Nov 20, 2023
Call to Arms - Gates of Hell: Ostfront - Culee


Open beta update
Hello community!

We have been very pleased with the reception of Content Update 5 (currently available in open beta) and we'd like to thank everybody for the kind words and feedback.

We've tackled the issues that have been reported and we have released an update. If everything goes as planned, we will make Content Update 5 live for everyone today or tomorrow. The game version number hasn't changed, which means if you have a resource de-syncronisation when trying to join multiplayer lobbies, it means either you or the host haven't updated yet.

Modders can also use the open beta periods to prepare their mods to work on the new version of the game.

Here is the change-log.

  • Added limit of 1 to doctrine_pz756r to be consistent with other irregular doctrine

  • Updated sov motorised sappers to come with an extra miner of each type, removed one engineer and rifleman to make room

  • Fixed flamethrower resupply crash

  • Increased distance stealth infantry can be spotted while prone/crawling by 5m
  • Increased starting CP in conquest match to be able to call player waves in sooner
  • Increased limit of fin doctrine engineering squad from 4 to 5
  • Increased limit of ger eng kettenkrad from 4 to 5

  • Reduced cost of sov motorised sappers cost from 25 to 5 dp
  • Reduced cost of fin eng squad from 15 to 10 dp
  • Reduced cost of sov motorised sappers cost from 25 to 5 dp




The wait is nearly over

Content Update 5 lays the foundation for Liberation, which is a sign that the release is near. Only over a week left until the big day!
Make sure to wishlist Liberation and help us celebrate this incredible milestone for our beloved game.

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




Call to Arms - Gates of Hell: Ostfront - Culee


Content Update 5: Open Beta

As we announced in the development update 139 , our open beta would be ready in a couple days, and it is now time to dive into it and explore all the amazing new content and features. The changelog is massive, and everyone will have something they like in there.

In order to access the open beta, navigate to the 'properties' options in your game library, go to 'betas' tab, and switch to open beta.

What's next?

We will be keeping a close eye on the feedback to make the necessary changes and fixes ahead of the global release of Content Update 5. The best way to give us feedback is to use the dedicated channels for this on our discord server.

And, as you all know, on the 29th we will be releasing 'Liberation'. Make sure to wishlist Liberation to be notified when it's out!

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

To complement the much anticipated news of our open beta, here are some immersive warm skies which form part of the latest additions to the game.




A lot of game assets have also been upgraded to be just as beautiful: From sandbags to shell hole craters. With the release of Liberation, the level of the visuals will set the new standard for years to come, but we are taking the necessary steps to make sure the older parts of the game also move forward.

Open Beta Change Log
Update 39: V 1.032.0
"Content Update 5"

Change Log

Highlights
  • Added Yag-10 29K
  • Added ZIS6-BM13-16
  • Added T-60 BM8-24
  • Added 300mm BM-30
  • Added 300mm BM-31
  • Added 76mm M1938 (29K)
  • Added M3A1 Stuart Lend-Lease
  • Added M3 Lee Lend-Lease
  • Added M4A2 Sherman 76W (Late)Lend-Lease
  • Added M4A2 Sherman 75 (Early) Lend-Lease
  • Added Wespe
  • Added Jagdpanzer IV L/48 Early
  • Added Jagdpanzer IV L/48
  • Added Sd.kfz.251/1 Ausf. D
  • Added Sd.kfz.251/2 Ausf. D (Stuka Zu Fuss)
  • Added new sdkfz8 flak18 model
  • Added schwimmwagen
  • Added STG-44 Scoped
  • Added FG-42 Scoped
  • Added ZB-26 and its ammo.
  • Added M1928A1 thompson.
  • Added new ba6 for finland
  • Added new skydomes
  • Added new tree destruction logic
  • Added doctrine preview page into MP lobby
  • Added suppression fire button to "mag dump" on designated location

  • Added ability for host to choose bots doctine
  • If opposing team has players, those player can choose their friendly bots doctrine and not host

  • Added initial setup of Doctrines 2.0
  • Changed Doctrine Points scale from 100 to 200 points per player
  • Added new RUS doctrine to MID war (LendLease)
  • Added new squads for all Nation, time periods and doctrines that change per doctrine selection
  • Updated lend-lease doctrines into their own class of doctrine.

  • Infantry redesign:
  • Defined more clearly infantry tiers 1..4 without the numerous exceptions of health/stamina for very specific squads.
  • Removed snipers from squads.
  • Defined new infantry squad roles which bring unique perks.
    -> Standard squads have the traditional characteristics.
    -> Recon squads, which existed until now, have extra speed and stamina on top of their existing reduced HP and increased view range.
    -> Defense squads have slower movement speed but higher health regeneration, ideal for remaining behind cover.
    -> Stealth squads (irregular doctrine) have even lower detection range, more speed, and can use captured sniper weapons.
    -> Veteran squads have overall better stats and are marked with a "+" on their tier, but also come at a higher cost.
  • Icons of infantry updated to reflect the 'squad role' (not all are updated yet)
  • Fixed multiple pricing issues with squads due to small inconsistencies over time.

  • Updated Create Conquest Screen and added ability to choose theatre of operations and opposing nation

Everything Else
  • Added new 3d models for sandbag, boxes, craters, tree logs
  • Added some high quality stamps to replace specific older ones
  • Added one more shell to Karl gerät inventory
  • Added new minimap icon for mortars
  • Added flamethrower ammo can now be refueled by Fuel truck's auto-resupply
  • Added ammo selector to weapon library (fixes issues like rifle grenade showing massive range)
  • Added new squad icons with squad role
  • Added new single-buy infantry options to MP (rifleman, SMG, Semi-auto rifleman)
  • Added indicator of towing capability to the unit icons
  • Added limit of 4 to all DP command vehicles
  • Added new sounds for MG 26(t)
  • Added new model for soviet MG ammo
  • Added new model for USA HMG ammo
  • Added New soviet and german units to conquest
  • Added new guidance law for chasing vehicles to throw AT grenades
  • Added "chance" check to crew shock time when vehicle is penetrated to stop crew shock when chance = 0
  • Added camo texture for SiG 33
  • Added camo texture for Opel Blitz
  • Added camo texture for Pak 97/38
  • Added BATTLE state to AI that will prompt soldiers to reload if the ammo is too low (not empty, there's other checks for that) AND the soldier is holding fire
  • Added limit of 1 to su100y (Shared with bm30 rack)
  • Added APCR and more HEAT shells to stug3G late to better compare against Hetzer which is now an MP buy.
  • Added squad disbanding button
  • Added some squad overhead icons (still need breed assignation)
  • Added missing dx11 shader cache files
  • Added bazooka detailed ammo versions
  • Added ammo variant of sdkfz6 for resupply
  • Added proper kriegsmarine portrait
  • Added new snow hit fx
  • Added FX for tree leaf shedding
  • Added M24 smoke supplies grenade
  • Added M1928A1 thompson to soviet-US lend lease tank commanders
  • Added mg34_belt_long and mg42_belt_long entities with 300rds to German mg stands and Halftracks
  • Added passengers to Panzer 35(t)

  • Updated separated chassis movement data sync when executing the path order from placemnt sync by physics; this should fixe the "overshoot" on reaching destination or cancelling order
  • Updated many MP and DCG maps for balancing tweaks
  • Updated timers of all squads
  • Updated (swapped) StuG IIIG and StuG IIIG Late as MP buy option for Germany late war.
  • Updated hit marker to show when in Direct control modes
  • Updated hit marker to be 1/2 size
  • Updated German MG ammo box to hold 300rds instead of 250rds. We are aware they'd really hold 296rds but for games sake, we rounded to 300.
  • Updated snipers and suppressed weapon signal setup
  • Updated Opel Maultier textures
  • Updated ba6 textures
  • Updated bottom right interface panel to allocate more buttons
  • Updated buttons on the bottom right interface panel to be more intuitive
  • Updated bot purchase priorities
  • Updated positioning of MP/CP and name labels in buy icons
  • Updated DP units ordered by cost (Reverted order by unit role/class)
  • Updated interaction code for multi-barrel looping
  • Updated mp bot setup/tracking optimized (reference tags instead of using entire zone searching for props every time). Sync mp script to latest dcg bot tracking.
  • Updated 3rd person camera position on kubelwagen_mg and kubelwagen_dak
  • Updated 3rd person camera position on MG emplacements
  • Updated Price and timer tweaks for t60
  • Updated BM-8 minimum barrage count to 1/2 of a full rocket load
  • Updated armor hint on vehicles: Now the dialogue displays values for hull, turret and additional armour separately.
  • Updated LOD distances
  • Updated Early war DP cost for some units
  • Updated (swapped) Early war kv1_39 of all-round with kv1_40 from offensive doctrine, to make more sense in picking them and other similar units of same tier (t34 and kv2) due to their cost difference
  • Updated blast damage define for karl thor shells and reduced the blast damage radius for killing tanks
  • Updated blast damage for 100-250kg bombs, 280mm BR5 and Goliaths to fall inline with new maximum blast radius set by karl thor changes
  • Updated (optimized) flamethrower fx
  • Updated entitymanager with new building parts/slicers
  • Updated hit marker to show when in Direct control modes
  • Updated hit marker to be 1/2 size
  • Updated (swapped) StuG IIIG and StuG IIIG Late as MP buy option for Germany late war.
  • Updated blast damage thresholds for ammo components in tanks
  • Updated inventory cell colours, adding a green highlight on compatible ammunition.
  • Updated weapon stats for assault rifle class weapons (STG)
  • Decreased range from 110m to 100m
  • Decreased base damage value from 70 to 65
  • Added unique bullet damage curve (stats are in between rifles and smgs)

  • Fixed inconsistent placement sync state on server (possibility for incomplete data sending after movement restart)
  • Fixed [bullet] effects and fly-trough sync for synchronized bullets
  • Fixed [weapon] autoreload locks weapon after human rendered unconscious
  • Fixed crash if weapon vanishes during advance/attack order
  • Fixed squad being deselected upon commander death (still issue when knocked down)
  • Fixed some tank destroyed models not having thickness on hitboxes
  • Fixed humans being thrown out of manual when crawling down extreme inclines (like into trenches)
  • Fixed [explosive shells] added sync of bullet detonation state to preven it flying on clients beyond hit target that caused a detonation
  • Fixed bullet exit from volume to deduct bullet energy.
  • Fixed LOD view of 20mm_l39 magazine
  • Fixed MP bot AI ignoring re-crewing his own assets and using friendly user items instead.
  • Fixed pz38h_w40 manpower (score) cost to be consistent with other heavy rocket vehicles (from 800 to 1600
  • heavy katy cost/score which is easier to kill)
  • Fixed range/accuracy modifier for 37mm_kwk146f (pz38h_735 tank gun)
  • Fixed german tanks sometimes not having a voice
  • Fixed fences desintegrating and not displaying broken pieces correctly
  • Fixed hull mg rotation limits on lend lease Shermans (was too narrow)
  • Fixed off-map strikes not working in conquest
  • Fixed position of blenheim_mk1 engine's supercharger intakes
  • Fixed conquest buy menu not rendering fully for wide screens
  • Fixed rocket weapons to show in secondary window of vehicles that have a tank gun as primary
  • Fixed Friendslist and other windows of lobby interface clipping the borders.
  • Fixed SU-76 to be able to tow
  • Fixed a tree in the middle of a road on DCG Puhoksen
  • Fixed a pathing issue with a cliff on DCG Karvola winter
  • Fixed flying objects on MP Ladoga
  • Fixed pathing issue with a wooden board on MP brozha
  • Fixed Assault rifle class weapons (STGs) missing spreading modifier when shooting in burst
  • Fixed submaster not being set at the beginning of the session
  • Fixed human animation standing up when exchanging items
  • Fixed dir for flame weapon sound fx
  • Fixed some icons
  • Fixed some unit compositions and localization
  • Fixed some localization inconsistencies
  • Fixed [tanks] turning in wrong direction after turn order cancellation
  • Fixed crash (weapons unlinking from hands back into inventory, LinkStuffView from inventory tries to link back to owner that is in the process of being deleted)
  • Fixed amphibious vehicles being able to leave map play area in MP
  • Fixed charger crew of jagdpanther from leaving vehicle on spotting enemy when controlled by AI
  • Fixed auto cannon vehicles weapon accuracy from being reduced by the recoil animation of the main gun
  • Fixed zeroing accuracy on sdkfz234_2 (Puma)
  • Fixed missing transmission component for gaz76 and gaz67b
  • Fixed missing zeroing time for PZ38h W40
  • Fixed missing stealth trait for Soviet MP Sniper breed
  • Fixed "talks" for cannons and tanks to play properly
  • Fixed DSHK AA to be moveable with only 1 crew (same as standard DSHK Stand)
  • Fixed texture transitions on DCG Natramala winter
  • Fixed texture transitions on SP Bagration
  • Fixed flagpoint A collision on 4v4_kylmapuro Battlezones
  • Fixed missing road terrain on DCG Wasteland
  • Fixed make squad on cover leave cover immediately when move order comes

  • Increased (worsened) aim time of Hetzer to replicate the cramped crew conditions
  • Increased accuracy of sniper rifle when not performing aimed shot.
  • Increased reload time of Artillery Signaler pistol from 60s to 120s
  • Increased resupply cost of flamethrower ammo from standard ammo crates/trucks in MP only
  • Increased cost of STG-44 from 18 to 20 MP
  • Increased cost of FG-42 from 18 to 22 MP
  • Increased resources for bots on Heroic difficulty in MP to make them more challenging
  • Increased (conquest) research Points gained per win, loss, and map bonuses
  • Increased Hetzer price from 530 to 550 MP.
  • Increased max CP in conquest from 350 to 500 and adjusted the Stages accordingly. {StageCP 60 80 100 120 140}
  • Increased Conquest max global CP to include support tab CP + the 5 normal stages CP (550)
  • Increased reload time of all rocket artillery
  • Increased zeroing time for rocket artillery 6s to 10s
  • Increased the amount of blast energy required to potentially stun Armored Car class vehicles
  • Increased initial timer of all transport trucks from 0 to 60 seconds, to balance match openings due to faction trucks having different speed values and maps having roads near certain spawns

  • Decreased traverse and track grip of Hetzer
  • Decreased spotting distance of stealth infantry from 100 to 75 (standing motion) and from 30 to 20 (crawling)
  • Decreased cost of early war stug3b from 50 to 45
  • Decreased cost of Volkssturm (tier 0 infantry) by 1 MP
  • Decreased Interface music volume in default settings
  • Decreased cannon body component thickness by 2mm-4mm depending on class
  • Decreased rocket artillery rate of fire (time between each rocket shot) to be more inline with historic values
  • Decreased damage done to armor by at rifles due to bug that causes them to penetrate 2x with each shot
  • Decreased Marder III M price from 510 to 500 MP.
  • Decreased 150-210mm towed cannon command point cost to 30 for those that were above that
  • Decreased tier 0 infantry (Tier 1 with no weapon skills, currently Volkssturm only) by 1MP each
  • Decreased price of M31 Suomi (Stick) by 2 MP
  • Decreased price of M31 Suomi (drum) by 1 MP
  • Decreased price of Thompson M1928 (drum) by 1 MP
  • Decreased price of PPSH 41 (stick) by 3 MP
  • Decreased price of PPSH 41 (drum) by 2 MP
  • Decreased price of PPD 40 by 2 MP
  • Decreased price of double barrel shotgun by 2 MP
  • Decreased reload time of 30mm mk103 from 20 to 10s
  • Decreased the radius that rocket artillery does maximum blast damage
  • Decreased Plane MG and Cannon range in MP slightly (10-20m)
  • Decreased Plane MG and Cannon rotation limits (left to right) in MP
  • Decreased Airstrike Plane vision distance and width in MP (Recon plane not affected)
  • Decreased MG34 and MG42 belt versions from 250 to 100 rds
  • Decreased cost of German infantry with belt MG by 5 MP

  • Removed sniper ability from stealth
  • Removed non-functional actions from control panel
  • Removed re-equip of 'rocketlauncher' tagged weapons after using a panzerfaust
  • Removed question mark from coop loading screen summary


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


Community members and friends! As you know, Content Update 5 is coming your way soon.
In this blog, we’re listing a few of the improvements that will be included during the testing phase; so let’s have a look at the latest on new game mechanics, design, and quality of life changes. We also want to show you a small collection of winter landscapes, as a counterpart to our earlier selection of summer landscapes.

Suppression fire
In the game, you can use the "attack ground" function, which makes your units fire at one specific location. Alternatively, you can attack a target, whereby all selected units will engage it.
We have brought back (and improved upon) an old feature - which was present in the earliest games made in the GEM2 engine - called suppression fire.
This function will now allow your troops to fire at the general area of the designated location, useful for carpet bombing or keeping enemies ducked behind cover. If enemies are spotted in those areas, your troops will prioritize them, even if you use the ‘suppression fire’ button on the ground nearby. The function lasts for 60 seconds, after which your troops will return to their previous behavior.

HD Link

HD Link

Quality of life and other improvements
CU 5 will introduce a number of overall quality-of-life improvements, here is a short selection;
  • The death of the squad commander will no longer cause de-selecting squads. Other squad management details were improved, so squads feel more responsive.
  • Improved the interface to require fewer clicks to perform some common functions (make buttons more accessible).
  • Added squad disbanding button
  • Going in and out of trench walls will no longer take the player out of third person.
  • Looting a weapon in a crouched stance will no longer cause the soldier to stand up.
  • The synchronizations of the multiplayer netcode for HE shells are currently being improved.
  • Host can select doctrines for bots, and in the case that there are bots on both teams, it will be the different sides who can set bot doctrines.
  • The menu interface has been improved in some areas.
  • Were adding a set of new HDR skies
So far the selection for this blog. A lot more awaits you; we'll specify everything in the usual changelog of course.

HD Link

HD Link

Armor display
We have improved the “armor display” that pops up when hovering your cursor over a vehicle. Currently, when inspecting a unit, you will see the armor thickness. Now, you can see it listed/ differentiated for the hull, turret, and any additional armor (if present) like plating, track shields, or side skirts. This is particularly important with US vehicles like the Super Pershing, which has respectable armor in the actual fighting compartments and also a lot of additional armor plating. Without the detailed armor view, it would be difficult to assess the real thickness of the composite armor layers.


HD Link

HD Link

Infantry squad redesign
As you may know, CU5 will bring a lot of diversity into squads in multiplayer.
Over one hundred historical squads have been added across the different war periods, nations, and doctrines.
This colossal amount of squads made it hard to remember and choose wisely which squad was suitable for which role. To improve this situation, we have overhauled the infantry squads giving them standardized custom roles.
As of now, you can purchase “recon infantry”, which (compared to standard infantry) has better spotting range but less resilience.
We also have “stealth infantry squads”, which are tougher to spot, even from up close, but are only featured in the irregular doctrines.
Following this example, we added “veteran infantry” and “defensive infantry" as new squad types.
The defensive squads have a lot of equipment, and higher health regeneration but slower speed, which makes them ideal for a “place and forget” situation when you want to keep your territory secured. The veteran infantry cost more, but as their name indicates, they come with veterancy which translates to better accuracy and reload time. These squads are a good buy when you need an elite squad but cannot afford the highest tiers, or when units that you want to use are on a cooldown timer.
In-game there were already some squads that were set up as veteran squads, but now you will be able to see their role at a glance, easing the choice and helping the players anticipate how the units they buy will behave.
Even when playing different doctrines with different squads available to you, the players will be able to make the right choices while enjoying the vast diversity of historical squads in the game. For those players who are not knowledgeable about the different squad and unit denominations in WWII, this redesign will help them make the right purchases, which is especially important in the rush of a competitive multiplayer game.

HD Link

In the meantime, with its release scheduled for November 29th, have you put “Liberation” on your wishlist yet? Do it now!

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

Open Beta
You will be able to test the changes when we start a short open beta for Content Update 5, which will start in the next few days.

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



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.

HD Link

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.

HD Link

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!

HD Link

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.

HD Link

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!

HD Link

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?

HD Link

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.

HD Link
HD Link

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.

HD Link

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?

HD Link

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.

HD Link

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.

HD Link

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?

HD Link

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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.

HD Link

HD Link

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
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