Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members and friends! Today we’d like to show you some of the technical innovations that will be introduced with the Liberation DLC, and how we intend to implement these.
Our goal with ‘Liberation’ is to bring up the visual standard and the immersion of the game to new heights, so that the game will be able to stand the test of time. This way, we can work on the game for many years to come without it losing visual competitiveness. It also means we can work on third and first person modes and make the game’s graphics live up to modern expectations while playing from such a zoomed in perspective.
Full destructibility
Over a year ago, we began upgrading the buildings in the game to be more destructible, and all the buildings in ‘Talvisota’ were released with full destructibility. Now, with the increased manpower and experience which our team possesses, we have made every building in ‘Liberation’ fully destructible as well - which is no easy feat, since there are over 50 buildings with dozens of sections each, and each of these takes weeks to set up properly with full destructibility.
That’s right, we made trees able to be obliterated to small pieces by large caliber hits. It’s been a long time coming, and we’ve had a lot of fun blowing things up. We also added other interactions with foliage. Trees can shed their leaves, or shake off the excess snow built up over time with a convincing blastwave. This will make the tree become bare and allow your units to see through the shrubbery, something which already happens when you burn down the vegetation. These additions will make the gameplay much more fun and diverse. We will implement these changes to the content of Liberation, and we plan to retrofit it to all the content of the game over time. This way, all players will benefit from these improvements.
Liberation also has destructible “bocage”, or hedgerows. These were a quintessential part of the fighting in Normandy, dictating where vehicles could and couldn’t go. This will be the case in Liberation as well! You will be able to demolish the hedgerows and provide your units with a way of opening them, when you are trying to cut through the dense Bocage. The USA is well suited for this role with its diverse weaponry and plentiful explosives.
While we're busy making those landscapes, we also allocate some of our valuable engineering resources to improve vehicle pathfinding. Pathfinding is a highly complex system with many calculations and factors involved. As you may have noticed, we have already released some improvements to the pathfinding over the last two updates, however, the most important changes were still to be implemented. The overall areas of work include:
Improved the pathing system so vehicles get stuck less often.
Improved AI’s ability to perform turns on tracked vehicles (so they stop less to perform neutral turns, which means they have to accelerate to top speed again).
Improved the pathfinding route calculation so the vehicles choose more straight paths to their destination.
We have yet to post any pictures showing the new winter landscapes in Liberation. Let’s make up for that!. We hope you enjoy the new visuals and the level of detail that comes with it. Check out these landscapes:
What do you think of these landscapes? Let us know in the comments! in the meantime; have you seen the sale? Tell all your friends that the Steam Strategy Fest offers up to 75% discount - the perfect moment to get them started on any of our DLCs!
Our trailers show you in- game footage only, no Hollywood style post-production effort required.
“Liberation” is about much more than Normandy or D-Day. The SP campaigns will take you through France, Belgium and Germany
We have always planned to develop more factions, to be done one at a time. We’re not nearly done developing, and our roadmap reflects that
Developing a new faction takes between 12 and 18 months, partly because we produce each and every one of our own sounds, assets, models, maps and weapons and everything else, requiring a lot of source material for each individual item. Working through it carefully and being in control of the full workflow is the only way we can achieve the quality we are after, and we do not recycle assets from previous games.
Gates of Hell has quite a learning curve. Coming from other games, you really want to watch a few tutorial videos.
That’s it for now, thanks for your time and see you on the battlefield!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Are you a strategy lover? If so, this is a great week for you! The Steam Strategy Fest is on, which “celebrates the spirit of out-thinking your opponents or planning ahead to achieve success” which, quite frankly, sounds like our community! Whether you prefer singleplayer or multiplayer does not matter a lot, Call to Arms - Gates of Hell offers it all and they are equally unique. The fact that Steam celebrates this “with discounts and demos on current and upcoming strategy games of all kinds” makes for a great opportunity, so don’t miss this shot!
Given the fact that Call to Arms - Gates of Hell offers 3rd and 1st person views, how did we even get a slot in strategy fest 2023? Well, as anyone in the rapidly growing Gates of Hell community knows, both strategy and tactics are dominant factors and you’d get immersed anyway, even without the 1st and 3rd person views. The strategic factor simply outweighs the fact that you have all these unique mechanics in Call to Arms - Gates of Hell. This becomes very apparent when you are in “Conquest”, the game mode that lets you research and select your own army, followed by their deployment in action, using your own tactics in battle and creating endless tailormade campaigns. During campaign battles, you go from planning to execution. You can freely and instantly switch between views, using every bit of tactical experience you have to execute your very own strategy!
Besides strategy, the other factor that makes every battle unique is realism and historical accuracy. The environments are exact recreations of the real ww2 battlefields, which - among others - means that real life tactics work as they should, in this game. This really adds a layer. Other big factors are the realism in ballistics, armor, supply chains, the modeling of internal components on vehicles and many more mechanics that make it a very rich game with many layers to it, plus the replay value is endless.
As mentioned before, Call to Arms - Gates of Hell offers 1st and 3rd person views. These are instantly switchable views whereas you can also play everything top- down if you like. Tanks and large weapons have the option for switching to 1st person view, just like a couple of infantry units like snipers and officers. Regular infantry allows you to switch from top- down to 3rd person with just 1 key.
Our upcoming DLC will be available soon, and it will be the biggest leap forward in visuals and content. It will add the western front of WWII, with the highly anticipated USA faction as the main attraction plus German content for the western front as well. Wishlist Liberation now!
Update 30 was made live today, with awesome new features and improvements, which gives everyone a reason to come back and play the game, whether it’s new players joining for the sale or returning veterans ready to enjoy the changes inspired by the community feedback. Read the changelog HERE.
Added new 'Region' option to Conquest creation screen that will choose map pool selection. Ex. Osftront Maps only, Osftront + Finnish Maps etc. Feature is moddable.
Added new prop 'engine' to vehicles with engines so only they have the engine button on the right control panel
Moved Engine button in right control panel to same location as cannon switch stance button
Moved Ammo Switching Lock button in right control panel to where engine button use to be
Added experimental pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often
Added "Kick" button for MP and CooP hosts to use during loading screen
Added new pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often and work on bridges and tight spaces better
Fixed several memory leak related crashes
Fixed several Conquest related crashes
Fixed several online sync issues
Fixed several cases of humans not shooting at other humans due to skeleton limits and alignment
Fixed humans being able to walk through windows/walls of buildings when ordered to garrison/crew a window
Fixed human continuing previous move order, when new move order was to garrison/crew a window. New order should override old order now, as it should
Fixed canceling a squad formation move order so that whole squad stops instead of just squad leader
Fixed crash on MP server on airstrike, if airstrike can't happen (cooldown)
Fixed sync issue with cannon when link/unlink using quick command
Fixed inventory sometimes weapon stayed locked ("flashing") after failed boarding attempt
Rebalanced spawns and capture point positions for Domination and Battlezone maps
Conquest
Added new 'Region' option to Conquest creation screen that will choose map pool selection. Ex. Osftront Maps only, Osftront + Finnish Maps etc. Feature is moddable.
Added CampaignDefenderBotId, CampaignFirstPlayerId, CampaignFirstEnemyId to lua script
Added failsafe for any saves that might have captured vehicles by player still with disabled movement as a result of vehicle being disabled/decrewed during mid script situation. This fixes any "stuck" vehicles player spawns that were previously captured in battle.
Added 37mm m30 AT Gun to USSR in conquest
Added Panzer Pioneer team with Sdkfz.302 (Goliath) to conquest
Added Panzer Pioneer team with Sdkfz.303b (Goliath) to conquest
Fixed certain tanks or vehicles lose forward or backward movement
Fixed spawn zones on conquest maps dcg_a_kalinin and dcg_raseiniai so they are farther away from enemy defenders
Fixed conquest defense levels to require researching previous level before unlocking next level
Fixed CP values for 76mm_k02_30_40 and 75mm_pstk9738
Fixed various scripts related to stage_specials airstrikes
Fixed CP and cost for 75mm pak9738 top be consistent between GER and FIN use
Fixed crash on resupply of units after battle
Fixed crash on loading save game
Fixed another conquest crash
Fixed ai logics related to vehicle disableforward/reverse in conquest
Fixed CP of Soviet Assault Sappers and BSF Marines in conquest 2CP instead of 3CP per soldier
Fixed tags on arrowpointers for dcg_shaforovo
Fixed unenterable house on MP & DCG shaforovo
Fixed floating shed on DCG Vyazma
Fixed floating grass on the bridge on DCG Vainikalan winter
Fixed missing includes for dcg script in dcg_black_sea_coast
Fixed Finnish Bots in conquest to buy the correct BA-10
Fixed building scale on dcg_puhoksen and dcg_puhoksen_winter
Fixed dcg_pinsk removed legacy no_pass terrain which was blocking units for no reason
Fixed fallen trees blocking vehicles on DCG Kymhi airfield and Kymhi airfield winter
Fixed prop vehicles inventories on DCG Mannerheim
Fixed some issues with pathing around cliffs on DCG Natramala and DCG Natramala winter
Fixed unenterable house on DCG shaforovo
Increased some cap zones size on DCG kirjavala and kirjavala winter
Updated Conquest to always load a save and not show old version warnings
Updated AI scripts and tags to fix various issues
Updated ammo for conquest Maxim MG emplacement to have AP ammo like standard Maxim MG
Updated enemy airstrike targeting logic double checks if no vehicles as initial pass, to make sure selecting user target(at least during fly by) to prevent bombing their own ai units.
Reduced the maximum number of possible capturable points from 4 to 3 in conquest
Reduced CP cost of MG emplacements and Searchlight in conquest
Multiplayer
Rebalanced spawns and capture point positions for the following Domination maps - 2v2 balzerweg - 2v2 blizzard - 2v2 countryside - 2v2 courtyard - 2v2 gelid - 2v2 fall - 2v2 hakola - 2v2 industry - 2v2 kainuo - 2v2 karvola - 2v2 katrinovo - 2v2 mannerheim - 2v2 monastery - 2v2 olshanka - 2v2 shaforovo - 2v2 stalingrad - 2v2 suishka - 2v2 suburbs - 2v2 tikhvin - 2v2 urban hell - 2v2 vainikalan - 2v2 ziborovo
Adjusted MP bots to have less resources for Easy and Normal difficulty levels for newer players. Hard and Heroic remain the same.
Adjusted CP scale for Doctrine Artillery and Rocket Artillery units so that: - Maximum CP for the most powerful of units is 60cp - Minimum CP is 38cp (light artillery) - Net effect is most Artillery CP has gone down and Rocket artillery has gone up or roughly stayed the same
Added "Kick" Button for host when loading maps in MP and CooP
Added ability for host of MP lobby to kick users in spectator slots before match starts
Added new lua scripts for bots to account for spawning on any side of the map (A or B side) in Battlezones and Domination
Added KV1 M1942 to Regular Buy menu for Late War Soviets
Added limit of 1 purchase for Doctrine Artillery Signaler per player
Added towing vehicle to each towable doctrine unit that was missing one
Fixed 'poly texmods' memory leak
Fixed 'doctrines' memory leak
Fixed crash on server on airstrike, if airstrike cannot happen (cooldown)
Fixed sync issue with cannon when link/unlink using quick command
Fixed inventory sometimes weapon stayed locked ("flashing") after failed boarding attempt
Fixed human parachute related desync
Fixed sync issue with vehicle chassis type switch on entering/exiting water
Fixed weather selection problem on some of the MP maps
Fixed 1v1_forssa_dam flying grass and dam collisions
Fixed 2v2_monastery windows not being crew-able on church in the middle
Fixed 2v2_shaforovo unenterable house
Fixed 3v3_glushkovo one bridge indestructible
Fixed 3v3_lakeside_airfield prop barge ables
Fixed 3v3_Natramala some issues with pathing around cliffs
Fixed 3v3_posenov house being underground
Fixed 3v3_sopheke_quarry some pathing issues with cliffs, fixed floating houses
Fixed 4v4_Rikila intangible train car and railways
Fixed 4v4_vitebsk broken texture transitions, indestructible water tower
Swapped team A (default allies) and B (default axis) spawn points on 2v2 monastery for both gamemodes, to be consistent with decorative/destroyed units nearby: soviet destroyed/empty emplacements near allied spawn and german destroyed vehicles near axis spawn
Increased cost of 76mm_k02 for Finland in Early War
Increased initial timer of su152 to be same as is1 timer
Increased Finnish Late War soldier inventories to have comparable AT grenade as their Mid War counterparts
Reduced MP Payback amount for Easy, Normal and Hard Difficulty bots in MP game modes
Reduced price of KV1 M1942 from 40DP to 35DP for Soviets
Reduced the score gained/lost for shooting down airstrikes by 50%
Reduced the amount of MP earned from capturing objectives in Domination mode from 300 to 150
Removed deep water in shallow water/crossing areas on 4v4 Vitebsk
Single Player
Fixes for Bootcamp Mission: "Military Camp" - Fixed Panzer1b placed inside a pole
Fixes for Bootcamp Mission: "Trial by Fire" - Fixed many broken texture transitions
Fixes for German Mission: "The Legend of Krasny Bor" - Fixed wrong flag texmod
Fixes for German Mission: "Downfall" - Fixed pathing issue and clipping fence
Fixes for Soviet Mission: "Operation Bustard Hunt" - Added Officer Voice over lines - Fixes for officer talks - Set dynamic delay so that first airstrike(part1_plane_truck) does not happen until initial officer convoy trucks conversation and meeting is over in all cases. - Fixed volume for soldier narrator for mission
Fixes for German Mission: "Among the heavens" - Changed ger/gebirgs_2 (0x8015) to mountain sniper(mid) as this soldier was specifically added sniper rifle but was not a sniper, now he is a sniper(reinf_player for part2). (keeps all the added mines). - Fixed some soldiers not wearing their headwear at all in winter(reinf_player for part2). - Fixed underground rocks that would block units
Fixes for Soviet Mission: "Street to Street" - Fixed "in mission" game music must not stop.
Fixes for Soviet Mission: "Closing the Pocket" - Fixed all german reinf/counter calls so that at no time they are coming from side where player already occupies. There are number of possibilities and now all are covered - Fixed possible bottlenecking of german counters and reinf as vehicle inf squads and vehicles can spawn similar time, now this is managed - Improved pathing - Talk complete voices tune to fix possible sound overlap resulting in talks not playing.
Fixes for Soviet Mission: "The Koenigsberg Cauldron" - Fixed map wrecks ownership, train selectables - Fixed intro now fades from black properly - Few environments fixed missing envmap file locations
Fixes for Soviet Mission: "The Cold Supper" - Replaced old brick models
Fixes for Soviet Mission: "Unbroken" - Fixed missing ocean patch on a road
Fixes for Finnish Mission: "The Bridge Too Far" - Made some of ger phase2 enemy infantry respond to their friends under attack nearby instead of being lazy - Assignment of towed aa coop fix.
Fixes for Finnish Mission: "Through Ice and Fire" - Fixed wrong flag texmod
Everything Else
Added new prop 'engine' to vehicles with engines so only they have the engine button on the right control panel
Moved Engine button in right control panel to same location as cannon switch stance button
Moved Ammo Switching Lock button in right control panel to where engine button use to be
Added experimental pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often
Added early, mid and late infantry breeds to the unit library
Added Panther A armor variant, additional track armor on the engine, track armor around the turret
Added geballteladung_3kg to sdkfz231
Added suspension system to Panzer1F, Stug3B and Stug3F
Added priority for humans to target other humans with grenade in hand, if within 40 meters distance
Added new susp. system and track's break animation to Sdkfz302 and Sdkfz303b (Goliaths) and x model textures
Added aiming while reloading for vehicles when both gunner and charger slots are crewed (WIP)
Added allowance for .ply files to be in a different folder (possibly shared between models) when applying ply texmods
Added new obstacle entities for blocking pathing up cliffs (still need to be applied manually to maps)
Updated code to prevent craters from spawning near height/cut extenders
Updated script include files to include all events and vars, not just logic ai related
Updated vision for transport and supply trucks to not have 360° visor
Updated Panzer IV J extra track armor to all be separate pieces and can be shot off
Updated all Panther's front fenders to not go off when shield is toggled
Updated interaction scripts for vehicle engine code so Karl Thor's engine automatically will turn off/on depending on its stance (fire or move)
Updated Jagdpanther x models
Updated suspension system to panzerjager1 and jagdpanther
Updated suspension system and new track to hetzer
Updated interaction scripts for construction parts and x model behavior to be more friendly to unit pathing
Updated diesel_hut building so humans will walk between garrison-able windows instead of teleporting
Updated new pather radius to improve vehicle pathing
Updated lighting on inventory view of dp27
Updated description of video settings
Updated interaction scripts to call_synced most events based on {if effector_velocity} checks
Updated tags for Pistol, SMG, MG, Rifle and AT Rifle ammo along with target/ammo.set and related interaction scripts
Fixes to multiple language localizations
Fixed obstacles on BF110 so that vehicles path better around them when destroyed / on the ground
Fixed some dummy items from showing in the Library that should not have
Fixed AP ammo not resupplying for 107mm M1910/30
Fixed resupply for 15cm SiG33 Stielgranate ammo
Fixed being able to direct control infantry through walls of generic_ruin_07 in some cases
Fixed engine mesh for Stug3B and Stug3F
Fixed Marder 3 body break and repair animation
Fixed Jagdtiger reverse speed
Fixed pzgren texture when changing from winter to summer uniform
Fixed hitbox of Panther A ball machinegun on front hull
Fixed x and xx model of IL2 right wing
Fixed missing fire fx for Karl Thor when engine is destroyed
Fixed issue with Jagdpanther showing penetration decals on the front side of tracks
Fixed 150mm_sw34 Searchlight to not explode when destroyed by pierce damage
Fixed AP type shells from being able to penetrate vehicle beyond max weapon range when the penetration should have been 0
Fixed humans being able to walk through windows/walls of buildings when ordered to garrison/crew a window
Fixed canceling a squad formation move order so that whole squad stops instead of just squad leader
Fixed human continuing previous move order, when new move order was to garrison/crew a window. New order should override old order now, as it should
Fixed issue where extra crew positions on cannons and tanks would be considered passengers. Following issues should be fixed: - Some of the crew leaving the cannon/tank when spotting enemies - Not all crew leaving the cannon/tank when given the first emit order
Fixed on the T-27 1st person view breaking if linked MG was removed and replaced with other weapon
Fixed T60 and T27 vehicle view
Fixed missing icon for MMG Carrier doctrine unit in results screen
Fixed number a crew of Panzer 3 Flamm from 5 to 3
Fixed shore environment sounds not playing properly in relation to distance from camera
Fixed issue with T26 M1931 when turret is torn off, then vehicle explodes, turret re-appeared on tank
Fixed auto-cannon shells getting the "shell" tag when they shouldn't have by updating tags on all set/stuff/shell/xxxx.ammo files
Fixed Landsverk L62 broken turret not displaying in vehicle view (bottom left corner of UI)
Fixed humans disappearing when garrisoned in certain buildings, and those sections of building were destroyed. Humans should now die and fall to ground.
Fixed when 2nd gun (Hull Gun) of PanzerB2 is broken, that it cannot aim/shoot until repaired
Fixed issue with humans garrison building delivery_plant and floating high up above the window
Fixed moto class vehicles being destroyed by fire not counting towards kill score and still using CP
Fixed penetration decal from appearing on the front/rear of tracks on Panzer1F
Fixed roof corners of ukr_hut from being able to collide with objects (tall vehicles should no longer get stuck on the roof edges)
Fixed shell casing making the wrong sound/fx when falling on to bridge terrain
Fixed stonewall_rural_01-03 causing path issues for cars and trucks when breaking
Fixed Panthers reverse speed
Fixed aiming at distant tanks in First Person mode (much much less twitchy behavior from cursor and turret sometimes rotating on its own)
Fixed another case of humans being unable to shoot while prong due to bone miss-alignment (MODDERS this means human.mdl has been updated)
Fixed weapon state after cancelling weapon mounting (plagued the panzerfaust)
Fixed humans clipping weapons through walls and being able to shoot
Fixed humans becoming unresponsive when aiming in direct control, when close to cover (gun pointed up)
Fixed issue with garrison-able positions in structures, breaking when human is inside and mission is saved
Fixed most cases with humans sometimes not entering garrison-able position and instead walking back and forth close in an endless loop
Fixed cancel order resetting all the way to idle (and making soldiers reload because of that)
Fixed charger pose in ford 3ton breda
Fixed several light tank xx models not having thickness for their volumes
Fixed enumerator order for all vehicles
Fixed humans not dying when hit directly with 20-25mm autocannon shells and health dropping below 0
Fixed finnish_hut roof part hanging in air when destroyed
Fixed muzzle fx location on Mosin Carbine
Fixed german humanskin issues
Fixed missing winter textures for x models of Soviet M3 Stuart
Fixed human ladder climbing orientation for mu-14_1939 and ma-24_1939 bunkers
Fixed mts-fuel container from being able to be exploded twice
Fixed blend mode of textures for clay_pile stamp
Fixed 2 windows that were not garrison-able for the finnish_wooden_church
Fixed recoil and barrel volumes for 25mm_72k
Fixed recoil for gaz_aaa_72k
Fixed nco parka ranks and some missing .mtl files in some skins folders
Fixed missing sound for flamethrower when out of full (click sound)
Fixed volumes on wood_bridge_205 that blocked vehicles from driving on it
Increased minimum screen resolution to 1360x768
Increased resupply cost of Karl Thor HE shells
Increased the max bullet spread for soldier carried MG's when firing long bursts
Increased durability of non-armored cars and trucks body and engine components slightly
Increased rate of penetration reduction beyond weapon max range for bazooka class weapons
Increased slightly the reload times for most rocket artillery 10-20s
Increased pathing cost for driving over electrical poles
Increased Jagdtiger reload time from 16s to 18s
Increased number of burn particles that shoot out of flamethrowers per shot from 1 to 2, effectively doubling the rate of fire
Increased radius of heat damage from flamethrower burn particles from 0.9m to 1m for handheld, 1.2 for vehicle flamers
Reduced Jagdtiger traverse speed and gun rotation speed
Reduced durability of Karl Thor to that have a Medium tank instead of Heavy tank
Reduced damage done to vehicle components after penetration for Heavy MG's. Was nearly the same as a 20mm before change.
Reduced sensitivity for to the click and drag formation and cover features so allow for easier fine tuned spacing
Reduced accuracy of Karl Thor to be similar to that of the 280mm BR5
Reduced max spread of 280mm_br5 from 35m to 30m
Reduced slightly the heat damage of each individual flamethrower burn particle to help keep some balance with increased rate of fire. Overall, flame weapons are stronger and more lethal
Removed duplicate 15cm Stielgranate ammo entity
Removed duplicate 15cm sIG33 from Library
Removed {ground} from target/ammo.set in most cases as it causes auto cannons to shoot after target moves or is dead
Removed bullet class weapons from being able to target cannons. Should make them target crew instead.
Equalized LOD distances in cinematics (and when hiding interface)
Both Battlezones and Domination vars and events includes synced up to the fact the include files store all events/vars now
Changed human aiming by dropping limits for horizonal aim reference bone. Should help fix issue with humans aiming but not shooting at enemies or in some cases not rotating towards enemies at all.
Changed bolt rifles to use burst mechanic so they will fire multiple rounds quickly at targets that are close by ~30m
Fixes from Open Beta Period
Fixed autocannon's not targeting vehicles properly with AP/APCR ammo
Fixed missing localization for new German Goliath Squads in conquest
Fixed 4v4 swamp ammunition crash due to extra bracket
1942_10_obsich - night to morning to day smooth long transition instead of instant(no ocean).
1943_02_krasny_bor - intro sp fix.
1940_01_Raate_Road - truck/cannon/tank stolen counter fixed to count 1 item at a time, to prevent situation where player brings multiple at same time and miscount. - trucks and tanks unlink trailer before emit/deletion to prevent player losing soldiers on towed cannons. - all stolen vehicles on task disable recrew to prevent player losing soldiers on deletion.
Fixed some texture issues on wood bridges
Updated several of the oldest DCG maps to the newest visual standards
Reduced resupply cost of 50mm mortars from 5 to 3
Fixed inconsistency of 82mm mortar HE resupply cost
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! As we promised in our August 1st announcement, we’ll be looking at development in general and some of the Liberation campaign development, and tell you a bit about the background. On another note, we have another free game update inbound, for which we will run an open beta; keep reading!
After D-Day
The Liberation of Europe didn’t stop on D- Day, when the US, Britain and Canada landed in Normandy; what came after was just as significant. That’s why we designed Liberation to see some of the important yet lesser known battles that took place long after D-Day, and Liberation will give you plenty of that. The SP campaigns, with a grand total of 16 missions, will take you through battles that were fought during the entire liberation of Europe in 1944- 45. In addition, to give the player more of a storytelling experience, these missions follow some pretty famous fighting units.
The SP campaign has a different approach than usual in two ways. First of all, we have focused on particular fighting units, with 2 units in each campaign. The second difference is the fact that we have integrated the skirmishes in the US SP campaign storyline. As our Store page mentions, the US campaign focuses on the 2nd Rangers and the 3rd armored division. As you may know, the 2nd Rangers did much more than take Pointe du Hoc on D-Day; they fought in Belgium and Germany as well. The 3rd armored division arrived in France a few weeks after D-DAY, and started making history immediately.
On the German side, the SP campaign follows the 3rd Fallschirmjäger division, which arrived in Normandy 4 days after D- Day, and 116th Panzer division. Both of these units were in the thick of it after D-Day and both fought until the end. The 4 skirmishes for the US faction will be integrated in the SP campaign, filling in the spaces in the linear storytelling. Basically this will give the player a 10 mission storyline.
WW2 armor and Research
As we have stated before, we have the support of ww2armor.org. Thanks to them, we have accumulated an enormous database that includes every detail of almost every vehicle that was involved in the liberation of Europe; this greatly helped us in the production of 3d models. We will be adding German vehicles as well, and for those we used other sources and actual vehicles for our research. Basically, that means business as usual for us, however the contribution that ww2armor made is exceptional. Progress has been very good as a result; here are some screenshots to give you an impression on what we have. Remember; this is just a small fraction!
We are very happy to announce the next free quality of life update will be available for everyone in a short open beta! We did a summary of the contents of the update in our previous devblog post. You can find out through the open beta; if you’d like to try it, right- click on your game in the library, go to properties, then betas, and select the open beta option. Let us know what you think about the update! We published the changelog as usual, you can find it HERE.
Any questions you might still have are best asked in the official GoH Discord server.
Up next
The open beta for the update will run for a few days, after which it will go live. We’ll be keeping you posted about what’s happening and what we’re producing. In our next series of blogs we will dive into subjects like history, the integration of Liberation into the game, and much more.
That’s it for now, thanks for your time and see you on the battlefield!
Community members! Welcome to the first development update since the announcement of the Liberation DLC. In this edition we’ll tell you about our planned updates.
Update coming soon
We plan to bring you an update soon, bringing multiple quality of life improvements and bugfixes. We have dealt with some bugs that caused crashes, we improved some systems, and improved the overall quality and immersion of the game. We also added some new infrastructure to support the upcoming Liberation DLC.
In terms of bug fixes, we addressed some situations that caused crashes and desynchronization in multiplayer. We have also improved performance when playing conquest. Besides that, a lot of singleplayer missions got improved. We also added an experimental setting to reduce vehicles and cannons getting stuck on cliff edges and trenches.
We added some new features: Hosts can kick players during the loading screen, and we made vehicles able to aim while reloading, to better keep track of their targets (especially useful for anti-aircraft guns). We added the option of “Region” selection in conquest, to be able to select eastern or western fronts in the future. Modders can use this to make as many regions as they choose.
Other quality of life improvements: We repositioned some important buttons like the “lock ammo type” to be more accessible, we improved close quarters infantry responsiveness, and fixed some funny little things like cannons having an engine on/off button which doesn’t apply to them.
Some balancing improvements include repositioning of some flags and spawns on a number of PvP maps as well as other gamemode and unit tweaks with the very appreciated help from our competitive PvP community and our testers.
The change-log is very long as usual; we will publish the whole list of changes when the update is ready to be released.
Content Update 5
As is tradition, we’ve always released a very large free update, rich with content, at the time of each new DLC release. This time, it will be no different. Content Update 5 will be a very juicy one, as it will introduce a lot of innovative stuff.
Doctrines 2.0
We have changed the doctrine system to be more consistent and dynamic. Now, your doctrine choice will also affect the infantry squads available to you. We have expanded the list of squads to add further historical accuracy, diversity and meaning to each doctrine role. We rebalanced doctrine units and added new ones. We hired some of the best competitive players into our team, to give us a first-hand perspective on what changes would be appropriate. You can expect this to arrive in Content Update 5.
Some recent community-made screenshots:
By Sause Media
By TwoTone88
By ВовсеНе Шая
By Anderkav
Other works
Sound Overhaul
The sound overhaul in the last community update was a resounding success. We are very happy with the reception, and we are working to continue the sound overhaul. We don’t know if the next package of sound overhaul will be ready for Content Update 5, as it is a lot of work.
Animations
Technology has advanced a lot in the last 5 years, and our experience with motion capture in the past has allowed us to step up and improve our capabilities: We have invested in a new state-of-the-art motion capture infrastructure, which will allow our team to create the highest quality animations for any type of game in the future. We’ve begun working on creating new animations which will improve the feel of the game further. The process is ongoing, there are over one thousand animations in the game, so at this point we cannot say how much of the new animations will be part of content update 5, and if we will release them gradually or in one go.
Also, we are planning on remaking the Soviet, German and Finnish uniforms, headwear & body equipment. Due to the level of quality and optimization set by the Liberation DLC's USA faction; we seek to bring the rest of the uniforms and equipment up to the same standard, as well as adding a plethora of new human-related content and additions. This will be a comprehensive overhaul of the current human uniforms in-game; the idea here is to give mod creators and mission makers a large amount of high-quality uniforms and headwear, to which they can mix, combine and create new humanskins & breeds with for whatever they desire. These remake plans are for the long term and will not be part of content update 5, but we wanted to give you a heads up about the plans in combination with the new animations.
Final thoughts
We hope that Content Update 5 gives you lots of fun, there will be a lot waiting for you whether you are interested in the new western front DLC or not. There will also be plenty of novel stuff coming in future free updates. It is our intention to celebrate the ever growing community and keep improving the game.
Please remember to wishlist Liberation and get ready to roll!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
”Soldiers, Sailors, and Airmen of the Allied Expeditionary Force: You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you.”
We proudly announce the Western Front is coming to Call to Arms - Gates of Hell!
Call to Arms - Gates of Hell: Liberation will take you through the most immersive depiction ever made for a RTS game. The single player campaigns focus on four legendary western front units: the “Liberation” campaign has the 2nd Rangers and the 3rd Armored Division on the US side, and “Festung Europa” has 3rd Fallschirmjäger division and 116th Panzer division on the German side. From scaling the steep cliff at Pointe du Hoc to the armored clash at Cologne cathedral, every detail has been thoroughly recreated. Here’s a few screenies to feast your eyes:
For the development of the US faction, we have had (and still have) fantastic support from the historians and passionate volunteers at WW2 Armor in Florida, USA. They have already been instrumental in many ways; the devil is in the detail they say - and thanks to ww2 armor we have every detail covered.
The Liberation DLC adds the US faction and a number of German vehicles to the game. It contains over 150 vehicles, 500 human models, 50 weapons and new unique support units such as burst fire artillery, or the legendary Red Ball Express. New German vehicles also add to the depth of the game, and the players will be able to enjoy a new Wehrmacht late war doctrine in multiplayer with the new units. Liberation will include 20 western front multiplayer maps, 25 western front conquest maps, and an incredible assortment of over 500 Western European assets for the editor. We are making upwards of 50 buildings, hundreds of environment objects and huge improvements to vegetation visuals. It will be the biggest leap in visual quality and the biggest release of fresh new content for the editor in the history of the GEM engine games.
As you will see, the visuals in Liberation are a big leap forward. We have created photorealistic and high quality graphics that will stand the test of time, making the third and first person gameplay experience more immersive than ever before.
We intend to release Liberation as soon as possible, but we haven’t set a date yet. We will keep you posted of course. We can also confirm that when the time comes, we will be releasing free Content Update 5 alongside Liberation, adding a lot of new units to the base game and raising the quality of the visuals of many of the game’s assets to match the new standard as set by the Liberation DLC.
Barring any catastrophic or disrupting events, release will take place later this year. Our next devblogs will fully list the contents and in some of them we will tell you a bit more about the historical events that are the backstory to our single player campaign. In the meantime, catch any scoops on our Discord server.
So, we invite you to wishlist Liberation today; check the store page now and hit that wishlist button!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
As you may have noticed, the summer sale is on right now. That means you can get Call to Arms - Gates of Hell at a huge discount once more! You have time until July 13th 10 AM Pacific to take advantage of the offer.
In the meantime, we're preparing the store page for the "Liberation" DLC. This will come with a devblog outlining the contents, so stay tuned for more. We recently announced the "Liberation" DLC by uploading a teaser at Pointe du Hoc while we were visiting and examining the battlegrounds. Check it out:
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Dear community members! Right now, you can get GoH at a very nice discount, and we have just published the next game update! This update will bring many improvements to the game, as we have shown in the past few devblogs; we’ll go over some of the more important changes in a minute, after you’ve hit that link to check the discount you could get right now!
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.
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 and multiplayer balancing
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.
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.
We will publish a detailed changelog like we always do. All of our changelogs can be found in the same place on STEAM.
What’s next?
The next devblog is not far away. In that devblog we will bring you up to speed with current development as usual, to fill you in on any further planned changes and improvements to the game. However, we’ll cross that bridge when we get there. In the meantime, enjoy the game update and tell all your friends about the sale!
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 the Attack Options of control panel.
Added control panel button to change the speed of your infantry (walking/running) for slow patrols etc. Found in the Special Options of 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.
Added tags so that bots do not recrew ammo boxes
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 cliff 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.
Fixed spawn locations on several conquest maps so that enemy cannot shoot units in spawn
Fixed in Conquest creation screen misalignment of the Fog of War option
Fixed bridge rails being destructible on map DCG Runway
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
Removed temporarily pre-placed mines on map when player is defender and has researched defense level 2 (they could kill player/friendly units)
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 unit that dies to a world kill will be awarded to the last attacker. If no last attacker, then 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 the 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 un-towing 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 ampulomet 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 several holes in the trenches on MP King of the hill
Fixed bridges pathing on 1v1_reka
Fixed some railway heights on 3v3_barrikady
Fixed bridge pathing on MP Forssa dam
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. - Fixed coop
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 - Replaced late war marine skins by mid war ones - Fixed "invisible" soldiers engaging mid way through battle
Fixes for Finnish Mission: "Through the Fire" - Fixed music not playing - Fixed enemy ai retreating not working
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 Bastard 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 mission 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 blau 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 SdKfz 234/ 2, 3, 4 from missing satchel charges in inventory|
Fixed aiming/zeroing for BM-31-12 Andryusha
Fixed several MP breeds who's weapon skill was 1 level too low because of incorrect AT weapon skill
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 in-game
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 events 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
r11971-12702
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.