon ui background
  • Updated Italian localization for new conquest command squads
  • Updated AT weapon icons so they always show in singleplayer easy/normal
  • Updated splash screens and copyright strings
  • Updated lighting on dynamic campaign maps for better look and readability
  • Updated third person veterancy icons

  • Fixed "waiting for server" online freeze bug
  • Fixed AI can now effectively use AT grenades against moving vehicles
  • Fixed satchel charges to properly appear in inventory of the opel blitz engineering truck
  • Fixed rare case when human throwing a grenade, that the grenade would collide with arm during the animation and cause grenade to fall at soldiers feet
  • Fixed resupply of Stuh 42's 105mm HE shell
  • Fixed cannons using up sandbags that have "no_sandbag" prop
  • Fixed cannons using up more than one "sandbag item" in inventory at a time when building sandbags
  • Fixed FSM state for humans in watch tower. Should allow MG's to fire from inside now.
  • Fixed sandbags on wooden watch towers to break/fall when watch tower does
  • Fixed crew count for Sdkfz 250/11 in Multiplayer
  • Fixed issue with Stuh42 not loading new HE shells
  • Fixed 3rd Person view for Sdfkz 251/1
  • Fixed unit vision through openings in several factory buildings
  • Fixed Minor pathing issues in 2v2_industry and dcg_f_lazurnyi maps
  • Fixed unit vision through openings in several factory buildings
  • Fixed issue with 105mm LEFH 18 not using HE against long range targets (issue only in beta build)
  • Fixed 2v2_courtyard water issues where in some spots of standing shallow water vehicles would sink.
  • Fixed 3rd and 1st person views for Blitz 3.6 2cm Flak 30

  • Increased officer limit from 1 to 2, cost was reduced from 250 to 125MP, and grants -25CP bonus
  • Increased limit of domination victory points from 500 to 750
  • Increased CP of tank crew and artillerymen from 0 to 2CP
  • Increased CP of tier 1 infantry from 1CP to 2CP (except doctrine tier 1 squads)
  • Increased CP of non-riflemen tier 2 infantry from 2CP to 3CP (tier 2 squads take as much CP as tier3 or 4 infantry, to not discriminate advanced infantry by CP)
  • Increased CP evolution throughout the game from 100,125,150 to 100,150,200 to account for higher CPs of infantry.
  • Increased cost of light MG emplacements by 10MP
  • Increased CP of artillery to reflect it's potential effectiveness, especially in Domination gamemode
  • Increased directional momentum inherited by falling pieces
  • Increased resupply cost of 203mm and 210mm artillery HE shells from 50 to 75
  • Increased damage done by MG's at and closer than ~30 meters distance for increased realism
  • Increased ballistic curvature of grazing howitzers to differentiate them more from direct-fire AT weapons
  • Increased resupply cost of indirect-fire HE shells, to increase the long-term ongoing cost of utilising artillery
  • Increased human rotation speed so they are snappier at intercepting moving targets

  • Reduced reload time for 203mm B4 and 210mm Morser from 90s to 70s.
  • Reduced HE ammo of mortars by half to fall in line with previous artillery changes and rely more on ammo logistics.
  • Reduced CP values of cannons and vehicles in conquest to balance out the addition of crew CP.
  • Reduced range of medium mortars from 170 to 160m
  • Reduced range of medium-heavy mortars from 200 to 180m
  • Reduced range of heavy mortars from 250m to 230m
  • Reduced range of anti-personnel grenade to reduce the grenade rush.
  • Reduced damage done to humans by Anti-Tank rifles from 4.6 times a standard rifle to 2.2 (avoid AT unhistorically used as anti-infantry sniper)
  • Reduced CP of vehicles to account for the higher CP of crew
  • Reduced tank gun accuracy slightly at 100m distance to help reduce effectiveness of sniping infantry with AP shells

  • Removed sandbags from 28mm PzB41 cannon (barrel is to low to ground for sandbags to be useful)
  • Removed construction x models that cause pathing issues from 3v3_barrikady

Note for modders

If you require technical assistance to make your mods work, write us in the Workshop Discussions

We also have the previous game 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 everyone, we are proud to announce the contents of the first expansion pack today.
It has been 9 months since Ostfront was released, and it’s been a fantastic experience for us to see the development - not only in our game, but also in our community.
It’s time for the next step.
So which nation will be added? We saw a lot of guessing, speculation and deducting going on in our Discord server lately, and this was great to watch. Some users came really close or guessed it right without knowing; anyhow, the wait is over!

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

Talvisota
The second release will add Finland!
Three different conflicts took place in and around Finland between 1939 and 1945.
“Talvisota” means winter war in Finnish. This was the first war for Finland since 1918, and we have recreated several of the greatest battles of the winter war. After that, the continuation war and the Lapland war made for some absolutely unique action, which we will depict as well.

Finland had its own equipment, from tanks to aircraft. Besides that, the Finnish army used a lot of captured equipment; they re- armed, modified and upgraded it and deployed it beside their own original equipment. This will be present in our game as well.

Moreover, a lot of effort went into recreating Finnish landscapes, resulting in a set of beautiful new maps to a stunning degree of detail that give you the right feel and immersion connected to this part of the world.
Talvisota gives you the Finnish faction, with an enormous collection of vehicles and weapons, a single player campaign and a plethora of new maps.

Also, by popular demand, the classic skirmishes return. Built from the ground up in a new revolutionary format, these will propel the singleplayer segment of Call to Arms - Gates of Hell: Ostfront to a completely new level, as Talvisota will contain the skirmishes for all the nations in the game.

Let’s have a look at some images:


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Wishlisting
We can imagine you want to see more; well, now you can, on the all new Talvisota Store page.
On the store page we’ve listed the Expansion pack content in more detail, so check it out now - and remember to hit that wishlist button!

Development of Talvisota has been ongoing since September of last year. Progress has been steady and constant. We’re approaching the final stages of development, however we’re not ready to set a precise publication date yet.

Talvisota will require “Ostfront” ownership, it is an expansion which cannot be purchased independently.

Players who do not own Talvisota can still play against the Finnish faction and observe the capabilities and units of Talvisota so they can form an educated opinion before buying.


If you want to keep an eye out for future news about Talvisota, join our Discord server, where the ‘developer telegraph’ channel will keep you posted on development weekly.

That’s it for the moment. Did you expect Finland? Let us know in the reactions!


See you on the battlefield!


Mar 17, 2022
Call to Arms - Gates of Hell: Ostfront - Instinct


Hello everyone!

Your last chance to grab Call to Arms - Gates of Hell: Ostfront with the highest discount so far! We recently released a major update for the game, including new units, maps and gamemode. ːcta_emo10ː

Call to Arms received an update as well, including all the latest engine and netcode fixes. Find out more here!


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

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


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!

Mar 15, 2022
Call to Arms - Gates of Hell: Ostfront - Instinct


Hello everyone!

we would like to start with some good news first, Call to Arms - Gates of Hell: Ostfront received a major update with plenty of new content, such as new maps, gamemode and units! Call to Arms received an update as well, including all the latest engine and netcode fixes. You can try it out in the open beta branch of the game. (Steam game properties). It will be available for everyone soon.

The whole franchise is also on sale this week, so don't miss out on this great opportunity!


Some of you who followed the franchise in the past, may know, that many who worked on the games come from Ukraine. Even today, a large part of our team is from Eastern Ukraine. Some even worked on the very first games of the franchise. These are difficult times for us, and we want to thank our community for all the years of support we have received. We will not forget.

At this point of time, our main concern is to get everyone and their families to safety. Thanks to tremendous support from all around the world and our new partners, we will return stronger and more united. But nothing would have been possible, without the dedication of our community.

Thank you.



Our team is multi-national. Our head office is located in Germany, but a large part of our team is still in Ukraine. No words can describe our feelings right now.

Our games mean so much to us. They are not just paying our bills, they are our daily passion. We are united in what we love to do and we accomplish our goals together.

We are not just colleagues.

We are friends. We are family. We are one.


And we have a simple message to you:
Make games, not war.

If you have further questions, you can post them in the forums. The Steam comment migration for this cross posted news will likely not work.


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

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


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!

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