Jun 26, 2024
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! Today’s blog is about the things we plan to add to Call to Arms - Gates of Hell this month. We plan to update the game just before (or during) this year’s Steam Summer Sale, which starts on June 27th, and we think you will like it.
The highlight will be the set of changes coming to the Conquest game mode, but there’s more. Curious? Keep reading!

Conquest
Expecting this will be quite welcome, we will introduce the often requested late war squads for conquest. This is now possible thanks to a rework of the defender bot logic. Now it will only purchase late-war infantry as the campaign moves on.
For the future - not for this update - we are looking at introducing a calendar system, but if we go that way at all we will let you know in future updates.





Achievements
We have added the long-requested achievements for skirmish missions (Talvisota DLC) and for the new tutorials. Just one of those kinds of small details for a bit of improvement, adding to the experience. We’ll do this whenever we can.

Everything else
We have added symbols to the minimap that make it easier to distinguish units, such as aircraft and artillery. These will improve the ease of interpretation.
We’ve also changed the way things look In-game when you set up for a match or mission. From now on, when selecting, you will see a preview of the minimap, as you can see from the images below.





We will also add 2 new MP maps to “Ostfront”, for the Domination and Battlezones game modes; besides this, we will add 4 new maps for the Last Stand gamemode, and 2 new MP maps to “Liberation”.
Several Ostfront maps were updated following feedback from the community as well.
Besides the new content, this update will also contain many updates and small fixes; the changelog is over 100 lines long! You can find the changelog HERE.

Open Beta
This update will be in open beta for one day, so you can preview all the changes for yourself.
Anyone can participate in the open beta. Just as we did for the previous betas, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To participate, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t 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.

Community artwork by @Docolicious

The next DLC
Your reactions to our hint on Discord go in all kinds of directions, which is quite understandable. We will reveal everything as soon as possible, and we’ve got our heads down to get its store page up and running. It’s almost done, stay tuned!
On another note, we’d like to point out that this next DLC will only require the base game, “Ostfront”, to play. In our next blog we will explain a bit more.

That’s it for our “Summer Sale Update”. Will you participate in the open beta? Let us know in the comments!

Did you know?
  • Call to Arms - Gates of Hell turned 3 years old on june 11th
  • Our base game has more than doubled in size since release
  • We are just 2 updates away from the 50th game update


May 18, 2024
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! We are happy with the reception that Community Update 3 received.
However, since we read all of our feedback, we know there were a couple of issues. Today’s mini-blog is mostly about how we fixed some of those. Other than that, we’re also ready to tease the next DLC. So how do we go about this? Keep reading!

Update
Update 1.041.0 is a follow-up to last week’s Community Update 3. It contains numerous “hot” fixes and improvements.
We have also done further work on the pathfinding, introduced new options for the ‘Last Stand’ game mode, and fixed some issues the players reported after CU3 went live.
This update also contains the result of community feedback on human models, and some other small changes. We hope you enjoy them!

Community artwork by @Unterkranchs

Last Stand
We have added new options to the Last Stand game mode.
From now on you’ll have the option to use “test mode”, which gives players and AI endless resources.
You will also have the option to customize the total number of units players can have (CP) and when units unlock throughout the match (Unit Timer Factor) with this upgrade.
We think these changes to the Last Stand mode meet the community requests, so we expect you’ll have some fun with that!



Teaser
We have indicated in our previous blog that the first hint about the next DLC will be shown on our Discord server first. We intend to keep that promise; our Discord server is the life of the party when it comes to any comms around Call to Arms - Gates of Hell anyway.
Finding players, getting answers, you name it; everything happens on Discord first. You can click on the banner below or HERE to join.
We will drop a hint around 21:00 CEST, make sure you don’t miss it!

Community artwork by @Masshole

The future
We are developing 2 DLCs in parallel while we also work on fixing issues and introducing new QoL changes to the game, as always.
The DLC that we’ll be hinting at on Discord today will come first; that will be followed by the next faction.
The new faction is already coming together nicely, and we’ll reveal it as soon as we can. As you can see we have our hands full; and we will not stop at these projects. Our plans reach beyond 2025!
Any idea what we’ll be hinting at today? Tell us on our Discord server, or let us know in the comments!

Call to Arms - Gates of Hell: Ostfront - Ty
Update 47: V 1.041.0 "Hot Fix"

Change Log

Highlights
  • Added "Custom" and "Test" mode settings for Last stand. Because Last stand has different resource settings for the attacking vs defending team, adjustable MP settings is not currently possible. Higher CP presets give more MP.
  • Fixed vehicle pathing getting worse in Update 1.040.0. Setting that fixed human pathing had unintended negative affect on vehicles. Setting has been split so improvements to humans is kept and vehicles revert to previous quality
  • Fixed crash on loading single player campaign saves. Saves should load properly now
  • Fixed MP Main lobby chat to work (again)


Source Code Change
  • Fixed vehicle pathing getting worse in Update 1.040.0. Setting that fixed human pathing had unintended negative affect on vehicles. Setting has been split so improvements to humans is kept and vehicles revert to previous quality
  • Fixed crash on loading single player campaign saves. Saves should load properly now
  • Fixed the options/game setting preferred direct control mode not working and giving erroneous value
  • Fixed repair order for vehicle components to prioritize repairing broken components first (was accidentally undone in V1.040.0)
  • Fixed issue where all humans in a squad (except squad leader) would not shoot at enemies when after a formation move order
  • Fixed issue with squad spread on cover move order where sometimes humans would go to cover, but then leave and come back to squad leader (happened with flora cover types most commonly)
  • Fixed MP Main lobby chat to work (again)
  • Fixed vehicles sometimes not getting their zeroing bonus when firing multiple shots at the same location do to barrel being to close to other objects, like sandbags
  • Fixed issue where firing a Panzerfaust crouched and too close to cover would cause human to become permanently stuck

General Changes
  • Added "Custom" and "Test" mode settings for Last stand. Because Last stand has different resource settings for the attacking vs defending team, adjustable MP settings is not currently possible. Higher CP presets give more MP.
  • Added new mini map icon for aircraft
  • Added cook-off FX and events for open top vehicles and half-tracks/armored cars with cannon/flamer ammunition
  • Added new slow cook-off variant to cook-off events
  • Added missing voice lines for officers in Soviet Mission "Operation Bustard Hunt"

  • Updated turret tear impulse to get more realistic impulses and avoid excessive turret spinning on tank ammunition detonations
  • Updated K98 shooting sounds
  • Updated Goliaths (Sdkfz302 and Sdkfz303b) to explode when their body reaches broken state

  • Increased component durability for (Sdkfz302 and Sdkfz303b) to be similar to car class units
  • Increased explosion damage when ammo and engineer vehicles detonate. Previously they used standard settings instead of being uniquely more destructive.
  • Increased resources gained from capturing ammo points in Last Stand from 50MP to 400MP

  • Reduced repair time of Goliaths (Sdkfz302 and Sdkfz303b) to be similar to car class units
  • Reduced CP requirements for air strikes to 0 in MP game modes
  • Reduced USA bazooka M6 and M6A1 (early rocket types) ability to penetrate at high angles (>50°) of impact on armor via overmatchSlope

  • Fixed some wooden barrels not being destroyed when run over by vehicles
  • Fixed reload animation speed for flare pistols (3s instead of 60s)
  • Fixed windshield wiper animation for Sdkfz. 6 (Cargo)
  • Fixed various mission script issues for USA mission "Christmas Trouble"
  • Fixed small arms metal hit FX was API FX for non API rounds
  • Fixed dead fire FX on US half-tracks was too low
  • Fixed enemy airstrike spawn points on dcg_samree_depot
  • Fixed case where player could lose game around artillery operator progress in "Tutorial 4: Reinforcements"
  • Fixed aiming bone on 107mm M2 mortar so that it can rotate properly when aiming behind the mortar's current facing

  • Removed option to limit direct control type in MP game mode lobbies (classic, 3rd person, no direct control) (deprecated)


Human Model Changes
  • Added new German face camo shield for covered Stalhelms
  • Added new German Gas Masks as inventory items
  • Added new German Bandanna mask as inventory item
  • Added German sniper veil to regular snipers breeds
  • Added Gebirgsjager leg wear
  • Fixed missing descriptions for new head wear entities
  • Fixed Pioneer pouch weights
  • Fixed KM overseas caps
  • Removed unused head wear (no models associated with them)
  • Removed tricolor from M43 helmet

r16859-16924
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! To mark the day world war 2 ended in Europe, we have just released the second part of Community Update 3.
For the occasion, your game will have a different splash screen (see the image above) on opening.
This free update is our 8th large content update for Call to Arms - Gates of Hell: Ostfront. As we summarized in developer blog #146, this update adds a ton of material, and there are several QoL changes you will want to check out!

Mission accomplished
It is always our mission to keep developing, and to keep in touch with you, the community. This Community Update, like the ones before, specifically adds items to the game the community has requested - as the name already suggests. In a sense, this kind of work is never finished of course, but we’re very happy to release this update to all Call to Arms - Gates of Hell players.
We expect that the new content and the improvements in this update will have quite an impact.
Part one of Community Update 3 has been out for a number of weeks, and now it’s time for part two. This concludes one more step in our never ending project for - and inspired by - the GoH community; so, as far as we’re concerned, that means “mission accomplished” is only a temporary state.

HD Link

Highlights
Today's update headliners are the new tutorial missions, new German human models, and the “Last Stand” game mode. But there’s a lot more!
Part 1 consisted of new sound, optimisation, new maps, new vehicles and a lot of small fixes.
Part 2, as described, will have tutorials, humanskins, and a game mode, however it contains a good number of fixes and tweaks as well. If you add the 2 parts of Community Update 3 together there’s literally hundreds of changes and to go over all of them is literally a “long read”.

New shadows
We have reworked shadows to give a higher degree of graphical fidelity. The shadows are now sharper, the rays are traced with more accuracy, and are an excellent improvement alongside the new human models. Enjoy the improved shaders in third person! Please note that what was previously called "ultra" shadow setting is now the "high" setting. With the new update, the "ultra" setting casts very high resolution shadows that are only suitable for high end graphic cards. If you encounter any performance issues on "ultra", please lower your shadow settings. Even taking it down one notch will still be an upgrade compared to the situation before the update.
In order to avoid nasty surprises, the 'ultra' shadows are not part of the general video presets, and will have to be set manually.

HD Link

Changelog
Apart from those headlines, there will be many, many changes for part 2. The changelog is available HERE.
Add this to the changelog of part 1, which had over 300 entries, that makes for a total of around 350 changes in total for Community Update 3.
So, in case you were wondering what we’ve been up to lately, this is part of it. Our policy is to keep improving anything we realistically can, and our Community Updates (and Content Updates) prove that.

Did you know?
  • This summer, in June, it will be 3 years since the release of “Ostfront”
  • This summer will also bring a new announcement
  • By “Summer” we mean anywhere between early june and late september
  • The next DLC will be hinted at on our Discord server first, at some point
That’s it for now, thanks for stopping by; have fun with the update and good luck on the battlefield. Any guesses about the next DLC? Let us know in the comments!


Call to Arms - Gates of Hell: Ostfront - Ty
Update 46: V 1.040.0
Community Update 3: Part 2

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
  • Increased shadow map resolution. Previously "ultra" shadow setting is now the "high" setting. The new "ultra" setting casts very high resolution shadows


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

  • Increased shadow map resolution. Previously "ultra" shadow setting is now the "high" setting. The new "ultra" setting casts very high resolution shadows.

  • 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

  • Removed Sdkfz 250/1 and /3 lod1 track meshes
  • Removed unused png unit icons
  • Removed unused sound folders

Changes from Open Beta
  • Added new splash image upon opening game
  • Added disclaimer about 'ultra' shadow option needing powerful graphic cards
  • Removed 'ultra' shadows from the video presets. Users should activate that manually if their PC is strong enough.

  • Fixed stumps on hill 331
  • Fixed pathing issue on mortain station
  • Fixed French shop by adding attach bones for garrisoning
  • Fixed wall geometry for euro_town_wall
  • Fixed wooden barrels to be destroyed when hit with armor piercing shell types
  • Fixed duplicate fieldcaps in some German soldier inventories

r16838-16858
May 6, 2024
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.

HD Link

Human models
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!

HD Link

HD Link

HD Link

Tutorial missions
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.

HD Link

Other changes
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.

HD Link

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!

Did you know?
  • Work on the next DLC is already ongoing
  • We have a set of tutorial videos on our Youtube channel
  • 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

  • Removed Sdkfz 250/1 and /3 lod1 track meshes
  • Removed unused png unit icons
  • Removed unused sound folders

r16486-16837


Call to Arms - Gates of Hell: Ostfront - Ty
Update 45: V 1.039.0
HotFix

Change Log
  • Fixed crash introduced in last update V 1.038.0 during cuts scenes on some missions

  • Adjusted volume levels and fade distances of explosions, cannon and gun shot sounds to be more balanced
  • Fixed sync issue with humans in online modes when prone, give build fortification order, and change stance to stand
  • Fixed missing road terrain type on MP map 4v4_fields
  • Fixed missing texture for stretcher human
  • Fixed dcg_atzerath_valley to use winter weathers instead of summer environments
  • Fixed amphibious vehicles not following move orders when in water
  • Fixed euro road signs collision and destruction
  • Fixed 150mm HE shells not playing explosions FX when hitting certain terrain types while raining weather
  • Fixed USA smoke shells for cannons/tank guns not playing FX on impact
  • Fixed "low quality" track animation error of ft-17, vickers 6t and t26e
  • Fixed one of the officer talks in intro(officer/03) would double or triple play on GER Mission 2 "Back to Square One"
  • Fixed "assign2_crew" not set to user on USA Mission 8 "Christmas Trouble"
  • Fixed lose condition for "town" area on GER West Mission 5 "The Bloody Ardennes"


r16448-16486
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:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Community
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!

HD Link

Update part 2
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!

HD Link

One week only
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:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

That’s it for now. We’ll see you on the battlefield!



Call to Arms - Gates of Hell: Ostfront - Ty
Update 44: V 1.038.0
Community Update 3: Part 1

Change Log

Highlights
  • 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 LOD1 to M2, M3, M3A1, M4, M4A1, M13, M15A1, M16, & M21 Halftracks
  • Added LOD1 to M3 GMC, M3A1 GMC, T19 HMC, T30 HMC Halftracks
  • Added new texture to M18 GMC
  • 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
  • Renamed arm volumes on humans

  • Re-located localization (videos)

r15807-16447
Mar 13, 2024
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.

HD Link

Open Beta
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!

...