Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Since the release of Call to Arms - Gates of Hell: Liberation we have continued working on the game in all areas. One of these is optimization, another is a set of new goodies. In this blog we will discuss both.
Community
We have broken several records since the release of “Liberation”, and there seems to be some proper excitement surrounding its release. Many content creators showed off some of their amazing skills online, some very nice video catalogs were made and many campaign seasons are being devoured by their subs. In the meantime, the number of concurrent users has more than tripled, and the community is throbbing with activity. On the official Discord server, which welcomed its 20.000th member a few weeks ago, a lot of novice players’ questions were answered. The learning curve in Call to Arms - Gates of Hell might be steep, but our community is steeped in knowledge!
As the player base tripled, we managed to find edge cases of the game not working perfectly. As the sheer size of the game and diversity grew, the memory requirements grew with it. We have worked on optimizing the memory, disk space and overall performance of the game. We have released an update that takes the first steps to address this problem. We have also addressed numerous mission, unit, netcode, balancing and interface issues, so this update will probably be welcomed by everyone. Moreover, your loading time will decrease.
Everyone ought to get a good performance boost with this update. For anyone who visits our store page for the first time, we have updated the store page with new recommended system specs. Namely, for those that wish to play at maximum settings, we suggest using an RTX 2060 equivalent or higher, and 32GB of RAM for running the game. The reason is simple: Gates of Hell is not your “conventional” RTS game. You have over 1000 different tanks, vehicles and weapons in the game, over 3500 types of humanskins for soldiers, almost 100 MP maps and the same amount of conquest maps. On top of that, the game has third person control, which drives the visual requirements further! “Liberation” added a significant amount of the above content at once. We are really proud to be able to deliver so much content, and now we’ve made the necessary steps to make sure the game performs well for every player in this new environment we’ve created.
We have changed the way the video options influence the look of the game. We have specifically configured the “Ultra” setting for those players whose PCs meet the new recommended system specs that we described above. But, do not worry if you don’t. Because we have redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before. If you feel that the game is not working well with your system, feel free to try the new presets, your PC will run better and the game will still look great. For those players who run on “low” and “minimum” graphic settings, they will equally be able to enjoy a much prettier game without additional system load.
New units
We have been working on several vehicles that we want to add. We hope to release them, together with some other goodies, in time for the winter sale. Some of them are less well- known, yet very recognizable, like the ones we showed above. Did you expect more units to be added to “Liberation”? Let us know in the comments!
Did you know?
CtA - GoH is Barbedwire Studios’ first game. Anything you see or hear in the game is made by us.
Set 'Late' war as standard, as it is the most popular period and includes all 4 nations in the game.
Optimized textures (improves loading time, reduces memory consumption, optimizes cashing).
Improved rendering performance
Updated all video option presets. - Specifically configured the “Ultra” setting for those players with 32GB of VRAM+RAM. - Redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before, suitable for the players who want immersive graphics but run into memory issues. If you feel that the game is not working well with your system, feel free to try these new presets. your PC will run better and the game will still look great. - Redesigned the “low” and “minimum” graphic settings to vastly improve the game visuals without additional system load.
Conquest
Fixed maps so that conquest airstrike airplanes are not spawning failing to work due to spawning 'drowned' over water. Note for modders: Position (0,0) of a conquest map must be not below water level.
Fixed USA missing MG for defenses in conquest
Fixed crash in conquest when returning to campaign screen
Multiplayer
Updated zones on 1v1 Farmstead and 3v3 Trenches for BZ gamemode
Updated zones on 3v3 Trenches, 3v3 Steppe, 3v3 Mortain Station, 4v4 Kylmapuro and 4v4 Martinville Ridge for AM gamemode
Updated flare ammo for artillery signalers: - 105mm = 10 flares (9 + 1 in gun) - 155mm = 8 flares (7 + 1 in gun) - 203mm and 240mm = 6 flares (5 + 1 in gun)
Updated in multiplayer 155mm artillery barrage to shoot 4 shells per barrage, 2 barrages total, and increased accuracy
Updated in multiplayer 203mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
Updated in multiplayer 240mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
Updated some mid and late USA Garand soldiers from inf_tier2_lite to inf_tier2 (from 2 to 3 command points)
Fixed synchronization of empty weapon drop
Fixed USA bots in conquest attempting to buy a incorrectly named rifle squad
Increased capture weight of Jagdtiger in conquest to match other Heavy tanks
Reduced Capture weight of Tier 4 infantry from 3 to 2.5
Reduced Capture weight of Tier 1 & 2 Finnish infantry to be only +0.25 of other nations instead of +0.5
Reduced Capture weight of Tier 3 & 4 Finnish infantry to be only +0.5 of other nations instead of +1
Reduced amount of grenade bounce after thrown onto terrain
(Opt into open beta in order to access this update).
Change Log
Highlights
Set 'Late' war as standard, as it is the most popular period and includes all 4 nations in the game.
Optimised textures (improves loading time, reduces memory consumption, optimises cashing).
Improved rendering performance
Updated all video option presets. - Specifically configured the “Ultra” setting for those players with 32GB of VRAM+RAM. - Redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before, suitable for the players who want immersive graphics but run into memory issues. If you feel that the game is not working well with your system, feel free to try these new presets. your PC will run better and the game will still look great. - Redesigned the “low” and “minimum” graphic settings to vastly improve the game visuals without additional system load.
Conquest
Fixed maps so that conquest airstrike airplanes are not spawning failing to work due to spawning 'drowned' over water. Note for modders: Position (0,0) of a conquest map must be not below water level.
Fixed USA missing MG for defenses in conquest
Multiplayer
Updated zones on 1v1 Farmstead and 3v3 Trenches for BZ gamemode
Updated zones on 3v3 Trenches, 3v3 Steppe, 3v3 Mortain Station, 4v4 Kylmapuro and 4v4 Martinville Ridge for AM gamemode
Updated flare ammo for artillery signalers: - 105mm = 10 flares (9 + 1 in gun) - 155mm = 8 flares (7 + 1 in gun) - 203mm and 240mm = 6 flares (5 + 1 in gun)
Updated in multiplayer 155mm artillery barrage to shoot 4 shells per barrage, 2 barrages total, and increased accuracy
Updated in multiplayer 203mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
Updated in multiplayer 240mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
Updated some mid and late usa garand soldiers from inf_tier2_lite to inf_tier2 (from 2 to 3 command points)
Fixed synchronization of empty weapon drop
Fixed USA bots in conquest attempting to buy a incorrectly named rifle squad
Increased capture weight of Jagdtiger in conquest to match other Heavy tanks
Reduced Capture weight of Tier 4 infantry from 3 to 2.5
Reduced Capture weight of Tier 1 & 2 Finnish infantry to be only +0.25 of other nations instead of +0.5
Reduced Capture weight of Tier 3 & 4 Finnish infantry to be only +0.5 of other nations instead of +1
Reduced amount of grenade bounce after thrown onto terrain
Fixed volume height for euro_town_walls so they provide kneeling cover for infantry
Fixed m3a1 halftrack label "band" label to be "hand".
Fixed floating building destruction in French_barn_01
Fixed numerous localization issues
Fixed M8 Greyhounds losing their coax .30 mg when being resupplied between missions in conquest. Unfortunately any bugged vehicle in current saved games will remain bugged. Newly purchased vehicles will be fixed.
Fixed Sherman 76 m4a1_76w, m4a1_76w_mid that couldn't reload main gun when hatch was closed
Fixed targeting class for m12_gmc from a cannon to a mobile spg
Fixed missing localization for HVAP ammo type
Added [SKIRMISH] to name of USA campaign missions that are skirmish style missions
Added new voice actors to the credits
Added gas brassard damage levels.
Added missing desc_ammo_generic file to FR localization
Call to Arms - Gates of Hell: Ostfront - Herr Flick
“Soldiers, Sailors, and Airmen of the Allied Expeditionary Force: you are about to embark upon the Great Crusade!”
Release
Community members! Today we proudly announce the release of Call to Arms - Gates of Hell: Liberation! This DLC introduces the western front action in 1944, featuring the US faction, as well as German western front content. A year and a half of working non- stop has resulted in our biggest DLC to date. We would like to thank everyone that supported us while we were developing this love baby, and now it’s time to release it!
We’ve had a lot of positive feedback from the content creators we asked to showcase Liberation; they confirm the Western Front with its Bocages and other unique features make for a different feel to gameplay altogether. This is not the Eastern Front! It’s not like we’ve actually released the Kraken but after you’ve tried it, you’ll probably agree that this is something quite different. It ought to be; the sheer number of maps, assets and models make for a package that is indeed a whole new front. It’s larger than its base game was, when it was released in 2021!
Yes, Liberation is our largest DLC package to date. This clearly shows, everywhere you look. Aside from all the editor assets and maps, we have a pretty long list of vehicles that come with Liberation. This would be obvious perhaps; the US army wasn’t short on variety!
Call to Arms - Gates of Hell is a fairly realistic game. The sheer amount of units, game mechanics and gimmicks of the game can sometimes appear daunting to new players. Experience tells us that if you’re switching in from another RTT/ RTS game, you run into the learning curve unexpectedly, and you might be kicking yourself after a while for not having watched our official tutorials on YouTube, or not having played the in- game tutorial missions. So that definitely comes recommended. Alternatively one can dive into the Game manual or our FanWiki to get to know more about Call to Arms - Gates of Hell as well. And for those that prefer asking the community, there’s always our Discord server.
Additions
Some of the material will become available in the days after launch, and we will update the game for this in the coming week, or as soon as these items become available. These are the briefing videos for the German singleplayer campaign and some parts of localisation.
Available worldwide now!
So without further ado, get “Liberation”, hit the beaches, and dive into the most immersive RTS depiction of the Western Front you have ever tried:
And the closing of the sale means the coming of the Liberation DLC. Here are some pictures of the testing of the US campaign. Incredible visuals and historically accurate scenarios await you. Have you wishlisted it yet? Stay tuned for more news like this one!