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


Community members and friends, welcome to another devblog for Call to Arms - Gates of Hell.
In this blog, all we want to do is reveal the release dates for Content Update 5 and the long-awaited “Liberation” DLC.
We have stated in earlier blogs that this would all take place in 2023, and we will keep that promise. Are you ready?

Content Update 5
Our free “Content Updates” and “Community Updates” have become quite numerous, and we’re not done yet. As stated in development update 136, Content Update 5 is another one of these free updates which every player will receive. Together with previous updates “Ostfront” is now roughly twice the size as it was on release in June of 2021. These are the vehicles that will be added by Content Update 5:

Germany
Sdkfz 251/1 Ausf D
Sdkfz 251/2 Ausf D "Stuka Zu Fuss"
Schwimmwagen
Jagdpanzer IV L/48 (Early production)
Jagdpanzer IV L/48
Wespe

USSR
M3 Lee (Lend Lease)
M3 Stuart (Lend Lease)
M4A2 75 (Lend Lease)
ZiS-6 with BM-8-48
ZiS-6 with BM-13-16
T-60 with BM-8-24
M-30 rocket launcher rack
M-31 rocket launcher rack
76mm M1938 AA
YAG-10 with 76mm M1931 AA

Finland
BA-6 Captured (And new BA-6 texture and camo for USSR, too)

As we said, it will not stop here; we will keep updating Ostfront in the future.
So here’s the plan; Content Update 5 will go first, and we plan to release it around November 20th, 2023.

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Liberation
A few days later, on November 29th, we will release Call to Arms - Gates of Hell: Liberation.

This DLC is by far the biggest DLC we have made; it even surpasses the original “Ostfront” release in size!
Check out the store page now, and make sure you have Liberation on your wishlist:

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

So there you have it; the release date has been set. From here on in it’s up to you to keep an eye on your Steam notifications, provided you have wishlisted Liberation of course.

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Shortly before Liberation drops, some of Barbedwire Studios’ trusted content creators will treat you to some sneak previews; if you want to take an educated guess who that might be, check out our YouTube channel and make sure you subscribe to some of them at least. This is also where our release teaser will appear when the time comes, so make sure you’re subscribed there too!

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Any questions?
If you have any questions about this update, there is a quick way to find answers. Likewise, there is a place to quickly find players, or to discuss ww2 history, or just chill and chat about Call to Arms - Gates of Hell. We’re talking about our official Discord server, of course. You’re welcome to join any time.

Well, that’s it for now; do these release dates fit your holiday schedule? Are you looking forward to it? Let us know in the comments. For now, thanks for stopping by, and see you on the battlefield!

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


Community members! We’re getting closer to release, and in this blog we will continue a tradition of ours; to tell you the full historical story behind a single player mission.
As you may know, we follow history closely with these missions. The intention of the missions is not just to entertain, but to tell you a little bit about the hell that soldiers endured in ww2.
We will also explain which elements will make the singleplayer missions in the Liberation DLC different from what you’ve experienced before.

Single player campaigns
As advertised, Liberation will come with a single player campaign for each of the US and German factions. These will offer 6 single player missions each. The US single player campaign will be augmented by the 4 skirmishes we will add to that faction, and these will be woven into the single player campaign.
If you’re familiar with our work, you’ll probably anticipate these to be based on historical facts. That will indeed be the case! In this blog, we take a detailed look at one of the German single player missions.

Battle of the Bulge
In December of 1944, the Germans sprang a big surprise on the western front by launching a counteroffensive in the Ardennes region. The aim was to split the British and American forces, whilst advancing to Antwerp.

The allied bomber offensive had been targeting oil and fuel production facilities for quite a while. As a result, the German fuel situation had deteriorated so badly it was a logical thought for any field commander to try and capture allied fuel along the way to Antwerp.

The Böhlen synthetic fuel plant left in ruins after a 1944 aerial bombardment.

The fuel allocation might have just allowed the German forces to reach Antwerp, but if circumstances would have forced the German tanks to fight along the way and go offroad a number of times, the resulting higher fuel consumption would have put Antwerp out of range.
This is what happened to the 116th Panzer division; they had to make a detour to find a bridge across the river Ourthe, and that’s where the story of our mission starts.

The tactical situation of December 20th that resulted in the struggle for Samrée and Dochamps. Note the dual objective for the 116th Panzer division

Samrée
In the CtA - GoH mission, you will be advancing through the Ardennes, commanding part of the 116th Panzer Division. Like every one of the German armored spearheads, your options are limited by your fuel situation. As you would expect, this makes fuel the first objective.
Let’s quote the voice- over from the briefing video on this one;
”You will lead the spearhead of the 116th Panzer Division. You are advancing toward the towns of Samrée and Dochamps. The disposition of enemy units is unknown; what we do know is that we desperately need any fuel the Americans may have stocked in Samrée, if we want to achieve any of our offensive goals.” which is no surprise for most players, probably.
Following the allied autumn offensive, extensive US army depots were set up behind the front lines.
One of those depots had been established for the US 7th armored division. It sat in a small village just 25Km (15 Miles) north of Bastogne, a picturesque little village called Samrée.



Given the surprise that the offensive had sprung, it didn’t take long for the 116th Panzer Division to reach this little town, even though they had made a detour to find a usable bridge across the Ourthe river earlier. For most of the way, you’ve met little resistance; but any time now, you’ll run into the Americans. When you do, you must put the element of surprise to good use - you can’t hang about!
First, you’ll send in your scouts. Given their superior FOW range, you will be able to see what you need to see and deploy your main force optimally.

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As soon as you know what’s ahead, it’s time to blitz the defenses and take Samrée. You need that fuel! Find the dump, and refuel your tanks in a hurry; you never know how quickly the enemy will react.
Your awareness of the situation in and around the town will give you the edge here. If the enemy counterattacks, where is that likely to come from? You need to get it right, because the Americans are not going to sit and wait until you come to them…
Sure enough, here they are! Now it’s time to use your armor to your best ability. If you make sure the enemy doesn’t flank your tanks, you should be able to hold the line. A fierce battle ensues, and on paper your tanks should be able to deal with the enemy armor. But… defending wasn’t the plan, you need to advance!

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As soon as you take back control of the situation, you can think about moving forward again.
Which side of the village will you break out from, as soon as you’ve refueled? Well, if you want to drive to Antwerp, the general direction is north- west. The next village on the map is Dochamps; and all of the time, you will need to keep the US forces on the backfoot, and in a defensive posture. However, the enemy has obviously already anticipated your next move; where is that artillery fire coming from? And, more importantly, who is directing it?

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As long as enemy artillery can take aim at this road, you can’t risk it. Something needs to be done about the artillery, or you’ll get stuck here! It seems they have a position somewhere roughly north- east of your own position. You will have to take that position sooner rather than later - get your men to sneak up on the enemy and silence their battery for good.
Your own artillery officer has made it very clear; he will not risk counter- battery fire for the few guns he’s got left. That’s one more reason to take the enemy battery out first, and only then will he be willing to deploy his precious units in support.

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So, your tactical prowess is indispensable. Your improvisation skills will decide the outcome; and as long as you act quickly enough, you’ll succeed in keeping the initiative. In other words, “Auftragstaktik” is key, it’s really up to you as a commander to push to Dochamps and do whatever is required to keep marching on Antwerp.

Now you know part of what happens in this mission; you’ll discover what follows when you play it yourself; we’ve revealed enough for now!

Mission scripter’s notes
Each of the singleplayer missions in the Liberation DLC will give the player a choice of doctrines before the mission starts. That means a variety of special units get added to your order of battle. Part of the Gates of Hell replay value comes from the realistic landscapes; these allow you to try different tactics every time you play the mission - and we know that most players will try more than once. The map we use for this mission is modeled after the real situation as usual, as a satellite versus minimap comparison shows. Another bit of replay value lies hidden in the subtle differences between the doctrines for singleplayer missions; which support units do they offer? Which one supports the tactical plan best? The answer to that question is very much a matter of taste and style on the part of the player, and trying the different options will make your mission feel quite different with each doctrine. Our aim is to make replaying the mission more varied than ever before.

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As you can see, we are on our way to create a spectacular DLC. We may do another devblog like this one, to showcase another mission from the singleplayer campaign.
Have you wishlisted Liberation yet? You can click in the image below to do that, and there’s zero risk involved. Just click below:

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

Thanks for stopping by; do you think you will like playing this single player mission? Is it something you expected to be in the campaign? Well, if you have an opinion on that, or if you have any questions, you’re always welcome to join our Discord. Join by clicking on the image below.

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


Community members! We recently announced that we will be updating “Ostfront” soon. In this blog, you will find out what that means; we will discuss the mechanics, visuals, new units and netcode improvements that will make up this vast update. Curious? Keep reading!

Content Update 5
Content Update 5 will be the largest free update we have introduced so far, giving every Ostfront player a reason to come back and play. It will not only add to the original “Ostfront” package, but to “Talvisota” as well!
With this update, the original “Ostfront” game has been expanded by quite a margin.
The original 2021 version had roughly half the content you will have when CU5 goes live.
When “Ostfront” was about to be launched, we published Development update 99, in which we listed what would be in the release version; compare that to the package after we release CU5, and you’ll be amazed. Back then, we made a statement about expanding the package, and Content Update 5 will be the last step to fulfill that promise. Over time, we published a lot of free updates, each adding content. Besides vehicles and maps we added a lot more; assets, updated sound, added and updated game mechanics; added a game mode, and then some. So what’s coming in this update?

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Destructibility
In our original release, the destructibility of trees was not catered for. With this update, that will change; when hit directly by a large HE shell, trees will now disintegrate.
Besides destructibility, trees will behave more naturally when hit by a sufficiently large projectile, or when heavy vehicles push them over. If the circumstances are right, trees will shed leaves when hit on a summer or autumn map, and shed snow when hit on winter maps. This will add a more natural feel, which helps immersion.

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Doctrines redesign
A massive effort has gone into overhauling the doctrines for all nations.
We hired one of the most competitive players to help us shape this, because it is much more than a re- shuffle of the existing units; it re- shapes the way they work.
The doctrine choice has been modified to affect the infantry squads available to you, giving doctrines more meaning and more distinct flavors. Almost all of the infantry units migrate to the infantry menu, and the brand new “Unit Visualizer" we designed for it will show you exactly what your choice amounts to. Players can see the units they will have at their disposal while selecting the doctrines in the multiplayer Lobby. This allows them to plan ahead and check which doctrines have their favorite units.
We also added a new doctrine type, which is the Lend Lease type. Some of the doctrines will fall into this category.


You will be able to preview the selection of units your doctrine brings

New units
We have added a respectable amount of new units for the Soviet Union, Germany and Finland; a lot of new squads, vehicles, weapons, humanskins and tanks will be included.
Some squads are no longer always the same when you purchase them, they cycle. One in every X squads will contain a sniper, or different weapons loadouts. It's not random, it's a cyclical system. This allows us to add squad variety and add historical accuracy to platoon-level squad loadouts.

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Netcode improvements
You will have noticed that in multiplayer, when vehicles get stopped or destroyed, it could take a second before these units would be shifted to the correct position, due to what is called “position lag”. We have Improved the netcode to address this.
Another important issue that has been improved on is the so called “inventory desync” that would sometimes occur.

Conquest
We are always working on conquest, and Content Update 5 will bring some new functions to the table. Players will be able to choose the theater of operations, and choose the enemy’s nation. The region of operations option filters out the nations available, plus the maps that will be used for the campaign.
This also means that modders get a lot of new options, new combinations and possibilities with these features. The visualizer below shows you how it works.



Visuals
To match the new standard we want to set with the “Liberation” DLC, we have upgraded some textures and 3d models to improve their visual fidelity. You will see quite a difference to the “old” environments. Things will look different, and we think you’ll like it.
We have also improved the “direct control aiming circle”; the projected spread of salvos will become easier to understand as a result.
Last but not least, we have improved visuals of many of the infantry weapon (small arms) 3d models, so they are third/ first person worthy.

HD Link

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

Planning
Content Update 5 will go live around the time when we’re ready to publish the Liberation DLC, which (currently) means this will happen before the end of the year.
The exact moment will be announced at some point, together with a detailed list of contents in the shape of a change log.

Did you know?
  • ”Ostfront” was the first title Barbedwire studios ever developed
  • Development update #99 (linked in the text above) was published on the day of the Ostfront release
  • That update was read by around 8000 people in june 2021; nowadays the average number of readers is between 7 and 12 times more
That’s it for now, thanks for your time and see you on the battlefield!

P.S.: If you’d like to see one of the vehicles that is not shown in this blog, join the official Discord to get that render, by clicking the image below.


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


Community members! In our previous development update, showing part of the US units for the “Liberation” DLC, we promised we’d show you some of the German units as well, so that’s what this blog is about. We also want to show you some of the specifically German buildings and landscapes and we’ll talk about the release planning for “Liberation”.

German units
The German part of “Liberation” consists of a number of things. In the single player campaign, for instance, we follow the 3rd Fallschirmjäger Division and the 116th Panzer division. If you trace back what these units did and where they fought, you’ll see that they both were in the thick of the fighting from Normandy right until the end of the war.
That means we need more than the units themselves; we need French, Belgian and German landscapes and buildings as well.
Maybe you noticed we have revealed a good number of summer & autumn landscapes last week; there are several German landscapes and towns in there. Let’s have a closer look at some of the buildings:

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There will be many buildings, of which these are the most specific “German” ones.
On another note, you will need some specific weapons when fighting for the German units in “Festung Europa”, as our German single player campaign will be called. Whether you’re fighting as a paratrooper or as a panzer commander, you will need artillery support every now and then. This calls for some iconic units to be present in this DLC, and they will be. Let’s have a look at some of these:

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Besides these, some new tank hunters will be introduced. None of these fought on the Western front exclusively, however they were not present in “Ostfront” or any of the previous DLCs. Check out these vehicles, do you know which ones they are?

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Some of the new German units will be added for free, some will not. We will announce which ones these will be at a later stage. The paid German units (the “Liberation” exclusive ones) will be part of a doctrine for the existing German faction.

Planning release
We are going flat out at the moment and progress is very good. The release of Liberation gets closer every day! As we have stated before, and as you can see on the Liberation store page, we will release the Liberation DLC before 2023 ends.
The roadmap on our website used to mention that we planned to release in Q3 of 2023, and this has gotten many people excited assuming it would be coming in September. It also contains a statement which tells you it’s subject to change. It is our tool to let you know our broad plans. We have updated the roadmap to reflect the reality we are predicting for release in 2023. If anyone asks you, tell them to follow our development updates for official predictions.

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Have you wishlisted Liberation yet? Do it today, there’s no risk involved, other than the chance you might get addicted to it after release:

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

Metagame
To make the wait a bit easier, we will be entertaining the community with something completely different. We released our very first title in 2021, and if you were already part of our community back then, you may remember we played a meta game before the release of “Ostfront”.
We love playing games and so, we are currently lining up the next metagame for you!
Once more, we will launch a quiz that tests your knowledge of world war 2 and the Liberation DLC. The 5 high scorers of this metagame will receive a free key to “Liberation”!
This new metagame will take place on our Discord server, starting Sunday, October 1st.
We will be asking you to answer a number of multiple choice questions, with a new question appearing every weekend. So make sure you are there; click HERE to join, if you haven’t already!

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


Community members!
If you have been with us since before we released “Ostfront", you may remember we presented the original Ostfront fighting units in what we called a “visual catalog”, in devblog #85. and #86.
That catalog has long since become outdated, because the number of units in Ostfront has risen dramatically since we first published it. However, back in 2019 it felt good to be able to present our vehicles visually.
The community definitely liked the idea, so we thought we’d repeat this for “Liberation” and show you some units we intend to include in the DLC.

US tanks
As some of you history buffs will undoubtedly know, there used to be quite a variety of Shermans in existence. These all vary to a certain degree, and based on experience, lots of detail changes were made to the original design.
Having the support of ww2 armor, we were able to inspect and copy the subtypes with all of their specific details for ourselves.
Obviously, there were more tanks to be modeled. Let’s have a look at what we have so far;

HD Link Can you name all of these Shermans correctly?

HD Link Tank destroyers

HD Link The M26 Pershing and the Chaffee are “late war” additions

Armored vehicles
Before and during world war 2, the US arsenal was expanded massively. Correctly anticipating the need for mobility in future wars, the US army commissioned a number of extremely successful vehicle designs in the 30s and 40s that became known and used all over the world. The word “iconic” doesn’t even begin to cover the reputation and fame of the Jeep, for example.
Aside from the Jeep, a range of vehicles emerged, based on a scout car. That scout car then inspired a series of half tracks, which in turn evolved into such a wide range it’s unbelievable.
A number of different types of armored car were also developed; these will be present in “Liberation” as well. Let’s have a look at our collection so far:

HD Link Scout cars

HD Link The Half track collection

HD Link Armored cars

Weapons
Of all of the heavy weaponry the US army used throughout the European campaign, only a few are really as famous as some of the tanks and vehicles. Even though tanks and armored cars are in the limelight a lot more, these weapons obviously played an important (and sometimes the most important) role on the battlefield. Of course, the majority of these weapons are present in “Liberation”.

HD Link Light, medium and heavy weapons

Support vehicles
Like for every faction, support and logistics are absolutely essential to conduct warfare. We have already hinted at the presence of the Red Ball Express in “Liberation”, where it will be available through doctrines. As the Red Ball Express was made up of standard equipment, the individual vehicles are separately available throughout the DLC as well.

HD Link The “logistics” collection

Clearly, there’s more than one reason to wishlist Liberation; do it today!

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

German equipment
As you can see, we have been very busy and all of these units are ready to go.
However, like we have announced earlier, “Liberation” will also contain a good number of new German vehicles and weapons! That means you haven’t seen everything yet, and in our next blog we will show you what’s in store on that side.
What do you think of the collection so far? Did we model your favorite vehicle? Let us know in the comments!

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

P.S.: If you’d like to see one of the vehicles that is not shown in this blog, join the official Discord to get that render, by clicking the image below.


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.

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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.

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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.

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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:

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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!

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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!

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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.

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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
...