Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In this blog, we will continue a tradition that has existed since before we released Call to Arms - Gates of Hell: Ostfront. The tradition is that we introduce you to a mission from the upcoming SP campaign in detail while briefly diving into history. Are you interested in history? Keep reading!
Operation Market Garden
September 17th, 1944. “Market Garden”, the largest airborne operation the world has seen to this day, takes place. The strategic idea behind the operation is to cross several rivers, including the Rhine River. With the allies crossing the last natural barrier in this section of the frontline, the Germans would be faced with the possibility of an Allied offensive straight into the heart of Germany. For this purpose, the 1st Allied Airborne Army must seize at least nine bridges. These bridges must then be held until the British XXX Corps arrives to take over. Its commander, Brian Horrocks, has orders to cover over 100 Kilometers (over 60 miles) in 48 hours. The plan is ambitious, and everyone knows it. At Nijmegen, the US 82nd Airborne Division is tasked to take several bridges; the fighting in this region will become known as the “Battle of Nijmegen”
Nijmegen was bombed in February 1944
The crossing of the Waal river
Of the nine bridges, the road bridge at Nijmegen is the biggest. It spans the Waal River and has a total length of over 600 meters and elevated ramps on either side. In other words, it’s enormous! The 82nd Airborne Division is to take this bridge and four smaller bridges south of Nijmegen. The 82nd's drop zones are around Groesbeek and Grave.
A Flak 88 in Valkhof Park, Nijmegen, near the southern bridge ramp
The idea is first to capture the four smaller bridges and an elevated ridge in the area, followed by a move on the Nijmegen bridge. To reach the bridge, part of the 82nd moves through Nijmegen. However, the Allies bombed Nijmegen, and the city was heavily damaged, so the 82nd could not move freely. The ruined city is not the only obstacle to overcome; the Germans are also here! After a few days of heavy fighting, the decision was taken to cross by canvas boat; after a very costly crossing, the Germans at the north end were finally overcome, and the bridge was taken.
After the battle
The mission in Gates of Hell
In this mission (the 7th mission in the storyline), which plays out on the 20th of September 1944, it's been a few days since the bridges to the south were taken (or blown up by the Germans). You’re with the 504th Parachute Infantry Regiment on this occasion. Earlier, you and the 508th PIR entered the city, moving through Nijmegen to get to the bridge. The ruined city is a very challenging setting, and the Germans will not give up the bridge just like that! Wouldn’t it have been better to go around the city on the east side? Well, it’s too late for that now… You have orders to clear out the Germans. But they’re everywhere, and the streets are littered with the rubble of the bombed city, which doesn’t help. Approaching the bridge, you will be in awe of its size (it’s the largest map asset ever made in the GEM engine franchise), and you’ll find out that it’s well-defended; simply crossing the bridge to the other bank would be pretty risky.
The solution is to cross the Waal river somewhere upstream by boat. In doing so, you would be able to flank the enemy. You will receive a British convoy delivering some canvas contraptions called the “Goatley Boat”, which can carry ten soldiers at a time. The crossing will occur somewhere west of the bridge, but to everyone’s horror, there are no paddles or oars! These were not included in the delivery; the men had to use their rifle butts to row across (If you are thinking that this British convoy might be a hint at our next faction, you are right. We can confirm the British Commonwealth as the next faction, and the first DLC for it will feature British and Commonwealth content from the Western Front).
When you arrive on the other river bank, there is still plenty to do; it’s far from over. You must make do with whatever number of men you have left. You must work your way to the north ramp of the bridge, eliminate the German flank cover, drive them all away from the bridge, and secure the area. What could possibly go wrong? Well, you will see that when you get there. Just make sure you give it absolutely everything!
That’s the real story and the GoH version of the Nijmegen battle side by side: a tale of heroism, unbelievable sacrifice, and perseverance. Even though Operation Market Garden essentially failed, the 82nd Airborne made itself immortal in the process, at least in the eyes of the Dutch population. The 82nd's crossing of the Waal is commemorated by a monument erected at the location of the crossing. This is one of the many monuments in the region that commemorate Market Garden. Do you think you can re-enact the battle victoriously as well?
If you want to know the answer to that question, you should really wishlist Airborne:
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Now that we have announced the Airborne DLC for Call to Arms - Gates of Hell, we will take our time - throughout a few blogs - to tell you more about the project and to fill you in on the history behind the missions it portrays. Curious? Keep reading!
As we revealed in the announcement, the DLC will contain 12 single-player missions, 5 for the 82nd and 7 for the 101st Airborne division. The maps are created using real-life battlegrounds, but perhaps that goes without saying, because in Call to Arms - Gates of Hell, that will always be the case. Missions will also be playable in co-op; each of the missions will have room for four players.
Call to Arms - Gates of Hell: Airborne features a storyline that takes you from D-Day to the war's end at the Elbe river crossings. It features iconic missions well-known to a large audience because the entertainment industry has re-enacted them on several occasions. Some Hollywood productions are more historically correct than others, but for the Airborne DLC we’re absolutely not following the entertainment industry; we use the actual records.
The campaign will have several D-Day scenarios; of course, there are Market Garden related missions, and it wouldn’t be complete without the Battle of the Bulge. In the end, you even find yourself far inside Germany! The campaign has more variety than ever, and as a result, it includes new voice lines for several situations, like when you meet French civilians in Normandy. We will highlight one of the campaign missions in the next blog.
At the start of each mission, you will be briefed on the strategic situation and your location. The voice-over and video show the general frontline situation, like in previous campaigns. However, in the Airborne campaign, this will be different; the initial video does not provide tactical information and orders. In all of the “Airborne” missions, you will receive your tactical instructions and orders in the mission, not before.
A combination of narration and video will get you up to speed with the situation “on the ground.” Secondary objectives are sometimes added as you go along because the mission situation develops constantly. For your primary task, a video will be played to hand you the next part of your assignment. Many of the objectives will be hidden; each will earn you a Steam achievement.
Besides that, we added some very famous names to the roster. This is not too hard because the records are rather detailed and extensive. This way, we can also pay tribute to some of the most courageous men of World War 2, an opportunity we will not pass up!
We plan to release “Airborne” sometime in 2024, barring unforeseen situations. For future reference, you can always check the Call to Arms - Gates of Hell development roadmap on our company website.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
We are proud to announce Call to Arms - Gates of Hell: Airborne ! This special DLC will only require “Ostfront” to play. Time to start wishlisting! the store page is already up:
Get ready for a spectacular, action packed experience! This DLC will take the singleplayer format a step up, with its upgraded features. Step in the shoes of a US paratrooper and get ready to go into action at the crack of dawn on D-Day. Take part in Operation Market Garden, the Battle of the Bulge and advance into Germany proper for the crossing of the Elbe river. Immerse yourself in the iconic battles that gained the 82nd and 101st legendary status!
As you may have come to expect from us, the battlegrounds will be the real thing; detailed recreations of iconic locations such as Brécourt Manor, the bridge at la Fière and the Nijmegen bridge during operation Market Garden. Twelve single player/ co-op missions await, with all of the right maps and assets to immerse you deeply.
The units that are featured in the Airborne campaign will be two of the most famous US divisions in military history: The 82nd and 101st airborne divisions.
In 1942, the 82nd “All American” was the first US airborne division ever to be formed. Their baptism of fire followed in 1943, when they were paradropped over Sicily, and later over Salerno. During the Normandy invasion, the 82nd carried out “Mission Boston”, in which one of its objectives was to take Sainte-Mère-Église. Obviously this mission will be included in the DLC, along with the other missions that tell you the story of the 82nd.
The 101st “Screaming Eagles” is the second oldest airborne division of the US armed forces, also redesignated from being an “Organized Reserve” infantry division in 1942. Like the 82nd, the 101st was dropped before dawn on D-Day, their objective being to secure the village of Saint-Martin-de-Varreville, and the causeways to (or from) Utah beach. The 101st became even more legendary during the Battle of the Bulge, when they defended the besieged Belgian town of Bastogne. This, and other famous battles will be included in the storyline for the 101st.
Other than single player missions - which can be played as co-ops as well - there are some new vehicles and a lot of new assets. The assets will be a big expansion to the options for the western front, including an assortment of assets for the Netherlands. Some pretty spectacular objects await! On the whole, the table of contents is perfectly suited for the campaign. You can find the content listing on the store page.
The Airborne DLC requires the Ostfront base game only, even if there are US forces involved. We obviously encourage anyone to try the Liberation DLC as well, which adds the US as a nation, but to play the Airborne DLC it’s not required.
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)