Sep 14, 2024
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.

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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).

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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!

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Epilogue
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:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • The British called Highway 69 “The Club Route” but the US name “Hell’s Highway” stuck
  • The bridge the Germans blew up at Son was repaired with wood beams the local resistance provided
  • The 2nd Battalion of the 506th PIR was just 50 meters (150 ft) away from the bridge when it was blown up
That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

Sep 7, 2024
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!

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Missions
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.

HD Link

Storyline
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.

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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.

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New feel
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.

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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!

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Roadmap
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.

Wishlist Airborne today:
https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • The next faction DLC is already under development
  • We’re moving discussions about this blog to our Discord server. You can join by clicking the banner below
That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

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:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Airborne
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.

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Divisions
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.

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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.

HD Link

New content
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.

HD Link

Integration
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.

https://youtu.be/jTobzr9IdUI?si=-raCy5VYZOpRteyD

So now you know what our next DLC is about. Wishlist it today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • “AA” on the 82nd airborne division’s shoulder patch stands for “All American”
  • The name reflected the fact that it had members from every US state
  • The 101st Airborne Division was formed around a nucleus of staff from the 82nd
That’s it for now. Did you see this coming? Let us know in the comments!


Call to Arms - Gates of Hell: Ostfront - Culee


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
  • Fixed vehicle views for: bt42, kht130_fin, l182, pz38's, t26_fin, t34_85_fin, t37a_fin, gaz_fuel
  • Fixed sdkfz8_flak18 trackright
  • Fixed missing pivot_back bone to some vehicles
  • Fixed cannon shooting sound for t3457_43

  • Fixed euro town walls for better soldier positioning
  • Fixed various warnings in game.log related to textures
  • Fixed folder name error that caused USA human talks to not play for "for impossibility_to_execute_an_order"
  • Fixed issue with some pipeline entities giving errors due entity name by renaming (pipeline2_xa to pipeline2_ax)
  • Fixed some units getting stuck on broken wall (fence_stone3)
  • Fixed some soldiers spawning without helmet due to full inventory
  • Fixed durability and armor of belgian_gate to be same as anti-tank hedgehogs
  • Fixed mass of M15 WP grenade

  • Removed wrong soviet soldier names
r17374-17587

That’s it for now, thanks for stopping by and we’ll see you on the battlefield!

Call to Arms - Gates of Hell: Ostfront - Culee


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:

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

Content of the hotfix
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.

All artwork on this page by screenshot competition winner Tetry852.

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)


r17288-17372


Jun 27, 2024
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:

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

Update
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.

HD Link

The next DLC
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:

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

That’s it for now; do you like the new additions? Let us know in the comments!

Jun 27, 2024
Call to Arms - Gates of Hell: Ostfront - Culee
Update 48: V 1.042.0

Change Log

Highlights
  • 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

r16924-17286
Jun 26, 2024
Call to Arms - Gates of Hell: Ostfront - Herr Flick


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

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





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

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





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

Open Beta
This update will be in open beta for one day, so you can preview all the changes for yourself.
Anyone can participate in the open beta. Just as we did for the previous betas, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To participate, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t need to do anything to reverse the process.
To join the beta, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.

Community artwork by @Docolicious

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

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

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


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


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

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

Community artwork by @Unterkranchs

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



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

Community artwork by @Masshole

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

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

Change Log

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


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

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

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

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

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

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

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


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

r16859-16924
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