Call to Arms - Gates of Hell: Ostfront - [GoH] Ty
Update 38: V 1.031.0 (HotFix)

Change Log

  • Fixed timing issue with ejected shells on automatic small arms (new tag added to semi_auto rifle weapon preset)
  • Fixed issue with some trees not having obstacles thus causing vehicles to path into them when they should go around
  • Updated volumes on trees to extend slightly through ground so they fall more consistently on contact
  • Updated CH localization

r13531-13572
Sep 6, 2023
Call to Arms - Gates of Hell: Ostfront - Culee
Update 37: V 1.031.0

Change Log

  • Fixed rocket launcher ammo desync when unit gets killed while reloading
  • Fixed human unit state desync after unsuccessful boarding of vehicle

  • Fixed Mosin M39 normals
  • Fixed Sdkfz250a_11 missing 1st person view
  • Fixed ables for vehicle windows
  • Fixed damage_process_pierce for AT Rifles (order listed is important)
  • Fixed randomized crew_shock time so that it would not add a small amount of time when shock time should be 0
  • Fixed a couple of fallen_tree entities to break when contacted by cars and armored cars
  • Fixed some normal map issues with the tiles ground texture
  • Fixed wood_bridge_205 material
  • Fixed localization redefinitions
  • Fixed total tank crew count for T50_fin in MP
  • Fixed T50 and T50_fin having 1 crewmen leave when spotting enemy
  • Fixed obstacles class for several _industry/environment entities
  • Fixed crash related to test mission file in 2v2_tikhvin map folder
  • Fixed pathing around cliffs on MP Jarven, Reka and Karvola

  • Updated overhead squad icons for vehicles
  • Updated log bridge textures and added winter texmod
  • Updated yellow band to icon above humans carrying Soviet HE rifle grenade (Same icon as AT rifles)
  • Updated flag_stick to be destructible
  • Updated crew of cars/trucks to be targetable *test* before only gunners were targetable
  • Updated german soldiers with k98_grenade_launcher to have it in hand and spawn and it comes preloaded with HEAT shell instead of HE
  • Updated conquest scripts to use bot spawn points for logics

  • Increased accuracy for light mortars
  • Increased zeroing accuracy for all mortars by ~%10 after multiple shots

  • Reduced turn radius for tanks so AI will stop and neutral turn less often
  • Reduced cost of terrain type in pathing formula so units can leave roads more often


r13394-13531
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.

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

Goal
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.

HD Link

Obliterate the trees
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.

HD Link

Hedgerows
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.

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Pathfinding
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.
  • Refactoring to minimize the computation.

HD Link

Winter
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:

HD Link

HD Link

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!


https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/

Did you know?
  • 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!

HD Link

Strategy
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!

HD Link

Realism
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.

HD Link

Modes
In Call to Arms - Gates of Hell you can choose between game modes for singleplayer and multiplayer;
  • Single Player scripted campaigns
  • Single player dynamic campaigns
  • Co-op dynamic campaigns
  • Co-op skirmishes and missions
  • Player versus player

HD Link

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.

HD Link

At this insane discount, this should be a no- brainer! Join the community today:

https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/

Liberation
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!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/?curator_clanid=10379584

New Update
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.

HD Link

Should you have any questions, feel free to jump into our Discord by clicking below:


Aug 28, 2023
Call to Arms - Gates of Hell: Ostfront - Culee
Change Log

Highlights
  • 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

    - 3v3 barrikady
    - 3v3 brozha
    - 3v3 elanskaya
    - 3v3 factory
    - 3v3 glushkovo
    - 3v3 Hqvistvaara
    - 3v3 hungary
    - 3v3 lakeside airfield
    - 3v3 lakhta
    - 3v3 mikli
    - 3v3 natramala
    - 3v3 posenov
    - 3v3 radusha airfield
    - 3v3 sopheke quarry
    - 3v3 steppe
    - 3v3 trebcges
    - 3v3 wotan

    - 4v4 dubovka
    - 4v4 kirjavala
    - 4v4 kylmapuro
    - 4v4 lysovo
    - 4v4 niemen
    - 4v4 olkhovatka
    - 4v4 pinsk marshes
    - 4v4 rikila
    - 4v4 shiryaevo
    - 4v4 sikovitsy
    - 4v4 vahikkala
    - 4v4 vitebsk

  • Rebalanced spawns and capture point positions for the following BattleZones maps
    - 1v1 crossing
    - 1v1 farmstead
    - 1v1 kalinin
    - 1v1 reka

    - 2v2 balzerweg
    - 2v2 mannerheim
    - 2v2 monastery
    - 2v2 shaforovo
    - 2v2 suburbs
    - 2v2 tikhvin
    - 2v2 urban hell
    - 2v2 vainikalan

    - 3v3 glushkovo
    - 3v3 lakhta

    - 4v4 rikila
    - 4v4 olkhovatka

  • 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 1v1_uran winter texmods & bridges alignment
  • Fixed 1v1_workshop intangible steel beams
  • Fixed 2v2_fall flying barn
  • Fixed 2v2_industry ruins showing wrong pathing option
  • Fixed 2v2_kavichy_factory misaligned fences
  • Fixed 2v2_mannerheim prop vehicles inventories
  • 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: "Absolute Zero"
    - Added Officer voice lines

  • 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

r12703-13394
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.

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SP campaign
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.

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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!

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Update: open beta
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!


Call to Arms - Gates of Hell: Ostfront - Culee


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!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

Did you know?
  • One of our most popular media outlets is our official VKontakte page
  • You can read about our development standards on our website
  • Our Liberation Teaser was uploaded from Pointe du Hoc, France, on june 6th, 2023

That’s it for now, thanks for your time and see you on the battlefield!


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!

https://youtu.be/bT1zARVS-oA

Liberation
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:

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Development & content
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.

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Roadmap
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!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

Did you know?
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:

https://youtu.be/LP9xtwWZbM0

Thanks for stopping by; we'll end with the suggestion that this is a good time to ping your friends and tell them about this ridiculous discount!





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!

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

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.

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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 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.

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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!

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Ukrainian and Polish localization
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!

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

That’s it for today, thanks for stopping by and see you on the battlefield!


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