Call to Arms - Gates of Hell: Ostfront - Herr Flick
Open beta
If you want to join the open beta, go to your steam library, right- click on Gates of Hell, select properties, select betas, then open beta. To switch back to the live version you can opt out of the beta like you opted in, except this time you need to choose “none” in the betas tab. Have fun with the open beta, and should you find an issue, please let us know on Discord. If no killer bugs emerge, the open beta will be made live in a few days. Good luck!
More QoL changes
Because we’ve already detailed the changes in devblogs 129 and 130, we’ll not repeat everything. Here are the changes we think have the most influence;
Lock/Unlock ammo switching
With this new convenient button, you may now allow or forbid your cannons and tanks from switching to different ammo types on their own. That way, you can keep your AT guns pre-loaded with armor piercing shells, make your tanks only use their best ammo against key enemy units, or keep your autocannons frying enemy infantry with HE.
Conquest
We have overhauled the difficulty option in conquest so it modifies the lethality and survivability of the units, so that it works in a similar fashion to singleplayer. Then, we introduced a new option: Economy, which scales the amount of troops you will face and how challenging it will be to evolve your army. We added new support units, new mechanics.
Domination has received an awesome makeover to make it more balanced and more dynamic. Developed with close support from our testers, we’ve brought it to the next level. In addition, we have made multiple tweaks to the game’s balancing to make it more competitive in the higher levels and more fun for everybody.
Continuous bot evolution
We have improved the AI bots that you face in multiplayer and in conquest. They will be much smarter and counter your units much more effectively, but they will also scale their difficulty better ranging from easy to hardcore, to give everyone their preferred experience, and make it more pleasant for those who want an easier time fighting the AI.
Performance upgrade and graphical improvements
Enjoy a smoother and better looking experience, as well as increased rendering distances, improved visual damage on vehicles like ricochet marks or molten metal, better selection sprites and much more. The game has never looked better!
With great support from the community we added these two languages to the game to keep supporting our loyal fanbase.
Full In-depth Change Log
Highlights
Updated defaults for volume faders in options/audio menu
Remixed volume levels of all sounds to be in line with new defaults.
Recommend all users to reset Audio settings to default and adjust to personal preference from there.
Added UA and PL localizations
Added new features to Domination Game Mode - Added countdown Time Limit to Victory condition that host can adjust (50min default) - Added capturing map points will give Victory points (team score) to the capturing team. 5% of score to win - Updated spawns, bases, and capture points to be more balanced - Removed "expanding" map over time feature. Maps start full size now.
Added a new control panel button and hotkey to options, to Lock/Unlock a vehicle's ability to automatically switch shell types. Found in Attack Options of the control panel.
Added control panel button to change the speed of your infantry (walking/running) for slow patrols etc. Found in Special Options of the control panel.
Added More Support Call Ins to all Nations in Conquest (More air and off map artillery assets)
Moved the abandon vehicle (self-destruct) button to new position the right control panel so that it is less likely to accidently click
Updated Conquest creation screen to offer Difficulty and Economy options
Updated Conquest Difficulty selection to use the same modifiers that were previously only present in Campaign and Skirmish missions.
Fixed Difficulty levels to work correctly when playing for Campaign and Skirmish missions in COOP. COOP and Solo were not an equal experience before.
Fixed F5 Attack order for infantry when prone, to remain prone and advance/attack as they encounter enemies
Conquest
Added More Support Call Ins to all Nations - Recon Plane - Light Airstrike (50kg bomb) - Medium Mortar Barrage - Heavy Mortar Barrage - Medium Smoke Barrage - Medium Artillery Barrage - Heavy Artillery Barrage
Added scripts for Bot Cannon crews to emit from cannons if enemy infantry get too close, to defend themselves
Added many general improvements and optimization to Bot AI mission scripts
Added Bot AI mission scripts so that bots will tend to stick around flags more once they reach them
Added no_scavenge tag to defenders heavy MG's in conquest so they cannot be captured for the next battle. They can be crewed in the current battle.
Increased rate of earning Special Points for Support callins in Conquest
Increased cap zones size on DCG Puhoksen and Puhosken winter
Fixed tankman parka when changing from winter skin back to summer
Fixed crash with missing color map for DCG balaton map
Fixed Finland AI so it cannot buy Heavy Artillery from in Tier 1
Fixed flying crates for map dcg_bykovo
Fixed missing trench for map dcg_puhoksen winter
Fixed spawns being too close to a flag on dcg_stalingrad_outskirts
Fixed hole in cliffs for maps Natramal and Natramal winter
Fixed "traitors" on allied defenders. This was tied to the friendly bot defenders who man the mg's as they were cloned by engine and thus script would miss and consider them as enemy bots.
Fixed missing FIN airplane/airstrike.
Split difficulty and Economy options in creation screen with new descriptions
Split values, resources, duration, difficulty values into separate files
Bump save version to apply the appropriate setting for existing campaigns
Fixed Resupply cost of airstrikes to match their original Special Points cost
Fixed airstrikes & emplacements showing up in-game when they are not staged
Reduced resources for enemy AI in conquest on Easy, Normal and Hard difficulties. Heroic remains the same
Reduced mine fields chances to ~<40% to occur against players
Removed Budget values from Support Call ins on in-game icons and tool tip
Multiplayer
Changes to Domination Game Mode - Added countdown Time Limit to Victory condition that host can adjust (50min default) - Added capturing map points to add victory points. Amount of victory points earned = %5 of total Game Score. If Game Score = 1000 then Map point = 50. - Increased time between new capture points appearing from 4min to 5min - Increased the time to capture for map points from 90s to 150s - Updated spawns, bases, and capture points to be more balanced - Removed "expanding" map over time feature. Maps start full size now
Added many general improvements and optimization to Bot AI mission scripts
Added that the score of a unit that dies to a world kill will be awarded to the last attacker. If no last attacker, then the opposing team gets the score.
Added spectator slots to steam lobby member limit
Added transport trucks to be included in most Doctrine Artillery purchases
Added Level 8 Veteran Crew to IS2 M1945 Doctrine Unit
Added Stielgranate 42 to 15cm sIG33 in Mid War
Added Fallschirmjäger crew with cannon skill to LG40 in Early war and conquest
Added starting timer for Tier 3 Infantry squads for all nations and time periods
Increased run speed (1.15) and health regeneration (51 hpm) to Finnish Tier 3 and 4 breeds
Increased cannon weapon skill for Finnish Late War Jaeger Cannon crew and reduced their soldier cost
Increased CP for most doctrine Indirect Rocket and Standard Artillery. Previous maximum was 40CP, now 60CP. Mortars not affected.
Increased timer for transport trucks to 5 min after each purchase. No initial timer at the start of a match.
Increased price of German infantry MG34/MG42 Belt (250 Rounds) by 5 MP
Updated Battlezones 1v1 Farmland flag positions for better balance
Updated bots to be able to buy towable units
Updated bots to drive truck away after unhooking a cannon and driver leave vehicle instead of driving on
Updated bots to prioritize maintaining a certain amount of infantry
Updated 2v2_shaforovo tractors to be driveable
Updated the MP buy menus for vehicles so it displays the most expensive unit affordable as opposed to a standard menu
Updated crew of ampulomat in all periods from riflemen to artillerymen
Updated spawn zones, base locations and capture points on most Domination maps for better balance/gameplay
Updated recon squads to be on their own group/timer so they do not reset other tier 2 squads when they are purchased
Changed Soviet Late War AT detachment to have the PTRD instead of the PTRS
Changed Soviet Mid and Late War AT rifle Squad to have 2 PTRS and 1 PTRD, instead of 1 PTRS and 2 PTRD
Fixed zone view & capture weight in domination mode if point is captured to be removed
Fixed crash when goliath tank explodes
Fixed AI bots prioritize to capturing the D flag on 2v2 Suburbs like they should
Fixed misspelling of doctrine in bot unit roster's type
Fixed missing infantry defines for conquest Germans: nco_asst_sa, and antitank_4
Fixed 2v2_courtyard floating house that was unenterable
Fixed 3v3_hungary ocean mask so water doesn't fill trenches, shell holes, etc away from water/mud areas
Fixed 3v3_hungary camera drops near borders
Fixed 3v3_hungary by turning some cliffs which would cause physics bugs
Fixed 3v3_trenches camera drops near borders
Fixed 4v4_grassland floating fences
Fixed 4v4_vitebsk flying rocks
Fixed bridges pathing on 1v1_reka
Fixed some railway heights on 3v3_barrikady
Fixed spawn points and battle zones flags for balance on 1v1_forssa_dam, 2v2_blizzard, and 2v2_tikhvin
Fixed bridges to be larger for vehicles to go on them on maps MP blizzard & DCG narofominsk
Fixed broken ground texture transitions on MP mikli
Fixed flying trees on MP suburbs
Fixed lefh18 price in Late War
Fixed crash with T37A when turret is torn off and player attempts to pick up "linked" MG
Fixed CP of Finnish Tank Crew in Early War multiplayer. Was 1 instead of 2.
Fixed crew of M41 Ampulomet to be artillery crew instead of rifleman
Fixed German Engineer 1 from spawning without helmet sometimes
Fixed issue in bot roster for Finland in conquest - squad_at_late(fin)
Replaced Soviet 76mm M1927 cannon with "late" variant with HEAT shells instead of APHEBC shells
Reduced cost of Finnish bolt riflemen to be the same as German and Soviet bolt riflemen (-1 MP per man)
Reduced score gained/lost from killing artillery signaler
Reduced CP for Standard buy menu 105-122mm Artillery by 5cp
Generally adjusted costs and cooldown timers of many units
Single Player
Fixes for Soviet Mission: "Absolute Zero" - start cinematic ger column fixes, proper movement, timing and deletion/not spawning if intro skipped.
Fixes for Soviet Mission: "The Cold Supper" - fixed 2nd aerosled not working correctly in coop. - fixed case where 2nd aerosled in various battle conditions due to player actions gets attacked by ai which cannot kill it and results in mess. - fixed bug in 2nd aerosled assignment and states.
Fixes for Soviet Mission: "Winter Storm" - Fixed flak 88 german defense arrival towed, properly target and fire at any russian targets, ensure proper impregnability until detached and placed. - Fixed flak 88 when Germans retreat it, to not link into passenger seat(passenger usually jumps out on enemies) and instead only towing, but only if not linked already or destroyed.
Fixes for German Mission: "Back to Square One" - Fixed coop scenario problem(part2/)
Fixes for Finnish Mission: "Stalin's Big Guns" - Replaced locomotive skin by soviet one on SP Ino station - Replaced late war marine skins by mid war ones on SP Ino station
Fixed flying crates on "Pavlov house"
Fixed ocean mask on "Back to Square One"
Fixed water in a foxhole on "Unbroken"
Fixed flying rock on "Operation Bustard Hunt"
Fixed broken texture transitions on "Trial By Fire"
Fixed missing crater stamp on "Downfall"
Fixed Difficulty levels to work correctly when playing for Campaign and Skirmish missions in COOP. COOP and Solo were not an equal experience before.
Fixed flag texmods resetting to soviet flags in several single player missions
Fixed newly user purchased units from sometimes going back to spawn in skirmish missions
Updated german singleplayer breeds to not have any SS camo helmets
Everything Else
Added a button to change the speed of your infantry (walking/running) for slow patrols etc. This button is in the special submenu.
Added APHEBC shells to both Finnish and Soviet 76mm M1927 Cannons
Added human skins for Panzer recon troops
Added blue div assistant squad leader
Added tags to MP and Conquest Breeds for AI scripts
Added ranks to pz troops
Added new shapes of selection sprites for different geometries of vehicles
Added dx11 shader cache files
Added new mouse cursors
Added new cursor for some weapons with APCNR and SAPHE ammunition
Added performance indicator to lighting direction in editor environment settings
Added new penetration decals including glow effect (Turn Glow On in Video Settings)
Added new decals for non-penetration shots if shot is within 20% of penetrating
Added unique recoil sounds for StG 44
Added missing sounds FG 42 far layer
Added explosion fx to cannons when they are destroyed except for when they are run over
Added penetration decals to steel wheels of tracked vehicles
Added bump and spec to water ditch stamp
Added new model for RS82 rocket
Added ssh40 and ssh39 retextures
Added Ssh 40 helmets
Added Finnish pilot breed
Added AP MG belts to several german vehicles
Added regular PzGr. early flak ammo (apcbche2) for flak18 so the penetration follows the shell type rather than the gun
Added B-30 AP and B-32 API belts to soviet belt fed MGs
Added new metal hit FX for small caliber API bullets
Added loudness group for crush_small
Added 2nd HE ammo type to soviet 122mm A19 so that it will not switch to AP shells when spotting tanks
Added new sounds for hitting humans while in direct control or 1st/3rd Person view
Increased delay between firing bursts for MG42 slightly
Increased the penetration power of the Soviet RPG40 AT grenade and the German M24 AT grenade from 31mm to 41mm so they can pierce side armor of medium tanks
Increased the penetration power of Finnish M32 Satchel Grenade from 31mm to 76mm as hit had more explosives than the RPG40 and M24 AT grenades
Increased shadow rendering and performance by 5 fps
Increased grass rendering and performance by 6fps
Increased LOD (level of detail) distances
Increased accuracy of Mounted MG's when MG weapon skill is 3 or more, by 10%
Increased health of enemy infantry on Heroic difficulty from 0.55 to 0.7
Increased time to revive humans for all difficulty levels (except for MP) to 350s ±50s
Increased durability of Hetzer components from light tank to lowest tier medium tank
Increased durability of StuG 3 F and later versions from lowest tier medium tank to middle tier medium tank (same as T34 76)
Increased hull durability of lowest tier medium tank class by 25 (affects Panzer 3 Series)
Increased pathing cost for Tanks to drive over trees
Increased resupply cost of Soviet 180mm HE shell from 50 to 60
Increased resupply cost of German rocket artillery per barrage to be more inline with Soviets
Updated game and editor splash screens. Game splash screen contains a warning about potential shutdown if cheat engines are used
Updated pathing algorithm to wheeled vehicles to help fix issues that they would not always complete a long distance move order
Updated player controlled tanks and cannons to use HE shells when they see infantry by default
Updated AI logics to not recrew motorcycles
Updated condition for weapon/hit/human to play anytime in DC and not just in multiplayer
Updated accuracy for autocannons AP and HE shells to be the same
Updated weapons and ammo categories in library
Updated textures for optimization
Updated multiplayer and conquest weathers to not exceed performance-heavy light direction and improve performance
Updated blood hit FX
Updated tank explosion FX
Updated bullet ground hit FX on grass while raining to be mud FX
Updated some maps to not use deprecated stamps
Updated breeds to have ssh39/40 helmets
Updated some smaller light tanks to avoid crossing/getting stuck in trenches (T20, T27, T37a, T40, T60, FT-17)
Updated the sound mix for all small arms
Updated icons for vehicle types on selection
Updated armor track shields to a lesser strength cast armor type (reduces the effective strength)
Updated several german vehicle loadouts to be more realistic, HEAT shells more common in general, APCR less common for later vehicles, more common for early vehicles, HE/AP ratio 50% for most vehicles
Fixed F5 Attack order for infantry when prone, to remain prone and advance/attack as they encounter enemies
Fixed various details on humanskins, textures and some optimizations
Fixed humans not dying when health reaches zero and attached to motorcycle
Fixed collar on late uniforms to be the generic one
Fixed some early collars with missing waffenfarbe
Fixed pionier skin backpack disappears at lod2
Fixed localization for ssh-36 and ssh-39 helmets
Fixed issue with bullets hitting humans while prone sometimes not registering damage
Fixed ukr_hut4 obstacles to work better on uneven land
Fixed Finnish cottage AO on textures
Fixed group mesh for buildings
Fixed missing netting_sp texture
Fixed issue with vehicles getting damaged when driving into wrecked planes on maps
Fixed t3476_42 missing barrel recoil with playing "fire" animation
Fixed missing satchel charges in IS2 series inventory
Fixed 3rd/1st person view for 20cm le LdgW
Fixed Grille Ausf. M wheel and track "skin" animation on ground
Fixed 152mm BR2 from not being able to move after building sandbags
Fixed T37a armor and passenger seats for all nations
Fixed 20mm Flak 30 sometimes not being able to shoot
Fixed zeroing time and spreading for autocannon trucks to be consistent
Fixed muzzle fx on Soviet vehicles with DShK gun
Fixed Sound filter for Soviet TD's while in 1st person
Fixed several vehicles with 0 thickness volumes
Fixed mantlet logic on several vehicles so its less likely to absorb shells when it shouldn't (should also show penetration mark)
Fixed nose armor on T-34 and SU tanks so it doesn't have a spot with +160mm effective thickness
Fixed Missing hatch sounds for Tiger 2, Vet Tiger I, and Ferdinand
Fixed crew position when 105mm LeFH18 is being towed
Fixed missing engine fire fx for SdKfz 6 and 7 Series
Fixed 152mm Br2, 203mm B4 and 280mm Br5 from playing break animations when the seat shields are broken
Fixed penetration decals not showing on engine areas of: - Panzer 4 Series - Kingtiger Series - SiG33B - Ostwind and Wirbelwind
Fixed localization for DCG Hungarian Swamps
Fixed some portait_squad icons
Fixed barbed wire cutting sound being too loud
Fixed volume of ping ingame
Reduced damage 20-25mm Autocannon AP and APCR shells do to humans so that it can require more than one shot to kill. HE still kills with 1 shot.
Reduced accuracy of Soviet 25mm 72k to be inline with other light autocannons
Reduced accuracy of light field guns (75mm LeIG18, 76mm M1927, 76mm M1943) by 20%
Reduced inventory space of 82mm RS92 rocket compared to 132mm RS132
Reduced health multiplier for player units in Easy difficulty from 3 to 2
Reduced ammo count of Finnish Medium and Heavy Mortars to match the standard used for other nations
Reduced resupply cost for Soviet 280mm HE shell from 250 to 175
Reduced body and gun volume thickness of German Nebelwerfer cannons to be a little more susceptible to HE damaged (8mm to 6mm)
Reduced resupply cost of German 170mm HE shell from 70 to 60
Disabled crew and passengers of open top vehicles from being damaged by construction debris (could cause human deaths when driving through fences and low walls)
Removed unused textures
Removed deprecated stamps
Removed animation event call on death of humans. Was redundant
Reverted burst accuracy buff that was added to MG42 in previous update
Reverted AI cooldown between bursts on MG42 to be the same as other MG's
r11971-12588
Announcements for Modders
For custom MP and Conquest maps, all map based entities(wrecks/animals) must be assigned to playerid 0 to prevent crashes at start of multi/conquest session where lua scripts execute for each bot team.
Conquest settings files have been renamed and split, so be sure to check these if your mod adjusts these.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We think it’s time to bring you up to speed with current development once again. We’ve accomplished a lot, and work is progressing very steadily at the moment. We think you’ll like what you’re reading! We have already shed light on the upcoming game update in development updates 128 and 129. This (free) update will bring a lot to the table; however, we’re still adding to it; so, let’s look at what’s in the works, and let’s look into the development schedule for a bit.
On top of what we showed in previous updates, several more improvements are coming your way soon. One big thing would be that the player will be able to determine which ammo a tank keeps loaded. We have added an option to allow or block units switching to HE shell loading, so the player gets to decide whether tanks remain loaded with AP shells, in case enemy armor pops up. This will probably sound pretty good to most of you (and us too!).
Multiplayer
We have also had a look at the balance in multiplayer. As you may know we read everything, so we’re up to speed with discussions in the community about this. We think this will improve the MP experience for everyone. This will be introduced in the update as well.
We’re currently working on new economy settings for Conquest. It remains to be seen whether this will make it into the next update; however, we think you would want to know about it in advance. If not in the next update, the one after that will probably feature this change. Until now, the difficulty setting controlled the amount of resources that the bots could deploy. In the new situation, the difficulty setting will control the lethality of units and overall AI capability, like in singleplayer. Therefore the old resource difficulty scaling has been moved to a new economy setting. Work on conquest doesn’t stop here; we will keep improving it in little steps, so stay tuned for more.
In previous games of the franchise, there was a common complaint which was that the AT guns switched to HE shells and they were often caught unprepared with the wrong shell loaded when enemy armor appeared. To prevent this frustrating experience, we made it so tanks and AT guns do not auto-switch to HE, they will only engage infantry with HE shells if the user switches ammunition to HE himself. This also frustrated some players, unable to comprehend why the tank wouldn’t load HE. We have achieved the best of both worlds by providing a button in the interface to enable the AI to change ammo or block HE loading. The player can decide what freedom to allow different units at different situations. This new feature is being tested. If it goes well, we will add it to the update, and we will let you know more details about the functionality as we polish it.
As you probably know, we fix issues whenever we can. This update will have a lot of fixes too. There’s one in particular we want to mention here; the update will get soldiers to engage enemies when they are prone, as soon as the attack order is given. Previously, soldiers would be unresponsive when given the attack order in a prone stance, which was a legacy bug. This fix will be one of several. When the update drops, we will publish the change log in the usual place in the forums. So when does the update drop?
Update when?
That’s definitely a “frequently asked question". As of now, we are waiting on Steam to coordinate an event with them alongside the release of this update, so it's not our call exactly when it will happen. We will keep you posted of course, so you can anticipate when to start or finish a campaign in time for the game to update. The other “when” question is always about the next DLC. Progress is really good, and the next devblog will tell you a bit more about where we stand with that.
That’s it for this edition, thanks for stopping by and see you on the battlefield!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our daily efforts to raise the bar for all aspects of the game, we are currently working on several improvements in the field of performance and the general quality of life. In this update, we will discuss a number of developments we plan to introduce in our next game update.
Performance upgrade
With our next update, you will notice an improved frame rate in specific areas. These would be due to improved usage of mesh groups and game optimization. The largest improvement will be noticed on maps with many buildings. Our own lab tests suggest that the improvement could be as much as 20-30 fps in such areas! Another gain in performance should be noticeable under morning or evening conditions with strong directional shadows which, so far, is particularly performance draining on low end PCs. We also did a cleanup in - and improvements to - the resource packing, which will result in a 2 Gb reduction in the installation size and an improvement in loading times. To visualize the improvements we made a “before and after” comparison, Click here to view; to open the image, click on it. Then, slide the white bar from right to left to compare “before” and “after”.
We changed the laws for rendering Shadows and grass. They will be rendered at longer distances; perhaps surprisingly, performance improves at the same time! Object visibility distance will also increase by 20%. This will make the game look even better, and it’s actually a stepping stone toward the new expansion we are working on. When we announce the next episode in the Gates of Hell experience, It will be the biggest leap forward in visuals in the history of our project, or even in the history of WWII RTS games. Does that sound like a bold claim to you? Well, you can be the judge of that very soon!
We also upgraded the visual damage modeling for vehicles. When the shots do penetrate, they will leave different marks, depending on the size of the shell. We enhanced large caliber penetration marks with new molten metal glow effects. Make sure to enable the glow effect in video options. This will make vehicle combat more immersive and readable.
Many fixes and improvements have been made to the shaders of human models. We changed the rendering of light in one texture direction, which fixes some unwanted artifacts and wrinkles that were especially noticeable on human faces.
We have improved the way selection sprites are displayed on the units, so that they are uniformly sized, tailor-fitted to each geometry of vehicle, and not too obtrusive to the eye. We’d like to remind our players that a year ago we introduced the ability to hide the selection sprites for increased realism in the game options.
Furthermore, we will also introduce new cursors and icons to improve the overall look and feel of the game. We added new cursors for new ammo types which were recently introduced (APCNR, API) or will be introduced in the future. The reticles for the gun sights in first person mode have also been increased to 4k resolution, to improve the immersion.
Netcode improvements
We fixed an issue affecting multiplayer lobbies, where player- occupied spectator slots sometimes prevented the lobbies from being accessible to other players trying to access open player slots. We now separate spectator and player slots in the lobby. We have also been working on pathing and unit movement desynchronisation in the PvP environment. Work in the netcode progresses steadily.
Bot improvements
We are delighted with your feedback about the improvements to bots that were introduced with community update 2. In conquest, they became extremely challenging to fight. We read all your feedback, and there was a noticeable amount of people who considered the last update to be too difficult. We have toned down bot resources in conquest, so that the bots rely on their newly acquired abilities and tactics, as opposed to spawning an overwhelming amount of units. We hope that the players, especially new players from our sale, have an easier time fighting the AI.
Besides that, the bots have been taught how to tow guns. Not only that; bots will spawn less emplacements in the early stages, thereby avoiding the risk of players capturing those units early on. Bots will also make sure their tanks are escorted by infantry. And your most horrible dreams have come true: the bots will defend when their artillery gets flanked. The crew will get out of the vehicle and fight, instead of waiting for the enemy to kill the crew and capture the gun with impunity. We think you will appreciate the continuous improvements to AI. It's definitely been a lot of fun testing them!
We are also working on the logic that allows bots to decide what purchases to make based on the situation on the battlefield. The bots will spawn sufficient infantry to maintain line of sight, while maintaining availability of AT weapons. The bots will react to the units the player purchases, and try to counter them in the most logical and realistic sense. However, this will be part of an update further down the line. We are also working on the domination gamemode, and we want to make some improvements to make it more fun and competitive. We want to add a timer to the game, so it doesn’t protract for long periods of time. We also plan to make the flag points award victory points in the future, to give a bigger incentive to fight for them. Last but not least, we are re-balancing numerous units and doctrines, thanks to the input of our talented competitive testers, while we are also working on the artillery gameplay. We have long term plans for artillery, to make it a rewarding, less random factor. This will take time to implement, and we will keep you posted on progress of course. Stay tuned!
We are approaching a new milestone in our evolution of the conquest dynamic campaign. Stay tuned for future devblogs which will cover this in detail, once we come closer to reaching results.
Ukrainian and Polish
Ukraine and Poland are among the top 10 countries in terms of player base amount for our game. We decided to make the full localization for the game in these languages, and we will implement it in the coming updates.
That’s it for now, thanks for stopping by and see you on the battlefield!
Did you know?
We posted an interesting story about health bars in the forums
Sound Overhaul (Part I) - Added new shooting and reload sounds to small arms weapons and heavy MG's - Added new distance layers to shooting sounds - Added sonic cracks to bullet hits based on caliber - Added 3d shell casings to weapons and sounds for hitting ground/objects - Updated the mixing of various sound layers to reduce sound cut-off/clip and improve the overal soundscape - Reduced vehicle engine idle sound volumes
Human Skins Update - Updated the majority of skins for Germans and Soviets - Added new humanskin and equipment variations that can be modded together to make new combinations - Added correct magazine pouches to updated skins - Uniforms and equipment should be more authentic than before for each time period - Replaced majority of headwear with new textures/models
Bot/AI Update (Part I) - In General, many new bot behaviors that will hopefully make them more aware, less predictable and more challenging to fight against
- Added in both Conquest and MP, new priority logics for bots on when to: - Purchase different Units - Move towards different flags/map points - Choose to seek and destroy enemy instead of attacking a flag - Ignore generic bot commands and obey scripted logic - Added wave style attacks to Bots in Conquest - Added mission scipted AI logics to Conquest that use to be MP only (newly added feature allows this now)
- Updated and Improved scripted AI logics for both MP and Conquest - Updated Bots in MP to use the same unit timers as players - Updated Bots in MP to use a doctrine (Only All-Around Doctrine for now, plan to expand this in future update) - Updated Bots resource advantage in MP to more aligned with players - Updated internal code and file organization to allow for greater control and future improvements
Added 8 New maps to conquest: - Black Sea coast - Frozen Highlands - Hungarian Swamps - Olkhovatka - Radusha Airfield - Shaforovo - Stalingrad Outskirts - Wasteland
Conquest
Added 8 New maps
Added a capture weight minimum of 1 to all vehicles that were previously 0, except for Goliaths and planes.
Increased minimum resources conquest bots will have, regardless of how many units players bring to the battle
Updated some of the buy menu icons for support trucks to clearly see if they are ammo, engineer, fuel, etc.
Replaced xx model on maps with proper destroyed models (fixes pathing for units trying to drive through them)
Fixed issues on Map Kalinin
Fixed Spawn point on Map Pinsk
Fixed house that did not have proper collision on Map Kymhi Airfield
Fixed maps to properly from black fade especially in coop
Fixed maps to use all winter conquest environments
Reduced MP and AP cost to repair units in conquest
Reduced AP cost to resupply units in conquest
Multiplayer
Added AP belted ammo to several German MG breeds
Added a capture weight minimum of 1 to all vehicles that were previously 0, except for Goliaths and planes.
Increased Early war Resources by ~10% (2400 to 2650)
Increased Mid war Resources by 10% (3000 to 3300) (Late war stays the same 4500)
Replaced drum variant of MG42/34 to belt variant on several German MG breeds
Replaced xx model on maps with proper destroyed models (fixes pathing for units trying to drive through them)
Changed and fixed flag positions in battle zones for many maps to help improve balance and bot's decision making
Changed payback rate in MP to decrease more evenly as CP increases
Changed in Domination mode, that atleast one supply point is active at game start
Changed icon over capture points in Domination to be in similar style as flag point icons in Battlezones
Reduced time to capture enemy's base from neutral in Domination mode by 30s (120 to 90)
Reduced time to capture supply points in Domination mode by 60s (150 to 90)
Reduced invincible time for freshly spawned units in Domination mode by 5s (10 to 5)
Reduced distance recon planes are spotted, still much greater than AA weapon ranges
Reduced accuracy of 280mm BR5
Reduced cost of DShK AA and Stand by 15 (150 to 135)
Reduced cooldown of Soviet Tier 3 Squad in Early war from 180s to 60s
Reduced blast energy of MP airstikes to match the SD-250 bomb
Split Soviet Earl War Rifle grenade squad so that AT Grenade is a separate buy (AT detachment) from the HE rifle grenade
Removed German, Late war, Panzer Grenadier GD squad from sniper limit counter. (G43 Sniper is not as effective as bolt rifle snipers). Late War Fusilier squad remains on the limit counter.
Fixed missing 105mm H33 from Finnish Mid War All Around Doctrine
Fixed pricing for all nations soldiers to be standardized resulting in minor price changes to squads
Fixed issues on Map 1v1 Lodoga
Fixed missing trench segments on Map 3v3 King of the Hill
Fixed crew count for doctrine buy: Jagdpanther
Fixed map borders and ocean on 4v4 Hills
Fixed some pathing issues on 3v3 Lakeside Airfield
Fixed Battlezones Flag layouts to be consitent (A Flag is always center, B Flag Closer to Team A, etc)
Fixed half floating rocks around river on Map 1v1 Crossing
Single Player
Replaced xx model on maps with proper destroyed models (fixes pathing for units trying to drive through them)
Various minor fixes to multiple missions
Fixed voice of tank officer in Petrovka mission to not sound like its coming through a radio when he is out of the tank
Added narrator/officer voice recordings to Scorched Earth German missions
Added narrator/officer voice recordings to Winter Storm Mission
Fixes for Soviet Mission: 1941_12_tikhvin - partisans events/states and assignment fixes - task5 fixes - scenarios fixes - coop fix
Fixes for Soviet Mission: 1941_11_typhoon - fixes to player units assignment/movemement - fixed case where player had invincible players(extra squad) - fixed bad waypoint states - removed over 150 unused waypoint paths
Fixes for Soviet Mission: 1942_05_kerch - coop fix
Fixes for German Mission: 1942_01_vyazma - fixes to car drive and narration intro & part2 intro to ensure all important talks remain even if skipped anywhere or right away. - coop fixes.
Fixes for German Mission: 1942_09_elbrus - fixes and clean up of game loss conditions. - intro/scenario fixes.
Fixes for German Mission: 1943_02_krasny_bor - coop fixes - fixed irregular/defensive doctrine 3rd reinforcement so that towed guns are properly assigned/user controllable sp and coop.
Fixes for German Mission: 1943_07_petrovka - fixed task 5 bugs, related to defending captured positions. - It was possible to fail the task and mission would not fail resulting in player not knowing what to do as the game would not progress but not fail either. (part2_defend_fail) - corrected task 5 conditions, and fixed situation where task 5 could complete and still fail or vice versa.
Fixes for German Mission: 1943_11_wotan - coop intro fix
Everything Else
Added destruction (x model) to the Engineer buildable trench
Added some left and right rotation to 15cm Grille Ausf.K gun and Panzer 38H W40 rockets, so they can shoot better on uneven terrain
Added dust fx to human footsteps for better visibility
Added minimum range of 50m for most rocket artillery
Added veterancy icons for library 1-8
Increased tank track durability
Increased mortar acccuracy by 10%
Increased supply of german ammo trailer from 250 to 500
Increased smoke time for RDG1 Smoke grenade by 30s
Increased smoke time for RDG1 Smoke grenade by 60s
Increased range indirect artillery and rocket artillery can be spotted when firing
Updated Panzer38H W40 to spawn on hold fire in MP
Updated only German pioneers, engineers and miners get the Nbk39 smoke grenade. Others get the M24 smoke grenade
Updated Smoke grenade in German vehicles with NbKS instead of NbK 39
Updated fx and sounds for smoke grenades
Updated all_doors texture
Updated .50 Cal reload animation
Updated ammo in inventory for 20-25mm AA cannons and Trucks to be standardized (~280 for cannon, ~400 for trucks)
Updated air detonation FX with fragment patterns
Updated the ZiS5 DShK to use API ammo
Updated M1919A4 for M1919A4_tank in armored vehicles
Updated global maps to dds to save space on disk
Updated muzzle flash textures
Updated muzzle flashes and added to preload
Reduced Indirect Artillery and Rocket Artillery range scale, 24km limit lowered from 600m to 510m (~15% reduction)
Reduced time for human accuracy to reset after moving/firing from 1s to 0.8s
Reduced timeout between bursts for MG42 so that it has higher DPS but will go through ammo quicker
Reduced size of volumes of bushes to reduce how much vision they block
Reduced slightly blast energy damage to tank components, ~2%-5%
Fixed Panzer 3 J1 wrong pivot of turret basket
Fixed Panzer 3 N
Fixed Panzer 2 L mantlet inverting when breaking
Fixed T50 tanks from thinking they can tow
Fixed issue with IL2 prop animation that could cause a game crash when the plane crashed
Fixed 1st/3rd person view for the 305mm MB-2-12
Fixed missing wheel texture of b20 in #desert and #camos versions
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We are about to publish Community Update 2, after a short and successful open beta. The purpose of the beta was met; no technical issues were found. The suggestions from our feedback channel will be considered for future updates.
Since we’ve already revealed the majority of changes in development updates 126 and 127, you probably already know that this update brings quite a bit of change, to say the least. Meanwhile, the entire franchise is on sale; the discount is insane!
The sale ends March 23rd, get it while you can & tell all your friends!
Community
Our “content updates” add content to the game that we desire as a developer studio; in contrast, “community updates” add changes to the game that have been requested by you, the community. If you are a regular on the official GoH Discord server, you’ve probably noticed that it features channels in which you can drop your suggestions. There are other sources for that too of course, but nowadays our Discord server is the real life of the party. We are incredibly proud of our Discord community, which is always active and helping new players become a part of it. With over 15.000 currently active Discord members you can expect to find out almost anything you want to know about GoH in the blink of an eye.
Since we’ve already listed most of the changes in previous blogs, this blog is just a quick rundown of the main talking points. These are the main changes:
Bot Update Part 1: bot behavior has been improved, influencing Conquest and PvE multiplayer
Sound Overhaul Part 1: updated sounds for Small arms weapons and improved overall soundscape
A huge number of new human skins has been added both the Germans and Soviets
We’ve added 8 new maps to conquest
As usual we have prepared a change log for you, explaining all changes and details. It features more than 150 changes!
Having said that, this doesn’t mean we’re done. We’re currently starting work on yet another update, however there is no date set for that at the moment. Just as we promised, Community Update 2 will be free & available to all players.
Recommended changes in sound settings
When you launch the game after the new update, you might feel the firearms sound unbalanced. The new soundscape is designed to be balanced when the effects, vocal emotes and environment sliders in your audio settings are set to the same level. We recommend you max out these levels and then adjust down with the master volume as needed.
Other development
Besides game improvements, you probably know we’re developing the next faction at the moment. It’s turning out very nicely, and we’re all pretty excited to see it take shape. We’ve already dropped a number of hints and there’s a fair number of theories going around about the next faction. Many of them seem plausible at first sight, but are they? We will keep the wait to a minimum, stay tuned.
That’s it for now, thanks for stopping by; tell us in the comments if you spot your suggestion in that ridiculously long changelog, and don’t forget to tell your friends about the sale!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our previous updates, we announced a pretty big overhaul of humanskins and sound. Both of these will be introduced when we push our next update. But what we haven’t told you yet is what else will be included in what we call “Community Update 2”. This blog is all about the rework we have started to improve the behavior of bots in both conquest and multiplayer. We are sure this update will vastly improve the player experience. Like the small arms weapon sounds and skins overhaul, this will come your way in Community Update 2!
AI Bot Behavior
We have embarked on a rework of bot behavior. It’s nowhere near finished yet! A large part of the work will be included in Community update 2, the rest will come in a separate update. However, we can already highlight some important changes. Reworking bots takes a very long time, since there are countless aspects to work on. Our goal for this update was to improve the AI bots’ perceived intelligence to provide a greater challenge for players while also reducing the need for the bot to spam as many units. We also addressed pre- existing bugs that were inherent to this version of the game engine.
For the upcoming update, we have focused our efforts to improve the bots in 3 main areas: 1. Separating Multiplayer and Conquest’s AI Bot logic 2. Improving the AI’s unit purchasing decisions 3. Improving the Bot’s unit behavior after spawning
So far, we were compelled to use the same bot logic for both MP and Conquest. Even though this enabled pretty much everything you need under most circumstances, there was room for improvement. We have now separated the logic. Since they are now separate, bots for any game mode can be controlled completely independently. This results in better adaptability, which improves gameplay.
Purchasing
We added the ability to control the timing of bots’ first unit purchases. In MP this means the bots get their first unit immediately just like players. In Conquest bots can have different "start" times depending on whether they are the attacker or the defender. Previously, due to the file structure and the outdated scripts, bots would attempt to purchase “impossible” units from other time periods or units it couldn't afford; in other cases, it would try to get units that were still on cooldown timers. This would cause the purchase scripts to - unnecessarily - skip or loop endlessly. As a result it would take far too long before bots were buying valid units. We have improved this by updating the file structure so only the units for the current game mode and time period are considered along with adjusting the scripts to filter out units that are on cooldown or are too expensive. We are considering making an open beta branch available in order to allow modders (and anyone else) to anticipate the update, so everyone can try out the flexibility in this new structure. If we do an open beta, we will let you know.
Another feature that is WIP, but which won't be quite ready for the next update, is the ability to track all the unit types and how many each player (bots and users) currently have. This will allow us to create new and more advanced scripts to improve the bot's purchase decision making based on the units the bot already has, and what the opponents have.
Unit behavior after spawn
In Multiplayer, we added a new factor that improves the AI units' initial move order (the flag they choose to move towards after spawning). Bots will not only consider which team has captured a flag, now they will also consider the flag's location in relation to their own side of the map. Bots will prefer to capture flags on their own side and the flags along the centerline, before flags on the opposing team's side.
On top of the bots’ global movement of troops, a lot of work has been invested in cleaning up the bot algorithms and scripts. This will ensure no negative performance, as well as bringing AI gameplay closer to what an ordinary human would do. For example: bot tanks, when spotting an enemy, will attempt to "gather" a squad of nearby bot soldiers and perform various actions, from advancing and attacking, to engaging from a static location. The additional infantry squad during this period helps to protect the tank and improve its vision if it does indeed advance.
Our first community update was published about a year ago, and like last year’s, this community update intends to reward the continued support and constructive criticism we get from you, the Gates of Hell community. Community update 2 will be free for everyone of course. As you may have spotted in one of the images in this blog, we will also add a bunch of DCG maps to this update. The list of additions is already quite long. If you missed our blog about humanskins and sounds, we recommend you check Development update 126 as well, which details work we have going on in those areas.
Our beta testers are working their way through the update right now, and progress is good. Community Update 2 will probably go live sometime this spring. Would you agree this is going to be a sizable step up in quality of life for everyone? Let us know in the comments!
Did you know?
Community update 2 is the 5th large & free update for Gates of Hell: Ostfront
We will do a developer Q&A on our Discord server in March.
We have a map design competition going on! This takes place on our Discord server as well.
You can help spread the word on Gates of Hell by linking people to our LinkTree. Thanks for your support!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
This year will be all about the next faction in Call to Arms - Gates of Hell. However, while progress is good, we are working hard to complete a number of things we’d like to improve. As the title already suggests, there are 2 main topics to this update; but there’s more.
The next faction
We have been working on the next faction for quite a number of months already. Despite some strong beliefs here and there, it’s not going to be Denmark! Right, now, we are focused on making content for the new faction. A lot has already been done, such as determining what specific organizational units we want to choose for the single player campaigns, which vehicles to add and much, much more. Progress is steady, which makes us optimistic about achieving our goals in 2023.
Human skins
A lot of work has gone into a rework on “human skins”. We will be replacing 300+ existing skins with new ones, complete with their respective different seasonal appearances. The new skins are a step up in quality, and will be made available for all players in the next update. These skins will probably make for even more realistic and historically-correct screenshots that we’ve seen so far. These skins are also mod friendly and modular. We have engineered them in such a way that modders can interchange parts of the skins to create their own variations, without needing to utilize 3d software or animate them. For example, you can easily swap a soviet head into a german uniform, or replace an early-war tunic with a late-war variant.
As we have announced earlier, the next update will also contain a sound overhaul. The sound overhaul will provide you with a new level of realism. You may have seen a small teaser here and there; but there’s way more to it than adjusting some weapon sounds. The sounds are divided into layers; we have updated the sounds themselves and changed the characteristics and layers, for instance when you’re in 3rd person. Depending on the view you’re using in- game, you will be able to hear more than you did before. When you zoom in on your infantry, in 3rd person the mechanical layer of sound will be audible, so you can actually hear the weapon’s mechanical action happening. The fading of sound will be different and more realistic as well, based on the way sounds fade over distance in real life. We think you will like the new sound design, it’s going to be more realistic than it is today for sure!
The next update will also bring new maps to the game! That will bring up the total number of maps to a new high; we’ll be more specific about these in the next blog. While working on these - and on the sounds & skins - we’re working on improvements to the game. This is an everyday process in which we are focused on quality; not just quality of life, but anything from tweaks to missions to refinement of what we already have and - obviously - to fix bugs where we can. Our last change log contained well over 100 lines of documented improvements and additions, and this process is always ongoing.
One highly requested feature which is slowly coming to fruition are skippable cutscenes for the original Ostfront missions. Talvisota and Scorched Earth DLCs brought skippable cutscenes into the game, and we have re-designed all of the missions to support this now, in a way that remains friendly with the netcode synchronization.
That’s it for this blog, thanks for stopping by and see you on the battlefield!
Did you know?
We started a new meta game on our Discord server. Join today and win a key to the next faction!
You can help spread the word on Gates of Hell by linking people to our LinkTree
We will announce a developer Q&A on the GoH Discord server soon! Join by clicking below:
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hello everyone, we’re getting near the end of the year, and so it’s time to get you up to speed on the next update we have planned for you. This will be the 12th update of 2022, making for a nice average of one update every 4 weeks. It comes with new content & some QoL changes, and it will be out soon.
Update
We have worked on a lot of different areas, and the result is a vast improvement. We have added different kinds of content like new maps; at the same time, this update will also improve loading times while also reducing the total installation size. How did we do that? Keep reading!
The total installation size has been reduced. Your game will load slightly quicker as a result. This is in spite of the fact that we have upgraded the Ostfront ground texture quality by 4 times to match the Talvisota visual standard, so you should be able to see a visual improvement in the original “Ostfront” maps, especially in third person mode! The original set of maps will be expanded as well; we add 4 new maps to multiplayer! All in all, the installation size will go down by about 1 GB and the optimization will take another step.
Generally speaking, there’s always room for more Quality of Life. One of the QoL changes is the addition of many vehicle schematic icons, replacing the old and sometimes placeholder schematics. Another one is the camera shake. The camera shake is one of those things people seem to either love or hate; from now on, it doesn’t matter anymore - the camera shake will become optional! Another improvement has to do with vehicle damage. On most wheeled vehicles except half-tracks, damage was irreparable if the wheel was blown off; we have now introduced the ability to replace these wheels, which takes a long time for the crew to do, but prevents these vehicles from being permanently unusable, which used to be inconvenient in conquest in particular.
As you have already come to expect from us, we are fixing glitches and issues all the time and this update brings a good number of them. Our previous changelog had 52 lines that started with the word “fixed”. For this update, we have prepared a detailed changelog once more, which will be published as soon as possible, see below.
Did you know?
All of our changelogs are posted in the Steam forums
We’re also working on a humanskins overhaul and a sound overhaul, both to be announced.
Any questions you might have can be asked on our Discord server
You can help spread the word on Gates of Hell by linking people to our LinkTree
We plan to do developer Q&A on that Discord server soon! Join by clicking below:
Added option to game options tab to enable/disable screen shake from explosions
Added Added Surrender and Restart Buttons to the In-game Escape Button menu in Conquest
Added 4 New MP maps
Conquest
Removed "lose battle on exit" option on conquest creation screen
Changed conquest so that crashing or ALT+F4 exiting cannot result in a loss, and allows players to replay battle.
Added Surrender and Restart Buttons to the In-game Escape Button menu. Players can now decide in each battle, instead of at the campaign creation level, if they want to loose and progress or replay the same battle on early exit.
Added Soviet KhT-130 and T28 M1938 to conquest
Fixed soviet conquest research tree where some units were locked at start that should not have been.
Fixed bug with missing enemy airstrikes when player is Finland
Fixed spawns dcg_lakhta_winter map
Fixed dcg_Vainikalan_winter map preview
Fixed CP size of the Finnish KhT-130 in conquest
Fixed CP size of BT42 and 75mm itk37 in conquest to be 20 each
Fixed incorrect crew count for 122mm A19 in conquest
Fixed cost of Sdkfz 234 Series of vehicles in conquest
Increased cost of 60cm Karl Thor in conquest by 100
Increased cost and CP size of Grille Ausf.K in conquest to be inline with other SPG of its size/caliber
Increased ammo points gain slightly in conquest for both winning and losing across all difficulties.
Added T28 M1938 to soviet Early War Irregular doctrine
Added T28 M1938 to soviet Mid War standard buy menu
Added KhT 130 to soviet Mid War Irregular doctrine (replaces 2x KhT-26 with 2x KhT-130)
Reduced DP cost of KV-2 in Early war doctrine from 60 to 50
Reduced DP cost of KV-2 in Mid War doctrine from 50 to 45
Fixed crew leaving planes on MP Map: 4v4_vitebsk
Fixed Soviet Doctrine Cossack squad missing description, CP and score
Fixed 4v4_swamp var3 environment to not be night
Fixed Finnish Mid and Late war where the 21cm Nebelwerfer and the Landsverk 182 shared the same unit limit group
Fixed many smaller issues with several MP maps
Single Player
Fixed problem with loading some save files and units could not move
Fixed SVT ammo in singleplayer breeds so it will resupply properly
Fixed Voice lines for Finnish Campaign missions not playing
Fixed enemy AI accuracy on hard difficulty as it was worse than on normal
Increased bleedout time for revivable soldiers on hard and heroic difficulties to be the same and normal difficulty (120 - 180s)
Fixes for German Mission: The Big Prize - Fixed player/soldier/officer narrator talks appearing as enemy. - Fixed intro
Fixes for Soviet Mission: The Cold Supper - Intro fixes - All scenarios stop using event/trigger ON NEXT(bad). - Fixed intro issues with sled vehicle never reaching intended start location. This resulted in issues with starting stealth. - Intro scenario proper overlap.
Fixes for Soviet Mission: Operation Bustard Hunt - Intro cleanup and fixes. - Scenario fixes. - Fixed player reinforcement crew/passengers set to proper states for assignment. - Re-aligned some grass entities - intro scenario - SINGLEPLAYER: skippable after intro/2_camera in single player / COOP: Auto skipped after intro/2_camera. - fixes related to evacuation trucks task, their fixing, crewing and driving via ai related to evacuation task(always use selector tag/mid if called on waypoint for impregnability and not waypoint selector itself). - drivers board trucks for evacuation remove inhabited requirement as it would prevent their command. - intro fixes. - fixed "Take back control of the position and protect the trucks with the wounded" showing as completed at start.
Fixes for German Mission: Siege of Sevastopol - Tasks 3/4/5 add more pointers as areas are big. - Globally set all possible user humans as user tag and proper move modes - Fixed trench hole under the map. - Fixed task 3 completion. - Fixed iron beams causing vehicle pathing issues - Changed damaged 305mm_mb_2_12 to be player 3 (allied to rus) - Removed autosave that was done right at start of the mission - Cleaned up task 2(clearing mines).
Fixes for German Mission: Among the heavens - Fixed intro
Fixes for Soviet Mission: Pavlovs House - Fixed some map entities what were floating - Pavlov carries rdg1_smoke_supplies. - Enemy tanks near Pavlov house improved behavior. - Various broken polygons on map fixed. - Intro and sniper name fixed.
Fixes for Soviet Mission: Unbroken - Fade from black intro. - Fixed spotters to have ability to fight once attack given but not until player is in the village and before officer tries to escape(added weapons for spotters once it happens). - Intro coop compatibility for fx explosions on german convoy. - Remove autosave at intro end. - Spotters have small stealth mask bonus upon attack command and once action really heats up(if they still alive).
Fixes for Soviet Mission: Winter Storm - Fixed intro - Fixed scenario issues with being stuck possibility. - Fixed many starting units including at gun being not assigned and under proper control. - Scenario usage fixes. - Fixed pl_squad engineers bailing from the truck at start not always assigned properly. - Fixed crash when pz3j drove onto prescripted mine area, it was trying to spawn fx entity that no longer exists(ex_arm_size1_snow) - Enemy part1 vehicle spawn and movement fixes. - 88mm_flak18_towed does not need to be inactive as its parent linked controls the state. - T34_town harmless and off via tag on same waypoint with delay to avoid situation where it would remain in that state by never reaching next waypoint. - intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Fixes to assignment.
Fixes for German Mission: Legend of Krasny Bor - Fixed intro - Send_veh/inf logic added for soldiers left abandoned from attacking vehicles far on the map so that they dont act dumb standing around - Add emit ables added(enemy) based on conditions. - Skip preparation stage button show on top of reinfs. - Fixes to flareguy - Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Use flare service instead of flare soldier for flare effect of incoming tank groups. - Flare script cleanup. - Switch from night to morning to day begins later and not instant attack starts. - Reduced light brightness night environment - Removed sandbags blocking Pak 40 from shooting left and right
Fixes for Soviet Mission: The Citadel - Fixed add_emitinf logic for tanks - Fixed at gun positions
Fixes for German Mission: Ace of Swords - Fixed players artillery guns moving into rear position and looping back and forth between move/set states(part1/ally/mortar/to_pos1) - Fixed issue where to_pos0/1/2_fire could call allied arty to fire even though order to move forward was called thus breaking scripted movement. - Fixed intro if skipped before t0 tank hits mines the ai crew were never killed. - Fixed tiger filled starting rounds. - Fixed minor intro issue (sp) when tank hits mines if scenario not skipped. - Fixed intro bug (intr/cam8) - Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Fixed various enemy *_c zones which were calling for clone reinforcements instantly due to wrong conditions. - Fixed russian pilot in a plane which was inactive and tagged for cloning reinforcements(possible crash source).
Fixes for Soviet Mission: Street to Street - Fixed "ghost evil clones of starting player tanks" coop issue *properly*. (caused by scenario bad settings for coop) - Improved intro. - Start tanks assign of operations clean up - Fixed bug with doubled start tanks "ghosts" - Start user zone tad bigger to make sure all reinf vehicles are in it. - intro scenarios dont jump view when skipped - intro german running squad that dies in artillery, fix lowering health to ensure they die in coop, as sometimes they just come back to life due to diff not adjusting health down. - intro - COOP: Auto skipped after start/01. / SP: improved intro scenes joined better. - map pathing fixes. - intro from black.
Fixes for German Mission: In Spite of Everything - Fixed intro - Ontroductory scene skippable properly(single player) at any subpart of the scenes(skips instantly to assignment not to next movie). - Fixed assignment of the 2 engineer trucks driving during intro. - Fixed certain inf not assigned in coop(sniper and 2 medics). - Fixed unit not assigned.
Fixes for German Mission: Clash at Narva - Fixed fallback timer from being hidden when player completes task4 as there is still total of 300 sec before attack continues, so without the timer showing this it was confusing. - Fixed deletion of vehicles in rare instance. (tag deletion not removal). - 4 fails only if player is dead to make it feasible for aggressive player who dominated first part not fail because he did not retreat fully. - Implemented add_emitinf_ables logic for enemy tanks. - Difficulty deletions fix. - Major clean up of task 3/4 scripts. - Fixed pathing for ammo boxes in specific location. - Enemy wave attacks improved (timings and intial traffic paths) + small balancing. - Fixed add_emitinf logic for tanks - Complete defense task(3) upon all timers completion and player still alive in task3 zone, this way he gets reinforcements available even if enemy forces are within task 3. This is much more rewarding for holding on the area even with few men at last moment. - Initial reinf shows up as task 5 is shown, global/lose only loses before attack begins if player dies, later it varies based if player has reinforcements available or lost defense forward. - Increased cost of Grille Ausf. K reinforcement in Narva mission now that it can fire indirectly
Fixes for Soviet Mission: Closing the Pocket - Added voice lines for officer and mission tasks - intro fixes
Fixes for Soviet Mission: Koenigsberg Cauldron - Fixed towed cannons/mortars for doctrine vehicles to receive its own assign even if they are still attached, as this is the proper way(fixed autoassign issues).
Fixed Karl Thor from being able to be crushed by vehicles and tanks
Fixed Turret ring armor thickness for pz38h_735 and pz38h_w40
Fixed Mantlet armor for SU100
Fixed incorrect shell texture inside the Grille Ausf.K
Fixed grille_k, bison and sig33 to not eject shell casings after shooting
Fixed small weak point on the front of the T34 Shielded
Fixed inside of FT-17 gun/mantlet area from being see through
Fixed 57mm_zis2 from showing in library twice
Fixed is2 versions enumerator and turret mgun problems
Fixed coax MG on Sdkfz. 234/2 to align with mantlet
Fixed rotation limits of Finnish Panzer 4 J's AA MG
Fixed MG ammo for Sdkfz 221 to match the MG (Double Drum Mags)
Fixed English vehicle description for Pz.Kpfw B2 740(f)
Fixed localization for German early war doctrines
Fixed missing localization for Soviet Single-player Summer 1943 breeds
Fixed localization for rus_cossack_hat
Fixed syntax of Sd.Kfz to be consistent in localization/description files
Fixed vehicle view for Sdkfz250's (broken tracks were reversed)
Fixed typos of finnish engineer squad icons
Fixed texture inside of German M42 Winter Cover helmet
Fixed mass of shovels
Fixed being able to walk through barbed_wire_finland while in direct control
Fixed barbed_wire_finland and barbedwire to be cutable with wirecutters
Fixed buildable barbedwire to able to overlap itself and other entities
Fixed volumes on barbedwire destroyed models
Fixed issue with some windows on sov_2st_build1 not being destructible
Fixed issue with generic ruin 7 sometimes not allowing units to enter inside
Fixed industrial awning metal parts from exploding when crushed by vehicle
Fixed pathing around red_beam_medium for carried cannons like Maxim MG
Fixed colliders for fence_stone_destr2
Fixed wall volumes in Pavlovs house so units cannot be shot through the house
Fixed brandenburger sometimes spawning without a helmet
Fixed infantry not wanting to go near crashed aircraft
Fixed 20mm lahti L39 to spawn gun fully loaded
Fixed 122mm APHE didn't have filler stats
Updated textures to take up less harddrive space
Updated all land textures from Ostfront to 4x the resolution to match the quality of Talvisota and future theatres/locations
Updated vehicle schematic overlay to give more strength to the damage colour layer to improve readibility.
Updated portraits for some Soviet and Finnish breeds
Updated Grille Ausf.K to be able to fire indirectly (longer range with arc)
Updated Grille Ausf.K 1st person view to be like other indirect artillery views
Updated player given move orders to update without giving an order to stop/start the unit
Updated .50 cal MG on Sherman tanks to be not removable, so that is the same as Dshk's on Soviet vehicles. Also stops exploit in MP.
Updated Ampulomet M1941 3rd/1st Person camera to be the same as other arc firing field guns
Updated the Sdkfz 222, Sdkfz 250/9, and the Sdkfz 234/1 (2cm guns) to spawn with hatches open, have increased vertical rotation limits and allow them to target aircraft.
Increased blast resistance of barbed wire so personnel grenades cannot break it
Increased turret armor of KV1 M1942 from 100mm to 105mm
Increased speed of KV1 M1942 from 28 to 35kph
Reduced 20mm lahti L39 accuracy to be more inline with other 20mm cannons and reduced rate of fire slightly
Removed Ampulomet M1941 unlimited fire range while in 1st/3rd person
Removed code that throws humans when hit with a specific amount of grenade energy. Had side effect of humans living at 0 health.
Removed smoke launchers in Finnish Panzer 4 J. Sources say they were not delivered and holes plugged.