Community members! Today we will update the game to the next version. As you can see, we are not on vacation; we are adding and fixing a number of things and the game update is ready to go. We have fixed/updated the workshop to be able to use tags and categories correctly as well. But first, a comment on the next DLC;
The next DLC
We are excited to share our next DLC with you guys and will reveal the store page plus an announcement very soon. With this DLC we are trying something a bit different in comparison to our previous DLCs and we hope you guys will like it. The wait is almost over!
On to the game update.
Changelog
Highlights
Updated workshop.exe gui, fixed warnings, updated copyright notice, and added new tags (categories): - MP Map - SP Map - Mission - Gamemode - Unit Set - MP Compatible - Interface - FX - Sound - Total Conversion
Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance
Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch
Updated executable icons / shortcut
Fixed several issues related to human move orders, reloading and throwing grenades (see Everything Else section)
Conquest
Fixed fauna on dcg_hotton map to be correct player number
Fixed flying tree on DCG_Tormasenvaara
Fixed stairs collisions DCG_Barrikady
Fixed "max_stage" for StuG 3 Ausf G to extended to end of war, for AI use.
Fixed "max_stage" for Kht-130 to NOT extended to end of war but end earlier like it should, for AI use.
Multiplayer
Updated battlezones for 3v3 hurtgenwald
Updated position of bases on 2v2_fall domination
Fixed friend check not working for MP Lobbies (reserve slots)
Fixed outside view of MP lobbies to account for closed and reserved slots properly
Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
Fixed issue where air-stike called in by player in MP would fly in circle is player left match by not resets actor orders on transfer to other player if said actor is not select-able
Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch
Fixed and cleaned up music scripts for all MP maps and game modes to stop multiple tracks playing at the same time
Fixed foxhole on 2v2 monastery
Fixed flying tree on MP Tormasenvaara
Fixed stairs collisions on MP Barrikady
Fixed missing after action report icon for doctrine_jagdpanzer4_l48_early, doctrine_107mm_m1910_30 mid and late
Single Player
Fixes applied to skirmish missions - simplified assignment of player units at start (sp/coop). - Player is able to skip scenario which triggers soldiers assignment which in turn could kick before soldiers arriving in starting vehicle(s) are still in or out of vehicles - Previous script had a chance for soldiers in animation of disembark not being detected as either linked or not linked and ending up not being assigned. Now, this is fixed
Fixed Tutorial Mission 5 "Trial by Fire" - Added fail-safe so that if player uses all ap/at mines he is not blocked from progress. - Engineer truck arrives and auto replenishes specific mines if tasks are not complete and specific mines are depleted in the truck. - Fixed pathing which lead to reinforcement truck weird movement. - foxhole task now is accompanied with green zone area indicating where to build foxholes to complete the task - play task new sound instead of complete when showing task to defend vs counterattack
Fixed for German mission "Among the Heavens" - part1 end(alarm or stealth) and part2 start scenarios played only (with skip ability) in single player. Coop skips the scenario outright and executes skip events - part1end(alarm or stealth) / part2 / part3 handling of player units (>ai>delete>add>select) cleaned up and made coop secure and proper order of operations (actorstate/ables > player > autoassign) - fixed chances of certain tags being removed before other command executed on them - added capture_hotel zone to make player actually be within steps of the hotel for capture. - clean up and fixes to most calls around part1 end and part2. Avoid player# in commands unless you are certain and you need it, for coop purposes. - whenever selector is MID# remove player# requirement check in commands. - part2 groups use waypoint selector for tag changes on spawn instead of selector, avoid player# in commands.
Fixed Finnish Skirmish Mission "Honkaniemi" - replaced ptrd41 antitank soldiers on Soviet side to use soldier with Dyakonov Rifle Grenade Launcher - fixed missing path to fin t37a description
Fixed broken bushes on SP luttich
Fixed anachronistic wrecks on SP Moscow
Fixed factories on SP Petrozavodsk skirmish
Fixed railways on SP Seelow Heights skirmish
Replaced Sdkfz251 Ausf.C with Ausf.D in late war missions/skirmishes
Replaced T28 with T28E in Russian Skirmish: "No Land Beyond the Volga!"
Replaced SG34 with Maxim MG in German Skirmish: "Mamayev Kurgan"
Replaced Brandenburgers and Fallschirmjagers to be early war version with MG34 instead of MG42 in German Skirmish: "Battle of Moscow"
Everything Else
Added "boat" icon for marine vehicles to minimap
Added back "SPG" icons for vehicles to minimap
Updated interaction_entity scripts to use call_synced for calls that are inside delays with random times that are not vfx related (Modders: it would be good to update your files as well to help with sync issues in online/coop)
Updated ammo trailers to have "ammo" minimap icon
Updated all rocket artillery vehicles to have "artillery" minimap icon
Updated several vehicles that were missing SPG (Self-propelled gun) or TD (Tank destroyer) minimap icons
Updated executable icons / shortcut
Updated Max distance for penetration stats in library from 250m to 200m
Updated searchlight FX
Updated accuracy of m18 recoil-less
Updated workshop.exe gui, fixed warnings, updated copyright notice, and add new tags (categories): - MP Map - SP Map - Mission - Gamemode - Unit Set - MP Compatible - Interface - FX - Sound - Total Conversion
Fixed enemy ignore not working for single units on move order
Fixed single human sometimes reloading when given a move order
Fixed humans in squad (not leader) sometimes reloading instead of following squad leader after move order
Fixed squad members getting stuck leaving the watch tower
Fixed squad members getting interrupted following squad leader by enemy
Fixed issue where ordering multiple cannons to move, rotate, or change stance would not work for all selected cannons by catching a corner case when adding vehicles to a squad that already commander one (remove commander in this case)
Fixed 2 issues with humans throwing grenades (especially over high walls): - Caching of the "weapon inside wall" state broke the target accessibility testing - Inconsistent internal "hold back" state that caused infinite aim prepare
Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance
Fixed 37mm_flak37 missing obstacles
Fixed incorrect HE accuracy for 107mm_k10 and 120mm_k78_31
Fixed MG Bunker Panzernest so that it cannot be crushed by non-tank vehicles
Fixed missing "hole" volumes in Pershing tracks
Fixed lower hull side armor for M4 Shermans
Fixed M4 early extra armor panels having 0 thickness
Fixed stug3g_fin ammo in the DT MG
Fixed missing sandbag on Finnish 107mm K/10 and 105mm K/13
Community members! We are about to update the game, based on community feedback and reporting. In the previous update, a common crash was introduced which has been fixed today. There's also multiple functionality improvements. We recommend updating your game at the earliest opportunity. Meanwhile, we're still on sale (today and tomorrow) so you may also want to check the current discount:
We've read the reports from the community and immediately set out to find the causes of several reported crashes. The fix for these is now ready. The new multiplayer minimap preview was extremely well received, so we've added it to singleplayer. Do you want to see it in conquest too? Let us know your thoughts, as always.
We also improved the AI; controllability of soldiers, assorted fixes, and a lot more. Check the changelog below.
Thanks to everyone that gave us a detailed report; replication always helps when we're fixing bugs! If ever you experience an issue with Call to Arms- Gates of Hell, we recommend the quickest way to get answers and support - which is our Discord server.
As always, we include a changelog below:
Update 49: V 1.043.0
Change Log
Highlights
Added minimap preview display to single-player page
Fixed crash (ir:update) related to giving move orders
Fixed crash that could occur on some campaign missions in CooP
Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Fixed vehicle bar ammo switch being limited to specific ammo types
Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
Conquest
Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
Updated research/buy menu icons for Panther Ausf. D and G in conquest
Fixed duplicate localization entries for the new conquest squads
Fixed broken texture transitions on dcg_kylmapuro_winter
Fixed weather setting to use Summer presets on dcg_purple_heart_lane
Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation Conquest maps
Multiplayer
Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
Updated description of Standard, Custom and Test Mode MP settings so users know if they'll earn XP for that match
Updated battlezones for 3v3_trenches
Fixed in MP game modes bot purchased, towed cannons from staying attached to towing vehicle and being able to shoot (desync)
Fixed some missing icons in after action screen in MP
Fixed case where night environment would not load on Liberation maps if night weather option was selected in MP lobby
Fixed MP lobby custom comment preventing ability to change mission/mode by repositioning the comment
Fixed custom bots for Last Stand using the wrong presets
Fixed 1v1_balzerveg by removing grass on roads
Fixed 1v1_balzerweg localization
Fixed missing Stug wreckage on 2v2_monastery
Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation MP maps
Single Player
Added minimap preview display to single-player page
Fixed crash that could occur on some campaign missions in CooP
Fixed some header images for missions
Fixed doubled triggers on 1941_07-rus_smolensk
Fixed Germans using MG42s instead of MG34s SP Skirmish Smolensk
Fixed objects that would float because they were placed on top of carts for Finnish Mission: "The Raate Road"
Everything Else
Updated lights FX for lamp posts
Fixed crash (ir:update) related to giving move orders
Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Fixed squad to follow player when controlling actor in 3rd person mode
Fixed vehicle bar ammo switch being limited to specific ammo types
Fixed missing bump map for French shop
Fixed several vehicles to have artillery mini-map icon that were missing it
Fixed roadway_border entities alignment to ground by adding back landpatch
Fixed t3476_41_fin (x and xx model too) polygon issue on hull front part
Fixed BM 82 rockets explosion FX
Fixed rare case when pioneer_1 had too many items in inventory and didn't get a helmet
Fixed various localization issues
Fixed various errors in game.log related to latest UI changes added in last patch
Fixed 2 RUS late war partisan breeds that referenced incorrect rifle ammo for captured K98, causing them to be unable to resupply
Fixed sounds for the updated idle animations introduced in last patch
Fixed case where sometimes unit "talks" would not play for Finnish tanks and cannons due to file structure
Removed old unconditional un-ignore of shooting enemies, only use the new un-ignore if danger level increases (fix move-click getting interrupted immediately)
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! The Summer Sale Update is going live today, and there’s lots of new content for everyone. Since this update marks the 2024 Summer Sale, there is one thing you should do first, and that is to check out the insane discount on the entire Call to Arms - Gates of Hell bundle:
We already announced the contents of the Summer Sale Update in developer blog #148. For those that missed it, the headlines are that we add late war to Conquest, and then some. Parts of the UI have been changed and we will also add a total of 6 MP maps for different game modes. As always, we introduce several fixes and improvements; all in all, the changelog for this update has more than 100 lines.
Open Beta ends
We’d like to thank our Open Beta participants for their feedback. As someone once said that “no plan survives contact with reality”, these Open Betas are a great way to test our planned updates in the reality of our community, and as such they are invaluable. If you were among the first to try this update, there is the usual way to opt out of the beta. Bar some last minute corrections, you can just opt out without the game needing to be re- installed.
We are almost ready to reveal everything. The store page is nearing completion and we’ll put the news out as soon as we can. We appreciate the enthusiasm and the many reactions to our teaser. Did you miss that one? It’s on our YouTube channel. Remember to subscribe; you don’t want to miss our next trailer! Anyway, we’ve got our heads down, fully focused on getting it done - stay tuned.
The best way to prepare for the next DLC is to get the base game while it’s at a ridiculous discount. So tell all your friends that this is the perfect moment to get some real immersion! Click below to check the bundle:
Added "late war" squads to all nations in conquest
Added mini-map preview to MP create session and lobby screens
Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
Updated UI of MP server browser, create session, and lobby screens
Updated UI of Conquest screen to scale wider for larger resolution screens
Updated UI to add preview image of Campaign missions
Fixed vehicle bar ammo switch being limited to specific ammo types
Fixed skipping redundant placement updates (where the interpolated new placement is identical to previous one). This was causing the massive land entity updates on clients in first quant.
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Conquest
Added "late war" squads to all nations in conquest
Updated locked icon for conquest so it is easier to see the locked unit
Updated conquest campaign screen to scale wider for larger resolution screens
Updated visuals of library view window (3d view) of units in conquest
Fixed conquest mod value to be red (instead of version) if mods do not match when loading a conquest save
Fixed some conquest infantry units with wrong tier in the name
Fixed on Conquest maps, that connected factory building roofs will hide/unhide together as if 1 building
Fixed bad mg placement on dcg_rasputitsa
Fixed Finnish conquest maps to play the Finnish music
Fixed some US shermans to have max stage 99 that would be available until the end of the war
Multiplayer
Added 2v2 Mortain to MP (Domination and Battlezones)
Added 3v3 Voronezh to MP (Domination and Battlezones)
Added map "King of the Hill" to Last Stand
Added map "Dubovka" to Last Stand
Added map "Krasny Bor" to Last Stand
Added map "Wotan" to Last Stand
Added ability to apply stage limits to single infantry that defender bot spawns on map
Added mini-map preview to MP create session and lobby screens
Added StG to latewar brandenburger squads
Updated UI of MP server browser, create session, and lobby screens
Updated chat windows to auto scroll to most recent message (bottom of chat screen)
Updated 4v4_Vahikkala industrial area for better pathing and cover
Updated 2v2 monastery
Updated 2v2 Industry map
Updated 4v4 swamp for battlezones
Updated 2v2 Fall Added more buildings, fences, thicker forests
Updated 2v2 Marvie Ridge Reduced size of hill in the middle
Updated 2v2 Monastery added bushes on approach to trench objective & extra foxholes, Changes to height elevation at trench objective
Updated 3v3 Wotan smoothed overall heightmap and added more buildings to the center, Defaulted colormap
Updated 4v4 Hill 331 added small hamlets to either side of the hill for objective substance
Updated 4v4 Hills Smoothed overall heightmap, added extra buildings to the center
Updated 2v2 Balzerweg rework, added new roads, more buildings, reworked art style
Updated 2v2 Countryside, changed ground elevation for the forest
Updated 2v2 Olshanka, Added extra road for spawn and bushes in forest
Updated 3v3 Glushkovo, Smoothed main road, added elevation to one side for fair play, added extra road out of spawn
Updated 3v3 Mortain station, Fixed infantry not able to run over train platforms, added farmhouses near artillery positions for cover
Updated 4v4 Swamp, Added extra road for side objective to main village, elevation on opposite side for flank protection
Updated 2v2 Ivanovka, added more clutter to the middle objective and cover
Updated 3v3 Lahkta increased width of river road to prevent vehicles from getting stuck on rocks
Updated 4v4 Grassland, added extra road from spawn, changed ground texture
Updated 2v2 balzerweg to 1v1
Updated zones for 2v2 fall, 2v2 marvie ridge, 3v3 wotan, 4v4 hill 331, 4v4 hills, 4v4 dubovka, 4v4 swamp, 4v4 grassland
Fixed on several MP that connected factory building roofs will hide/unhide together as if 1 building
Fixed small issues on Sainte marie du mont
Fixed incorrectly placed trees on 3v3_wotan that would cause pathing issues
Fixed pathing issue on the radar bunker on MP Hill 331
Fixed ammo zone on 4v4 sikovitsy "Last Stand" mode
Fixed issue with trees on road on 4v4 Rikila and new foxhole on 2v2 Monastery
Fixed issue on 4v4 Fields
Fixed floating buildable obstacles on 3v3_trenches
Fixed crew count for Finnish early war 47mm pstk39 doctrine buy
Fixed various truck crews to be artillerymen in multiplayer
Fixed some wrong unit number/composition in US squads
Fixed wrong buy menu group of squad_km_rifle_early_sup from being considered tier 1
Fixed early war support doctrine squad_marine_stoss_sup to use right doctrine
Fixed missing icons in after battle report for some doctrine units
Fixed preview of 3v3 Voronezh
Single Player
Updated UI to add preview image of Campaign missions
Updated some conquest research prices
Fixed missing humanskin for pilots in German mission "The Ace of Swords"
Fixed humanskins missing winter tex mods in German mission "Among the heavens"
Fixed terrain under the bridge on German mission "Escaping the Pocket"
Fixed wrong player id# for some units both script and map, and cleaned up mission scripts on German mission "Clash at Narva"
Wotan factory invisible wall
Everything Else
Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
Added recoil animation for lahti m26
Changed terrain fx tag for HE shells from "he" to "all_he" to support several HE shell types
Changed Medium graphic settings preset to have medium shadows instead of high shadows
Changed minimap icon artillery
Changed double-click speed of wheeled vehicles from 80% to 90% of max speed to match tracked vehicles
Changed two of the worst looking gun-related idle animations and three of the empty idle animations
Fixed issue with squad formation move order sometimes resulting in squad members moving in circles around squad leader
Fixed various other minor issues with human move orders
Fixed coax MG's not firing at human targets as much as they could due to gunner waiting for HE shell to be ready in main gun
Fixed 3kg hafthohlladung AT grenades to break vehicle components by checking for stuff "tags" instead of tagging vehicle on contact
Fixed Panzer Pioneers soldiers that were missing building material to use their pickaxes
Fixed issue with sound for videos playing inside a mission would sometimes not play
Added some left and right rotation to 60cm Karl Thor, so it can shoot better on uneven terrain
Fixed armor value of transmission housings on M4A3(76)W, M4A1(76)W and M4A1(76)W mid
Fixed turret cheek armor on M4A3 (late)
Fixed turret cheek armor hitbox on M4A3 (early) by removing it
Fixed 5th seat on Sdkfz. 7/2 to be considered passenger and not crew
Fixed "camo" problem for Bison
Fixed missing tracks break animation for Panzer3j and Panzer3j1
Fixed missing engine break animation for Panzer3h
Fixed panzer3n gun barrel problem
Fixed panzer4d and f1 gun break animation
Fixed Sdkfz 10/4 wipers animation from playing when glass is folded down
Fixed headlight fx on Panther Ausf A
Fixed 107mm M2 Mortar to have taller sandbag fortification
Fixed USA engineer trucks inventory to contain all items (applies to newly spawned trucks only)
Fixed name of right headlight bone for vfx on several USA tanks
Fixed USA field jumbos track armor that would not tear off when hit/broken
Fixed m4a3_76w FXfire3 bone
Fixed T-35 M1936 track shields changing to xx model when broken
Fixed several edge cases when wheels of vehicles were broken and disabled movement but could still move by toggling engine off/on or crew recovering from stun
Fixed motorcycle class vehicles movement to be disabled when all wheels (3) are broken
Fixed fx/sound issue with ZiS-30 when ammo destroyed
Fixed 3rd person views for Finnish trucks and Sdkfz 7
Fixed panzer742r passenger pose
Fixed jagdpanzer 4 variants engine volumes
Fixed Opel Blitz (2cm Flak) hierarchy problem of gun_rot's fixer mesh.
Fixed gun volumes for nashorn, jagdpanzer4_l48 early, m4a3 76w field variants, m36, m4a2 76w late
Fixed missing distant MG34 shooting sounds for Jagdtiger
Added decals to appear when shooting through tents and other construction entities made of fabric material
Added new texmods for papers stamp
Fixed explosion fx to not play when shells hit fabric material and the shells do not detonate (continue to pass through)
Fixed broken garrison position for russian wooden house
Fixed roof to hide when units inside for large tents
Fixed roof to hide when units inside for factory halls
Fixed roof to hide when units inside for industrial awning
Fixed roof to hide when units inside for factory_variant1
Fixed roof to hide when units inside for factory_compound_ii
Fixed roof to hide when units inside for factory_compound_i
Fixed pathing issues for regel_bau_502
Fixed pathing around watch_tower for small cannons
Fixed some wooden fences that could cause wheeled cannons to get stuck on the edges
Fixed volumes for electrical post standard_wood_rural
Fixed blend issues with doors on shop_store02 and shop_store03
Removed landpatch from roadway_boarders to improve performance, fix errors in logs, and make building sandbags on them more functional
Fixed edge case where ammo cook-off event could happen several times
Fixed ammo cook-off to apply correct tag to prevent AI from recrewing vehicles
Fixed missing sound from open top vehicles on fire before cook-off
Fixed distant sound layers for recoilless rifle
Fixed offmap barrage vFX
Fixed some wooden barrels playing destruction fx too many times when being crushed
Fixed inventory view of ammo for 125mm ampulomet m1941. Was transparent and hard to see
Fixed towing stat on T30 icons
Fixed repairing icon to continue to show over dead humans head
Fixed human interaction code related to burning if they manage to put the fire out through entering water so that they do not continue to scream or have burn vfx
Fixed body volumes of BAR, BAR Bipod, and Browning M19A6
Fixed vehicle damage view for T20 fuel component
Fixed bt-42 missing interior polygons.
Fixed kv2 texture ( added mg hole on mantlet)
Fixed stuh-42 wrong x and xx textures.
Fixed wrong bolt animation on M1919A4
Fixed German Headgear descriptions
Fixed russian localisation of mg42 belt variant
Fixed volumes on various small arms and ammo items
Fixed flare pistols missing mass value causing them to float when dropped by killing humans
Fixed various German soldiers sometimes spawning without helmets
Fixed several vehicle views and medic icons
Fixed wrong FX for M18 recoilless HE shell, also allows proper targeting by AI when HE is loaded
Removed body shaking from fire animation of sdkfz250a_9
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.
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
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!
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!
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!
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)
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.
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.
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!
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
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