Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Just in time for the Steam Winter Sale, we have expanded the Call to Arms - Gates of Hell: Liberation DLC with new content. Besides that, we have some bug fixes and the latest QoL changes. In this diary, we will only highlight the most important changes, and link you to the full changelog, as usual. Also, for the second time in short succession, Call to Arms - Gates of Hell is on sale, and the discount is up there. Have a look:
We mentioned one or two new units coming to “Liberation” earlier. This update adds:
Sherman M4A1 Mine Roller
Cargo Trailer ¼ Ton (Ammo Trailer)
5cm KwK 39 L/60 turret emplacement
German campaign briefing videos
We finished and added the German campaign briefing videos. In combination with all the mission improvements we have made, it’s a great time to explore the ‘Festung Europa’ campaign in this upcoming festive season.
As always, we are committed to ensuring fair play and preserving the fun and integrity of our multiplayer environment. We’ve made some improvements to our anti-cheat system.
Other
This update comes with a lot of other developments and improvements, such as the mechanic that has wooden telephone poles disintegrate when hit, a bit like trees do. We fixed a bug where destroyed models influenced performance, so that’s another little step. There are a lot of changes we haven’t highlighted specifically yet; if you want to be fully informed, there’s always our change- log, you can find it HERE. For those who prefer the short version, besides the long list of additions and changes, there is also a good number of fixes that will be introduced with the next version.
And then, there’s the Steam winter sale! The discount is up there, and gifting Call to Arms - Gates of Hell finally became possible a while ago, in case you didn't notice. This sale will undoubtedly grow the community even further than it has, which is exactly what we do sales for. So go ahead and tell all your friends about the ridiculous discount. And don’t forget that with Christmas just around the corner, our WW2 bundle is also the perfect gamer gift. Click on the banner below to check it out:
Added T1E3 M4A1 75 Sherman Mine roller for USA conquest and MP(t1e3_m4a1_75)
Added Ammo Trailer 1/4 ton for USA conquest (ammo_trailer_usa)
Added 5cm KwK39 L/60 to Liberation DLC (50mm_kwk39_platform)
Added briefings videos for Germany Liberation campaign missions
Added destruction to wooden electrical poles (similar to trees)
Added towing weight information to unit icons
Added MSAA 8x and Anisotropic 16x to video options
Added [Liberation] or [Talvisota] tags to Multiplayer map names for easier recognition
Added new USA talks (voices) for Medics (V1 and V2)
Added new USA talks (voices) for Tanks (V2 and V3)
Fixed mesh-decal render info corruption that caused huge FPS drop when some vehicles were destroyed. Common case was 155mm GPT in Pointe Du Hoc mission
Fixed trigger actions sync in coop (caused enemy units to teleport on top of players)
Fixed crash that could occur when entering direct control of a human
Conquest
Added the German platform cannons to DCG Utah Beach & new AA guns to DCG Crisbecq battery
Fixed minor issues on DCG Deulin and DCG Hotton
Fixed 155mm_schneider_us from spawning extra crewman in middle of map in conquest
Fixed flying object on DCG gullheim airfield
Fixed broken texture on DCG Sieg river
Fixed bridge to ground transition on DCG Vainikalan
Fixed bm13 icon in conquest
Fixed Liberation DCG maps trying to play wrong music file
Fixed preload of "conquest_blank"
Fixed CP cost of m4a3_75w in conquest
Fixed badly placed car in front of a mg on dcg_heistern
Changed Landsverk L-62 to show up a little later in conquest fought against AI Finland
Multiplayer
Added [Liberation] or [Talvisota] tags to Multiplayer map names for easier recognition
Added dynamite to Finnish engineer soldiers in early, mid, and late war
Added obstacle volumes to 1v1 forssa dam cliffs to help with pathing
Fixed bridge pathing on MP Vitebsk
Fixed bots buying the wrong Stug3g in late war MP
Fixed cost of Blau Rifleman in Mid and Late war (was 48 instead of 18)
Updated 4v4 Purple heart lane by opening some paths through hedgerows for balance
Increased cost of all stealth squads by 5 DP
Increased cooldown timers of all stealth squads to be consistent with tier 4 cooldowns
Single Player
Added briefings videos for Germany Liberation campaign missions
Added Briefings videos for Germany Liberation campaign with (Chinese subs)
Fixed autosave causing unit assignment issues in hotton mission
Fixed inaccurate headgear for the Red Army in the Winter War missions
Fixed Soviet singleplayer mission snipers not working
Fixed in campaign missions coop scenario cloning triggers causing talks to play more than once
Updated skirmish logics since new binaries fixed action command sync
Removed in campaign missions obsolete calls to localizations or events that do not exist
USA Mission 1 "Day of Days" - Fixed so that all fx explosions spawned via script on water and beach work in cooperative as well. - Fixed lca exits sequence as various events caused not all soldiers to exit such as addition of lca 3 exploding without check if soldiers got out, since lca were impreg on at the time. - Fixed all lca to happen faster. - Fixed plane in intro to actually look more like its hitting the lca.
USA Mission 3 "Operation Cobra" - Fixed positions of mguns/mortars/guns/tanks/infantry
USA Mission 4 "Mortain Counterattack" - Fixed actor fire sequences to stop after targets destroyed in scenarios so they don't keep firing at destroyed target. (pak40/panther) - Fixed certain scenario talks not played because using wrong event check
USA Mission 5 "Falaise Pocket" - Added a few more German vehicles to the reinforcement roster for more variation - Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements - Updated specular settings for environment (ground was too shiny)
USA Mission 6 "Battle of Hurtgen Forest" - Added flak88 in first ring along with few more infantry in area - Added a few more German vehicles to the reinforcement roster for more variation - Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements - Changed Siegfried dragons teeth to shed destruction
USA Mission 9 "Battle of the Bulge" - Added a few more German vehicles to the reinforcement roster for more variation - Fixed enemy patrol easy - Fixed mg/mortar/gun positions, fixed wrong breeds, placed enemy soldiers in more logical positions: trenches, emplacements - Fixed hero on doctrine 2 not staying after submenu back
USA Mission 10 "Lair of the Beast" - Removed a lot of heavy entities such as buildings etc on the outside of the map, and unused infantry from when map was being made. - Updated task 2 completion is possible in more logical ways. - Fixed issue where assign2 doctrine vehicle was set to player 0 thus playable right away in single player due to set in start. - Various small fixes.
Skirmish AI General logics improvements - Fixed recrew cannons/tanks to prevent paired up soldiers for recrew not ignoring "dont_recrew" tag - Extend visual range for player units when recrewing
Everything Else
Added T1E3 M4A1 75 Sherman Mine roller for USA conquest and MP(t1e3_m4a1_75)
Added Ammo Trailer 1/4 ton for USA conquest (ammo_trailer_usa)
Added 5cm KwK39 L/60 to Liberation DLC (50mm_kwk39_platform)
Added destruction to wooden electrical poles (similar to trees)
Added towing weight information to unit icons
Added MSAA 8x and Anisotropic 16x to video options
Added new USA talks (voices) for Medics (V1 and V2)
Added new USA talks (voices) for Tanks (V2 and V3)
Added missing satchel charge to Landsverk L-62
Added lvl_8 tank_gun skill (was missing before)
Added gun repair/break animation to 155mm GPF platform version
Added new slope curve for 8.8cm PzGr.39
Added burned texmods for some flora that was missing it
Added 100rd belt version of Browning M19A4 and added it to Willys MB .30 cal
Added Liberation German briefing music to game as action_theme_4
Fixed mesh-decal render info corruption that caused huge FPS drop when some vehicles were destroyed. Common case was 155mm GPT in Pointe Du Hoc mission
Fixed trigger actions sync in coop (caused enemy units to teleport on top of players)
Fixed crash that could occur when entering direct control of a human
Fixed trees from turning black when burned and instead changed to burned texmod
Fixed Panzer3e odd engine break animation
Fixed M10 GMC early from having 1 shell of wrong ammo preloaded in gun
Fixed 122mm Soviet and Finnish smoke ammo to be White Phosphorus
Fixed shooting fx location on M4A3 105 sherman Coax MG
Fixed sight picture for CGMC M15A1
Fixed M3 Lee to have 7 crew instead of 6
Fixed M4A2 (Early) missing 3rd/1st person views
Fixed Thompson M1A1 30 mag not ejecting on reload
Fixed "strange mantlet sight" of jumbos
Fixed off-map Mortar calls for MP not causing damage because blast would occur under terrain sometimes
Fixed BAR to use correct rifle preset for stats (net difference is a slight nerf)
Fixed "strange sight" on 105mm shermans' mantlet
Fixed M8 HMC trying to play cook off fx/animations
Fixed M20 and M8 Greyhounds to be able to tow
Fixed water showing inside LVT4 when in water
Fixed German 15mm HE shells to have enough blast energy to damage unarmored cars/trucks
Fixed missing mesh inside of StuH 42
Fixed shoulder stretch on die_fwd_01c animation
Fixed floating walls on destruction for barn01
Fixed opel blitz transport showing radiator fan on x model
Fixed "working wipers" problem on M6 GMC
Fixed some volumes on pershing to be "cast"
Fixed soviet m4a2 early armor setup
Fixed damage view of sdkfz 251/17's gun/turret
Fixed French barn shed
Fixed Germany house 2 volumes
Fixed some missions gameover using wrong localization
Fixed mission localization for nations on conquest win screen
Fixed missing units in FR localization
Fixed missing localization for weather selection on MP Purple Heart Lane
Fixed UA and RU localization
Updated USA vehicle icons with towing indicators
Updated armor modelling of M4 early-late and M4A1 75 early-late
Changed Veterancy level 6 to get +3 weapon skill (was +2 before)
Changed Veterancy level 8 to get +4 weapon skill (was +3 before)
Changes to 20mm Lahti L39 - Fixed projectiles not being synced - Reduced fire rate (55 to 25) - Added zeroing (increases accuracy for each shot at same target) - Increased damage to armor (60 to 75) - Increased accuracy slightly (.85 to .80)
Increased distance stealth units are spotted when moving in prone stance (25m to 30m) remaining still is 25m.
Increased detect time for heavy tanks and tank destroyers when attacking from 10s to 15s
Increased speed of squat bolt rifle animation for humans so they don't skip animation if firing too quickly
Increased zeroing accuracy for medium artillery (105mm-122mm Indirect fire weapons)
Reduced average time between bursts for assault rifles slightly (increased ROF)
Reduced average time between bursts for SMG's slightly (increased ROF)
Reduced max accuracy spread from motion for SMG's (reduces accuracy penalty for human movement)
Reduced bolt action max rate of fire slightly (only affects Direct control and suppression fire order)
Removed M1 Carbine from USA soldiers carrying M1919A6 MG
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: