Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We are about to release the second part of Community Update 3. This will contain some important additions to the game. In this blog, we will bring you up to speed on the contents and reveal a bit more than we have so far. Keep reading!
New game mode
This update will introduce the “Last Stand” game mode. As the name suggests, this mode has the player defend against enemy attacks throughout. It’s a PvE mode that can be used from the multiplayer menu. The aim is to defend against the AI, either solo or in co-op. The enemy AI will attack in waves, and you defend your position against the attackers for as long as you can. The enemy will send waves in intervals and your aim is simply to survive; you only need to make sure your base HQ is not captured. The duration of the round is set by the user at the start of the mission.
We will introduce many new German human models. The modular skins and the massive variety in equipment and headwear will offer a total of over 6.000 unique combinations. As announced earlier, these are all German (modular) skins. The Soviet faction will be the next set of human models to be reworked. We will reveal more at a later time, stay tuned!
We will introduce a brand new way of explaining the game through the new tutorials. Only one of the original tutorial missions remains, and 4 brand-new ones will be added. These will feature video snippets to support the learning process. By explaining every step visually, it should be much easier to master the gameplay basics. Players will be able to repeat these video snippets using an on-screen button. We are confident that the new way of presenting the tutorials will make a world of difference to novice players.
We have improved the shadow rendering for the higher-end graphical settings. The crisper shadows, in combination with the improved models, go a long way in improving the visual fidelity and providing our community with an ever-improving product.
We have also improved pathfinding and other numerous issues, like fixing the chats in multiplayer. This recently became dysfunctional due to changes made by Valve on the Steam backend, which were unfortunate but out of our control.
Open Beta
You will be able to see all of it for yourself because, as usual, the update is now available in a short open beta. The beta will last a few days only, after which we will release the update for everyone. Anyone can participate in this beta. Just as we did for the previous part, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To try the beta, simply switch your game to the open beta version. When the open beta becomes the live version, you don’t even need to do anything to reverse the process. To join the beta, go to your Steam library, right-click on the game, and select properties - betas - open beta. You can switch back to the current version at any time, using the same process in reverse. The open beta will become the live version after a few days, assuming there will be no issues.
That’s it for now. Will you be trying the new content in the open beta? Let us know in the comments!
The quickest way to get answers to any questions is our Discord server, you only need to click on the banner below to join
Changelog
Update 46: V 1.040.0
Change Log
Highlights
Added new Multiplayer PvE game mode "Last Stand"
Added new human models for Germany
Added new Tutorial missions to the Boot Camp campaign
Fixed Global and lobby/session chats in multiplayer
Updated human pathing algorithm to be optimized and perform better (fewer paths that are in a zig-zag pattern and more straight)
Restructured some game and .pak files to help reduce "patching" amount for updates going forward
Multiplayer
Added new Multiplayer PvE game mode "Last Stand"
Added adjustments to Last Stand Attacking bots purchasing timers based on the difficulty level of the bot
Fixed Global and lobby/session chats in multiplayer
Fixed warning on lobby start resource by fixing syntax for MP budgets
Added initial timers to t1+ and t2+ squads, same as their cooldowns
Changed initial timers of t3 and t4 squads to be same as their cooldowns
Changed vet(+) and elite squad initial timer values to be the same as their cooldown timers
Changed t2 smg and t2 vet(+) smg squads to use the same group for cooldown, separate from other t2 squads
Changed squad squad_fallschirm_recon and squad_pzlehr_recon to use separate cooldowns from full elite squads
Changed squad_volksg_h_sturm_late_all and squad_h_sturmgren_late_sup to use separate cooldown from regular version of the squad
Increased cooldown of t2 smg squads from 90 to 180 seconds
Increased cooldown of t2 smg recon squads from 90 to 180 seconds
Increased cooldown of t2 vet(+) smg squads from 120 to 240 seconds
Increased cooldown of t2 recon squads from 30 to 60 seconds and to 120 seconds for big recon squads
Increased cooldown of t4 recon squads from 210 to 240 seconds
Increased cost of single buy: bolt-action rifle, semi-auto rifle and SMG by ~25%
Increased cost of su100y from 110 to 125 dp
Reduced cooldown of single buy battle rifles from 30 to 20
Reduced cooldown of single buy semi-auto rifles from 10 to 5 seconds
Reduced cost of doctrine_105mm_h33 from 70 to 65 dp
Fixed order of units in Soviet midwar defensive
Updated battlezones layer for better balance on: - 1v1 farmland - 1v1 farmstead - 1v1 kalinin - 1v1 oryol - 1v1 ouren valley - 1v1 radar hill - 1v1 river bank - 1v1 tormasenvaara - 1v1 uran - 2v2 sainte marie du mont - 3v3 trenches
Updated domination layer for better balance on: - 1v1 losheim gap - 1v1 tormasenvaara - 3v3 trenches
Updated terrain for better balance on 1v1 river bank and 3v3 trenches
Single Player
Added new Tutorial missions to Boot Camp campaign
Added missing voice lines for in mission text for Soviet Missions "Unbroken" and "Winter Storm"
Added automatic text wrap to both story panel (loading screen text) and scenario texts
Fixed obsolete charger slot on pz35s resulting in stray soldier in "Battle of Moscow"
Fixed difficulty for part3 attack for "Winter Storm" mission
Fixed pathing obstacles on flak rings on "Pointe du Hoc" mission
USA Mission "Christmas Trouble" - Fixed marder & bmw crew having hidden tags(could of lead to serious issues in coop). - Fixed stug/stuh passengers having hidden tags.
GER Mission "Last stand at the Ruhr" - Fixed starting snipers from trucks not being user as intended.
RUS Mission "Unbroken" - Fixed so that ger_atsquad1/2 are spawned when any enemy attacking mortars enter the area, and not via delayed waypoint, thus preventing possible spawn even after mortars are eliminated.
Moved previous bootcamp achievement to be given upon accomplishment of the new tutorial 1
Everything Else
Restructured some game and .pak files to help reduce "patching" amount for updates after this one
Added new human models for Germany
Added interaction code to switch new German skins to "burned" texmod when dying by fire
Added LODs to snow mounds and euro stone walls
Added new K 98k shooting sounds
Added missing mantlet volumes to Panzer3 Ausf F and H
Updated mantlet volumes for Panzer 3's and 4's to be part of the gun component
Fixed squad move order to transfer to new squad leader so squad no longer stops when original squad leader is killed or knocked unconscious
Fixed pathing for humans when given an examine order so they reach their target and open inventory window in most cases
Fixed issue where repairing vehicle components is blocked by allowing AI to try approaching different volumes for the same component when the best suitable one can not be walked to. Humans will skip to the next broken component when the selected one can not be approached
Fixed human soldiers to ignore enemies if they following a squad leader with a sprint(fast) move order
Fixed humans with MG not firing at enemies when standing in cover
Fixed giving a vehicle multiple repair commands and not all humans recrew the vehicle once done repairing
Fixed humans being in a frozen state after throwing their empty panzerfausts away (still an issue if they are too close to cover)
Fixed missing crew icons on the right side of the screen for cannons and tanks with large crew counts
Fixed squad cover visualizer not showing more than 10 previews (only showed rifle for squad members above 10)
Fixed stable squads to stop doing formation updates. Fixes soldiers from moving to join formation when selecting the whole squad and not giving them a move order
Fixed ammo display if ammo was picked up before the weapon
Fixed fuel pouring buttons in the UI
Fixed crash related to sound call in explosion fx for rock terrain
Fixed some MG infantry missing weapon skill
Fixed USA human model arm texture
Fixed railway platforms
Fixed train station tower windows
Fixed train station windows
Fixed hit FX on Flesh material for sizes 1 and 2 HE
Fixed size4 AP hit on flesh spawning size4 explosion
Fixed Jagdtiger headlight
Fixed vehicles being crewed when they are broken/destroyed because human was given "crew vehicle" order before the vehicle was broken. Modders, done by disabling seats via interaction scripts on body break and re-enabling them on repair of body in vehicle-main.inc
Fixed signal type and distances for new explosions so AI doesn't think they are a target
Fixed missing sniper-rifle references for hearing.inc
Fixed No.75 AT Grenade weapon file not referencing the entity
Fixed track volumes for M18 Hellcat and Tiger Is to help not get stuck on trenches
Fixed snow embankment transitions on DCG Ruetzen
Fixed missing headlight fx for M7 HMC, M7B1 HMC, and M12 GMC
Fixed overhead icon for "Feldgendarmerie" german soliders
Fixed thickness, armor, and obstacle settings for wooden euro_barrels
Fixed AA MG Gunner pose for Soviet M3A1 and M3 (Late) Stuarts
Fixed cabin texture problem of bf109 versions
Fixed velocity threshold for dust fx and sprint sounds for humans to be higher so humans with increased speed perks do not trigger them when not running
Fixed LOD's on panzer35s tracks
Fixed zis5 and gaz_aaa prices to be same in all periods
Fixed Landsverk 182 to resupply MG ammo
Fixed GAZ-67 and GAZ-76B to be able to tow light units
Fixed group name for crew/passengers for drg_class75, sdkfz10, sdkfz7, ya5_k, m8_greyhound, and nkl26
Fixed many localization issues
Fixed AT mines to break tracks on medium and heavy tanks more consistently. Same for Karl Thor.
Fixed inventory size of USA HMG ammo to match other nations (2x2)
Fixed Finnish smoke grenade M/43 SN Smoke to play smoke fx in online modes
Fixed Panzerwerfer 42 missing ammo destruction cook-off fire fx
Fixed issue where cannons could be towed and un-attached underwater and not be in drowned/sink state
Fixed German and Finnish 8cm Smoke shells missing visible shell and sound when firing
Updated human pathing algorithm to be optimized and perform better (less paths that are in a zig-zag pattern and more straight)
Updated USA light AT mine/grenade M7 and the NO75 Hawkins mine to be only armed as a mine when planted and not when thrown. Can still be used as AT grenade when thrown directly at units.
Updated USA soldiers with artillery flare pistols to have pistol equipped in hand at spawn instead of rifle (matches other nations)
Updated blood fx hit by small arms
Updated Depth of Field masks for 3rd person human view to better fit the soldier and lead the eye toward the screen center
Updated vignette mask for 3rd person human view to be less claustrophobic
Updated LOD settings for shellholes, cliffs and mounds
Updated localizations for mission stories to use text wrap feature and fit better on screen space
Updated HE 105-130mm size with no_throw tag
Updated penetration and slope curve for 130mm B-13 (~100mm more pen)
Updated shadow values to look better on higher graphic settings
Reduced the amount of blast damage required to fully destroy the "body" component from broken state for cars and trucks
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Community Update 3 part 1 is live; and now it’s time for a huge sale! If ever there was a perfect moment to get Call to Arms - Gates of Hell, this is probably it. For only the second time, the Liberation DLC will be on discount as well, and the whole Call to Arms WWII bundle is on sale, with up to 75% discount! Check it out now:
We received great feedback on our latest free game update, which added a number of community- requested items and development. That makes this sale a great opportunity for every strategy lover!
The second part of Community Update 3 is due in a few weeks; it will add a new game mode, an enormous amount of new human models and the full set of brand new, vastly improved tutorial missions. So whatever parts of the bundle you get during the sale, you already know that within a few weeks, more will be added on top!
This sale will run for exactly one week; this is your chance to get your friends involved in the fastest- growing RTS community. So tell everybody to have a look at that insane discount, before it’s gone:
Steps to help improve performance - Optimized new group building and rendering code. Should greatly reduce/remove frame rate loss when camera is in motion - Fixed issue with action bar causing FPS loss when keybind was too long to render and was displayed as [...] - Improved performance on minimum and low settings by reducing quality back to previous levels before Liberation update - Added Level of Detail (LOD1) to several USA vehicles with higher triangle counts to reduce their drain on performance at distance - Updated (WIP) U.S. humanskins to have divisional patches as part of their meshes instead of being separate texture. Should reduce memory consumption
New Sound Update - Added new sounds and multi-layers explosions, and cannon class weapons shooting - Added new sounds for interior and exterior vehicle reloads - Added new sounds attached to shells and rockets as they fly through air - Added new sounds for sonic cracks AT-Rifles and HMGs
Human move-order Fixes - Fixed single click move order for humans to not reload when low ammo in weapon - Fixed single click move order not always working for single soldier when actively engaging enemy - Fixed humans not being able to stop and aim at enemies properly when given single click move order - Fixed when humans are in a squad to have reload animations to be interrupted and move when squad leader moves (so that they don't stay behind) - Added new conditions for humans when following a single-click move order to stop and respond when being shot at by enemies
Added to Conquest, 7 new maps and 1 new layout of an existing map to the West region
Added to Conquest, mini-map indicators of enemy attack locations and message text when Player is defender
Added new 3D Model M4A1 75mm DD
Added new 3D Model Ford GPA
Added new MP map 4v4 Fields
Fixed text chat in MP server browser and specific game lobby by changing default chat room to GOH game chat (some users still cannot see chat and we are looking into why)
Conquest
Added to Conquest, mini-map indicators of enemy attack locations and message text when Player is defender
Added loading screen images for Liberation Conquest maps
Added to Conquest, 7 new maps and 1 new layout of an existing map to the West region (conversion of MP maps that work well as Conquest maps) - dcg_hill_331 - dcg_hurtgenwald - dcg_isigny_ruins - dcg_purple_heart_lane - dcg_rouncy - dcg_sainte_marie_du_mont - dcg_schoppen - dcg_samree
Added Ford GPA to USA conquest
Added M4A1 Sherman 75 DD to USA conquest
Added conquest script debug/error messages to use common clean localization, this cleans up game log warnings and helps to manage/add debug/warnings
Fixed cost and CP size of USA Sniper in conquest to be comparable to other nations
Fixed CP cost of Field and Normal Jumbos in conquest
Fixed CP for M24 Chaffee in conquest
Fixed crew count for Wespe in conquest
Fixed crew count for Nashorn in conquest
Fixed crew count for Hummel in conquest
Fixed being unable to get out of stalingrad_ruin_2 after entering its windows on map dcg_f_bridges_of_lysovo
Fixed flying walls on DCG Hotton
Fixed supply truck on DCG Verviers airfield
Fixed missing border polys on DCG Dubovka
Fixed pathing around the broken harbor walls on DCG Isigny ruins
Updated vehicle icons in conquest buy menu to show towing stats
Reduced CP cost of 20mm L39 in conquest to 4CP total
Reduced CP of Hetzer in Conquest
Reduced CP cost of Field and Normal Jumbos in conquest
Removed small logs on dcg_d_vyazma as they would cause cannons to get stuck
Multiplayer
Added new MP map 4v4 Fields
Added Liberation Multiplayer map previews images
Added cliff obstacle volumes to improve pathing on several Finnish MP maps
Added mine detector Finnish engineer builder breed in all 3 time periods
Added an icon to Domination base flags that indicates that you can fortify it
Added support for team-specific bot settings (for example, heroic_a)
Added button hints to work on buy menu items when the button is disabled (ie unit cannot be purchased yet due to cooldown or resources)
Added multiplayer script debug/error messages to use common clean localization, this cleans up game log warnings and helps to manage/add debug/warnings.
Fixed bot logic for knowing how many flags are capturable in MP
Improved bot logic for priorities for purchasing infantry in MP
Fixed text chat in MP server browser and specific game lobby by changing default chat room to GOH game chat (some users still cannot see chat and we are looking into why)
Fixed exploit in MP allowing users to buy multiple squads quickly
Fixed flag point names for 1v1_ouren_valley Battlezones for bots to prioritize capturing flags properly
Fixed Finnish midwar 105mm H33 Command Point and score issues
Fixed buildable base upgrades on domination maps to be separated more so units don't get stuck
Fixed midwar crew count and latewar command point cost of USA M20 Scout Car
Fixed CP cost of MG crew on MG's emplacements in Multiplayer
Fixed flag name/order for some Liberation battlezone maps, that caused an issue with AI BOT behavior
Fixed MP maps to have the correct default environment
Fixed flying tree on MP Hill 331
Fixed fence inside a house on MP Brozha
Fixed pathing around broken trees on MP FAll
Fixed minor details on MP sainte-marie-du-mont
Fixed localization in unit tiers for small airstrikes and stealth squads
Fixed pathing around the broken harbor walls on MP Isigny ruins
Fixed missing crewman for Finnish T50 in multiplayer
Fixed floating bushes on 2v2 suishka
Fixed cost of midwar cckw_engineer to be same as other factions: from 100 to 80 mp
Fixed domination missing game duration setting in lobby
Fixed localisation of spetsnaz doctrine unit tier
Changed Medic buy to be 1 medic instead of 2 in multiplayer
Changed doctrine_45mm_m37 towing vehicle from t20 to gaz_aaa
Changed doctrine_75mm_legebig18_late towing kettenkrad to come with 3 gebirgs_smg_pzf
Changed 2v2 courtyard for battlezones and domination gamemodes
Changed 203mm and 240mm signallers to use signaller_heavy limit
Changed doctrine_75mm_m1a1_late towing vehicle from willys_mb_50cal to willys_mb
Removed some hedges for better pathing on MP Purple Heart Lane and MP Martinville Ridge
Multiplayer Balance Changes
Removed shared limits from all DP units (ex SU100Y and BM-30 being on the same limit)
Added limits to all stealth squads in all periods, limit goes from 2 to 3 depending on number of men in the squad
Added limit of 4 to doctrine_panzer3flamm_late
Added limit of 4 to doctrine_sdkfz251d_16
Added limit of 3 to doctrine_sdkfz251d_21
Added limit of 1 to doctrine_t26e4_late
Added limit of 1 to signaller_heavy
Changed stealth squads to unlock at tier 2 - from 5 to 15 min unlock timer
Changed light airstrikes to unlock at tier 1 - from 15 to 5 min unlock timer
Increased limit of doctrine_squad_volksgrenadieredetach from 5 to 10
Increased limit of doctrine_panzer1f from 2 to 3
Increased limit of doctrine_gunshields from 4 to 10
Increased cooldown of doctrine_p204_f_early from 150 to 180 seconds
Increased cooldown of single single_riflegrenade from 30 to 60 seconds for RUS/GER and from 60 to 120s for USA due to having 2 rifle grenadiers
Increased cost of 37mm_m30 from 100 to 140 mp
Increased cost of 76mm_m5_m1 from 470 to 480 mp
Increased cost of 75mm_pak40 from 480 to 500 mp
Increased cost of t20 from 85 to 90 mp
Increased cost of t20_fin from 85 to 90 mp
Increased cost of willys_mb_50cal from 95 to 105
Increased cost of wc52_50cal from 95 to 105
Increased cost of m3_halftrack from 85 to 90 mp
Increased cost of m3a1_scout from 120 to 130 mp
Increased cost of m2_halftrack from 135 to 140 mp
Increased cost of m20 from 155 to 165 mp
Increased cost of m8_hmc from 360 to 400 mp
Increased cost of m4a1_75_late from 420 to 430 mp
Increased cost of m4a1_76w_mid from 590 to 630 mp
Increased cost of m4_105 from 570 to 650 mp
Increased cost of m4a3_105 from 610 to 650 mp
Increased cost of m4a3_105_hvss from 615 to 655 mp
Increased cost of stuh42 from 575 to 600 mp
Increased cost of bt42 from 550 to 570 mp
Increased cost of hetzer from 550 to 570 mp
Increased cost of doctrine_m6_gmc_mid from 20 to 25 dp
Reduced base price soldiers with MG26t, MG13, M26 and Madsen LMG's from 35 to 25 mp
Reduced cost of 45mm_pstk32 from 190 to 180 mp
Reduced cost of 57mm_m1_early from 400 to 390 mp
Reduced cost of 75mm_m3a3 from 380 to 360 mp
Reduced cost of kettenkrad from 10 to 5 mp
Reduced cost of lvt4 from 210 to 180 mp
Reduced cost of cckw_engineer_late from 140 to 120 mp
Reduced cost of m8_greyhound_early from 300 to 270 mp
Reduced cost of m8_greyhound from 310 to 270 mp
Reduced cost of m3a1_stuart from 300 to 295 mp
Reduced cost of m5a1_stuart from 310 to 295 mp
Reduced cost of m24_chaffee from 380 to 370 mp
Reduced cost of m4a3_75_late from 470 to 450 mp
Reduced cost of m4a3_76w_hvss from 700 to 670
Reduced cost of m10_gmc_late from 640 to 550 mp
Reduced cost of m18_hellcat from 650 to 560 mp
Reduced cost of m18_hellcat_late from 660 to 570 mp
Reduced cost of m36_gmc_late from 950 to 820 mp
Reduced cost of m36b1_gmc_t33 from 1050 to 920 mp
Reduced cost of panzer4_70_v from 1075 to 1000 mp
Reduced cost of soldiers with Rifle grenades by 10 mp
Reduced cost of 170mm_minewerfer from 700 to 450 mp
Reduced cost of 200mm_ldgw40 from 800 to 550 mp
Reduced cost of doctrine_45mm_m37 from 30 to 25 dp
Reduced cost of doctrine_76mm_rr from 40 to 35 dp
Reduced cost of doctrine_37mm_pak36_early from 30 to 25 dp
Reduced cost of doctrine_76mm_k02_30_40 from 50 to 45 dp
Reduced cost of doctrine_75mm_m3a3_late from 35 to 30 dp
Reduced cost of doctrine_75mm_m1a1_late from 35 to 30 dp
Reduced cost of doctrine_m3a1_gmc_late from 35 to 30 dp
Reduced cost of doctrine_m4a1_mortar_carrier_late from 25 to 20 dp
Reduced cost of doctrine_m15a1_cgmc_late from 25 to 20 dp
Reduced cost of doctrine_panzerb2_early from 55 to 45 dp
Reduced cost of doctrine_m8_hmc_late from 35 to 30 dp
Reduced cost of doctrine_m36b1_gmc_t33_late from 80 to 70 dp
Reduced cost of doctrine_m18_hellcat_late from 45 to 40 dp
Reduced cost of doctrine_85mm_52k_late from 45 to 40 dp
Reduced cost of doctrine_yag10_29k_mid from 45 to 40 dp
Reduced cost of doctrine_t60_bm8_24_mid from 70 to 60 dp
Reduced cost of doctrine_t60_bm8_24_late from 70 to 60 dp
Reduced cost of latewar doctrine_valentine7 from 25 to 20 dp
Reduced cost of doctrine_bt7a_late from 25 to 20 dp
Reduced cost of doctrine_m4a3_105_hvss_late from 55 to 50 dp
Reduced cost of doctrine_m4a3_76w_field3_late from 65 to 60 dp
Reduced cost of doctrine_t26e4_late from 110 to 100 dp
Reduced cost of doctrine_sdkfz251d_1_stuka from 115 to 110 dp
Reduced cost of doctrine_300mm_nebelwerfer42 from 120 to 115 dp
Reduced cost of doctrine_panzer3flamm_late from 25 to 20 dp
Reduced cost of doctrine_panzer2l from 20 to 15 dp
Reduced cost of doctrine_sdkfz251d_16 from 15 to 10 dp
Reduced cost of doctrine_wespe_late from 75 to 70 dp
Reduced cost of doctrine_40mm_m1_mid from 35 to 25 dp due to fix
Reduced cost of doctrine_40mm_itk38b_early from 40 to 35 dp
Reduced cost of doctrine_40mm_itk38b_mid from 30 to 25 dp
Reduced cost of doctrine_75mm_itk37_early from 75 to 70 dp
Reduced cost of doctrine_170mm_minewerfer from 40 to 35 dp
Reduced cost of doctrine_rus_logistics_early from 40 to 30 dp
Reduced cost of doctrine_ger_logistics_early from 45 to 40 dp
Reduced cost of doctrine_cckw_redball_late from 45 to 40 dp
Reduced cost of doctrine_squad_sapper_motorised from 20 to 15 dp
Reduced cost of doctrine_cckw_engineer from 20 to 15 dp
Reduced cost of doctrine_squad_engineer(fin) from 10 to 5 dp
Reduced cost of doctrine_kettenkrad_eng_early from 15 to 5 dp
Reduced cost of doctrine_kettenkrad_goliath from 10 to 5 dp
Reduced command points cost of 75mm_m1897 from 16 to 12
Reduced command points cost of schwimmwagen from 2 to 0
Reduced command points cost of Medium MG emplacements from 10 to 6 in MP
Reduced initial timer of m4a3_75_late from 360 to 240 seconds
Reduced cooldown of doctrine_rus_logistics_early from 360 to 300 seconds
Reduced cooldown of doctrine_ger_logistics_early from 360 to 300 seconds
Reduced cooldown of doctrine_pz35t from 240 to 180 seconds
Reduced cooldown of doctrine_panzer1f from 240 to 180 seconds
Reduced cooldown of doctrine_panzer2l from 240 to 180 seconds
Reduced cooldown of doctrine_panzer3flamm_late from 300 to 240 seconds
Reduced cooldown of doctrine_t60_late from 300 to 240 seconds
Reduced cooldown of doctrine_m16_mgmc_late from 240 to 150 seconds
Reduced cooldown of doctrine_panzernest from 300 to 150 seconds
Reduced cooldown of doctrine_gunshields from 150 to 90 seconds
Reduced cooldown of doctrine_squad_vetsniper(ger) from 240 to 180 seconds
Reduced cooldown of doctrine_sdkfz250a_9_mid from 180 to 150 seconds
Single Player
1943_07_petrovka German Mission "The Ace of Swords" - fixed t0(pz3m) tank remaining AI under player command under specific skip intro situation
1944_06_pointe_du_hoc USA Mission 1 "Day of Days" - Moved waypoint of mainship5 a tad into water as for some reason the boat stopped reaching it.
1944_07_hedgerow_hell USA Mission 2 "Hedgerow Hell" - fixed irregular doctrine reinforcements disappearing after loading save.
1944_12_hill400 USA Mission 7 "Hill 400" - Fixed infantry call/assignment (rangers, officer, sniper) to work properly both sp and coop. (all commands via single waypoint for all even if overlap now perform proper)
1944_12_hotton USA Mission 8 "Christmas Trouble" - Fixed situations where passengers of German tanks or half tracks would disembark too early. - Enabled add emit able and tank alt fight logics globally, ensures it ignores 2 static German defenders for any logic gathering(panzerwerfer&artytask4).
1944_06_saint_lo_hills GER-West Mission 1 "The Hills of Saint-Lô" - further fix for special USA arty task. - opt1 task fixed so that it will show up before game is over but its not required to eventually win game assuming defense is held.
1944_08_07_luttich GER Mission 2 "Operation Lüttich" - Updated how artillery_barrage_105_3x3 is used, as this service can now be moved before it starts firing.
1944_12_samree GER Mission 4 "Wacht Am Rhein" - Fixed bug that caused priest howitzers teleporting on "radiocomm" off map artillery location. - Fixed logics related to radiocomm off map artillery, task 02 and task 03. - Fixed various small issues - Fixed arty call not working - Fixed missing polygons on map - Updated how artillery_barrage_105_3x3 is used, as this service can now be moved before it starts firing.
Finnish Skirmish missions full reset of human/vehicle inventories and various fixes
Fixed water on Glushkovo
Fixed outdated inventory on altered unit(pz3j) in Soviet Skirmish mission: "No Land Beyond the Volga!"
Everything Else
Added new sounds and multi-layers explosions, and cannon class weapons shooting
Added new sounds for interior and exterior vehicle reloads
Added new sounds attached to shells and rockets as they fly through air
Added new sounds for sonic cracks AT-Rifles and HMGs
Added new 3D Model M4A1 75mm DD
Added new 3D Model Ford GPA
Added LOD1 to T1E3 Mine Roller and M4A3 Calliope Shermans
Added code for more weapon type icons over infantry heads
Added unit icons for USA and Finnish infanty in after action reports
Added squad icons for luftwaffe recon
Added burn stamp when fuel barrels explode
Added grenade timer visualization in scene
Added overhead icons for USA Miners
Added support for fx entities to play more than one sound
Added support for line breaks in mission scripted scenario messages
Fixed localization typo in doctrine tier of doctrine_l62
Fixed CH, UA and RU localization
Fixed double-click movement units from reloading when encountering an enemy.
Fixed double-click movement to override current state (if unit is firing, for example)
Fixed mouse-click move order behavior triggering a reload before user has completed the double-click (make order execute only move in the double click time window)
Fixed mgun_light skill/ability to work properly
Fixed human MP units using .plys with #winter parka meshmods
Fixed floating ammo boxes
Fixed euro stonewall 01 by adding jump volumes
Fixed health regeneration for tank crews (was too high due to missing define)
Fixed reload time for mortars with WP shells to match SM shells. It was inconsistent settings before
Fixed humans killed by proximity (not blast wave itself) to large explosions to not be revivable
Fixed off-map 60mm mortars sometimes not playing exploding fx when hitting ground
Fixed / simplified obstacles for several wooden environment assets
Fixed automatic generated cover on Liberation wooden fences (fencesmwood_01-03)
Fixed sandbag_framed_straight to provide standing cover facing on front and back sides
Fixed materials on pavlov's house and zobolotny's house
Fixed many entities to not have structure extender that did not need it
Fixed how many binoculars can be stacked in human inventory from 10 to 1
Fixed warning if empty weapon has no ammo (like binoculars)
Fixed missing FR localizations texts for conquest
Fixed skirmish flag icons from being blurred in lower graphic settings
Fixed light extenders like street lamps to cast light and just just sprite light fx
Fixed missing tail bone/fx for 170mm Finnish Mortar shell
Fixed artillery flares generating more than one set of strikes when hitting certain objects / materials
Fixed kill count decal problem of flak36's x model barrel
Fixed Panzer5 A,D,G enumerators
Fixed polygon issue of t3476_40 and t3476_41
Fixed the Grille Ausf.K and Sturmpanzer 4 to have same range/accuracy with 15cm Stielgranate.42 ammo as the 15cm sIG33 cannon
Fixed KV85 texture
Fixed mantlet thickness of 105mm shermans from 51mm to 91mm
Fixed M36B1 getting double ammo
Fixed recoil animation for Browning m1919A6 MG
Fixed targetclass for M12 GMC vehicle
Fixed Kfz13 Gunner vision to be same as normal humans
Fixed binocular vision for Sdkfz250/3 and M3A1 Commander (should see farther and wider now)
Fixed M8 Greyhounds main gun vision to use same "recon" type of vision that German recon vehicles get
Fixed Sdkfz 6/2 (3.7cm) to be able to rotate 360°
Fixed tank crewman from leaving KV-1 M1939 when encountering enemy
Fixed Goliath tanks still having some detection/vision (they should have no vision)
Fixed misplaced gun stabilizaor on m3 lee's x model
Fixed 40mm M1 Bofors having the wrong penetration for its APBC shell
Fixed Finnish and USA Bofors to have same range (160m) as other medium AA guns
Fixed stug3g_late using wrong shield textures
Fixed normal texture for pazer35s winter version.
Fixed to bridge 08 texture change x model
Fixed (temp) enemy AI stats in single player missions for Co-oP bug
Increased accuracy of Light MG's (Bren, Chauchat, M26, Madsen, MG13, MG26t) through weapon skill/ability compared to heavier MG's
Increased accuracy of mounted MG's (~10%)
Increased depression of MG34/42 Lafette (5°)
Increased damage of SMG's <= 40m
Increased horizontal field of view for humans
Increased resupply cost of white phosphorus and incendiary mortar shells
Increased accuracy of HE/Smoke shells of indirect fire artillery (not mortars) in ranges below 200m
Increased camera elevation limits of 3rd/1st person control searchlights
Increased zeroing accuracy (accuracy boost for successive shots at same target/location) for Heavy and Super Artillery
Increased after penetration damage to components by APCR, HVAP style shells to be similar to AP shells without filler (+%25 damage)
Reduced reload time for StG44
Reduced reload time for M1 Carbine
Reduced reload time SMG's with stick magazines
Reduced the maximum bullet spread during smgs when firing in bursts
Reduced resupply cost of rifle ammo
Improved performance on minimum and low settings
Improved armor modelling of M4(105)
Updated turret traverse rates of Tiger E and B
Updated 7.92mm SmK and SmK(H) AP bullets to the same penetration standard as US M2 AP and soviet B-30/B-32
Updated USA vehicle icons to show towing stats
Updated mounted MG34 and MG42 belt long (300rd) versions to have same burst length and spreading as other mounted MGs (longer burst and less spread)
Updated some mouse cursors to be more visible on various terrain types/colors
Updated AT overhead icons for soldiers
Updated (WIP) some of the U.S. humanskins to have divisional patches as part of their meshes instead of being separate texture. Should reduce memory consumption
Updated AT mines in Finnish engineer trucks from German to Finnish ones
Updated weather settings to have consistent depth of field settings
Updated fortification engineer overhead icon
Updated shallow water terrain to play dirt and water fx on hits/explosions
Removed pistols from Finnish flamethrower soldiers
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! As announced in our previous messages, Community Update 3 will go live this spring. You will be able to test the Open Beta for the first part of this update now! In this blog, we will bring you up to speed about this beta, and since you will be able to submit feedback too, we’ll explain a bit about how this works. It’s very easy, so keep reading!
Community Update 3, part I
We have already announced that we want to split the implementation of this update into 2 parts; you can read about that in Developer Blog 145, and now it’s time for the community to try out part one. It consists of performance optimizations, plus new sounds and a bunch of fixes. The new tutorial missions will be in the second part of the update; we planned to include them in part one but that proved to be a bridge too far, timewise.
Anyone can participate in the open beta. Just as we did for the previous beta, users can give us feedback in a set of dedicated beta feedback channels on our Discord server. To join the beta, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t even need to do anything to reverse the process. To join the beta, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.
Did you know?
Community Update 3 follows Content Update 5, so that makes 8 free updates since release; that’s roughly one update every 4 months on average
You can get the quickest answer to any question on the official CtA - GoH Discord server
That’s it for now. Have fun with the new content, we’ll see you on the battlefield!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our previous blog, we announced that we will be publishing Community Update 3 soon. Today, we will have a look at the plan, and tell you about a small change in the execution.
Part 1 & 2
You may remember we talked about a performance update that is planned to go live with Community Update 3. We know from testing that this update improves the framerate situation by quite a margin. Reading all of the talking points from our previous update, performance improvement is the subject that impacts players the most. That makes it a top priority for us. We have now decided to split Community Update 3 into two parts, shipping the performance improvement first because we feel this can’t wait. We will add Sound Overhaul Part II, the new tutorial missions, and - as usual for every update - several general fixes and balance adjustments. Barbedwire Studios and Digitalmindsoft worked to bring you these improvements and we are very happy with the results!
Part II will consist of the German human models, and the “Last Stand” game mode. It will be introduced as soon as everything is ready; we expect it will go live a handful of weeks after part I.
We will publish part I as an open beta first. This open beta will become available early next week. In the meantime, work on part II continues, which will also get its own open beta; we’ll keep you posted about that of course. During this time, as we said earlier, we will be monitoring the open beta feedback channel on our Discord server for any comments. We don’t expect any issues at all, but you never know. Will you be trying the open beta? Let us know in the comments!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We are currently working on the next update for Call to Arms - Gates of Hell. This update will bring features and content to all players, like the 2 community updates (and 5 game updates) that came before it. As its name already suggests, it will add a number of things that were requested by the community. Curious? Keep reading!
So what do we add? We get requests for every development category from our community; in fact, there are so many it’s impossible to fulfill all of them. Some requests might not fit our design choices; for instance, requests for prototypes or designs that never appeared on the WW2 battlefield in real life. Then again, that still leaves plenty of options! Let’s have a look at the community suggestions we selected.
We have been working on optimizing the game. We have addressed a bug that created frame drops. Additionally, our lead programmer has been optimizing the mesh group technology which will improve the overall performance. The results are extremely promising, improvements during testing show significantly fewer frames dropped during camera movement.
We also Improved performance on minimum and low settings and optimized US humanskins and vehicle 3d models to reduce VRAM usage and added LODs.
We are very happy to present a new PvE game mode: "Last Stand". In this exciting new gamemode, you will be defending against multiple AI waves. This is an excellent battleground for new players to have fun with the game in its most comfortable environment: Defending against enemy bot attacks in a controlled manner.
It's also an excellent opportunity to get your friends to play the game together. As with the other multiplayer game modes, you will be able to change war period, doctrine and other settings. This is one of the two game modes we want to introduce this year.
As we discussed in Developer blog 143, the new German and US models will also contribute to more optimization for the game, despite the higher graphical fidelity. For example, one of the optimizations (currently WiP) is for U.S. humanskins. These will have divisional patches as part of their meshes instead of being separate textures. This will reduce memory consumption.
We have engineered the human models to work as best as possible with the current game engine architecture, like mating a hand into its glove. The new German models also use the fully modular approach we pioneered with the US models. This means that modders can make their own combinations and customization of human models without any knowledge of 3D modeling!
We're completely re-doing our tutorials. As our game grows, it attracts more and more people from outside of the GEM-engine ecosystem, and their comments remind us that the learning curve is steep in any GEM2 game. We are working hard to reduce the learning curve, and we expect that novice players will have way less trouble to settle in and have an overall better experience with these new tutorial missions.
Until now, the tutorial was one long mission. We have decided it was too long, and we’ve broken it down into several smaller missions where the players learn specific parts of the game. As a result, players will be able to come back and re- visit specific missions for specific gameplay aspects without the need to re- do the entire tutorial.
The new tutorials are also more user friendly. For the first time, they will feature tool-tips and explanation video pop-ups, which will make things much easier to understand. As a very nice spinoff, modders will also be able to take advantage of the new in-game video popup technology for their own creations.
We're really excited to present to you the second part of our critically acclaimed sound overhaul. In Community Update 3 you will be able to hear all the new tank gun and explosion sounds, which will make the game into an even more immersive and cinematic journey. Our sound designer, known in the community as HangEmHigh, summarizes the overhaul as follows;
"Sound Overhaul 2 aims to bring explosive and cannon sound layers up to the same standard as small arms set with Sound Overhaul 1. This means that the total amount of sound variation for these items has increased exponentially, in an effort to both convey a sense of 3d space and keep the soundscape as interesting and dynamic as possible.
Each variation now consists of 3-4 unique sound layers which play with each cannon shot or explosion, like small arms fire; these fade into one another over distance to convey a sense of depth. The sounds themselves have been designed to be realistic and impactful, while also being unique enough from one another so that, with time, players may be able to discern weapons and explosions of different types and sizes, even at distance. Sound Overhaul 2 aims to bring a lot more intensity to the combat experience and I look forward to our players experiencing it, I think it will have been well worth the wait". -HangEmHigh
We have also introduced a new feature to the engine. When a rocket or artillery shell flies by, you will be able to hear the whizz. Previously, we had a separate whistle sound to play with mortars, but now the sound is fully linked to the projectiles. This is particularly immersive in third person.
As you can see, a sound overhaul isn’t something you can put together on a sunday afternoon. We are very happy with the new sound design, and you’ll probably agree when you get to hear it yourself, as soon as Community Update 3 is live.
We are still in the middle of development; it’s too early to determine the exact release date for Community Update 3 right now. However, it will probably be done and tested mid-spring. We will also run an open beta for CU3 before release. We will keep you posted of course, stay tuned!
Did you know?
Community update 3 is the 8th big free update for our game
Our game manual is linked on the store page, and HERE
A new version of the manual is in the works as well
Did your suggestion make it into the update? Let us know in the comments! That’s it for this blog. Thanks for stopping by, and see you on the battlefield!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Strategy lovers! The fastest growing RTS community is calling you through a historically high discount on everything in our WW2 bundle. If immersion is something you seek, this is the perfect moment to dive into Gates of Hell. Our weekend deal offer has ended, but the sale continues!
Considering the large number of players that still have Gates of Hell on their wishlist, we continue the sale, which will now end on Thursday, January 18th! The discount remains at an all- time high for the duration.
So, if you'd like to try something else for a change (like first person view for your tank, and 3rd person view for infantry), or if you like it realistic, or simply because you have a passion for history; this is the moment. Don't miss out!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Our first blog of 2024 is about human models, or “humanskins”, in Call to Arms - Gates of Hell. Our in-house skin artist (no, not a tattoo artist) is working on some new material. Read all about what it takes and what you can expect from him in the next community update. Also, be aware that we are on sale right now. Even Liberation comes at a discount, and the bundle has a record-high discount too! Click below:
The next community update for Call to Arms-Gates of Hell will feature a full rework of the German faction’s models to the same, if not better, standard as the U.S. models which will also be receiving an improvement to their RAM and VRAM usage.
Creating 3d characters and their equipment is a long and arduous process that requires a lot of attention to detail in very specific areas. Since the release of Gates of Hell: Ostfront, the human models have steadily improved. This goes for models, methods, and optimization strategies.
The Liberation DLC showcased that our new methods work for the GEM engine for 3D characters, and we plan to apply it to all other factions gradually. Germany is the first target, as it is the most diverse and complex faction in terms of the number of different, unique models for their uniforms. Other nations are to follow; mind you, this will take us a long time to complete.
This marks the start of our campaign to bring the human models for all factions to the same quality level. Let’s take a look at some of the new material:
Seen here is just a taste of the deep customization the Germans (and in future updates, Soviet/Finnish) troops will have. The sheer amount of variants for every uniform is extremely vast and modular. Not only that, the RAM and VRAM consumption for these models will be under half of the current models.
Very little detail has been left un-modeled as even the straps of which gear attaches to the belt are given enough fidelity to see how they work and keep items of equipment attached to the rig.
Pictured as well is something done extensively with the USA (and now German) gear selections; gradual wear and opening of certain pouches which for whatever the soldier’s reasons have been undone. Small details like these can help add to a varying degree of looks that either modders, or our mission scripters wish to utilize.
Headwear for the Germans will be expanded as well; we will be adding more variations and detail, based on all of the different functions they had. Not pictured here are the Luftwaffe and Kriegsmarine uniforms which were unique to their factions within the German military. Rest assured they shall be covered and as such are currently in development. All in all, will these be good additions? Let us know in the comments!
Planning
Besides human models, there will be more in the next community update. Release has yet to be scheduled; we’ll tell you more about it in future blogs. In the meantime, as we have mentioned before, work on the next DLC has already started. We’re not ready to announce it yet, but we will tell you as soon as possible. So far, we are full speed ahead to fulfill our plans for 2024 and 2025. Stay tuned!
Did you know?
All 3d models that have to do with humans (specifically uniforms) are usually categorized as ‘humanskins’. This is not a standard name for the industry, we inherited it with the engine.
The same artist who produces the “humanskins” is also working on new human animations!
In GoH, the US was the first faction to be designed from the ground up to have completely modular uniforms, from their gear to their different clothing items.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We have some exciting news for you: we are running a weekend deal, which is an excellent opportunity for everyone to become aware of the game and try their hand at Call to Arms - Gates of Hell. Even Liberation comes at a discount for the first time, and the bundle has a record-high discount too! Click below:
The year 2024 is definitely off to a good start for us, as we have been selected by Steam to be on the front page promo this weekend. To find ourselves on the storefront of Steam with the weekend deal is just awesome! Since Liberation was a success, we have a lot of plans to bring even more to the game this year. We will bring you up to speed on the first results of our work in the next devblog.
In a nutshell, our plans for 2024 are to improve the game in all aspects, so the entire community benefits. We will be adding one or two new game modes in 2024, and we have begun working on the next faction. We are not ready to reveal the next DLC yet, but this is another very exciting project that will add a new layer to the experience for sure. So stay tuned for more, and don’t forget to tell your friends: