Aug 8, 2019
Hell Let Loose - Jonno
Hey everyone!

We’re currently hard at work on all the content coming in Update 2. However, there are some core issues that we want to finalise and fix before we start pushing out more new features. We’re attempting to balance fixes to critical issues in Patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next Update.


VOIP

Applied several changes to the Vivox code and then changed the way channel switching and channel muting is handled. This should fix many cases of the proximity and leadership VOIP breaking.

YOUR HELP: VOIP bugs have been difficult to reproduce and fix as they often occur on high population servers and can be difficult to intentionally trigger. If - after this patch - you are still experiencing any issues with VOIP, we would greatly appreciate it if you would report the issue in our special VOIP feedback Discord channel: https://discord.gg/beJj8Rv

This will allow us to follow up with you to get exact specifics and discover if your issue is bug related or hardware related.

We understand that VOIP is a critical part of the Hell Let Loose experience and we will be working until all issues are eradicated.


Functionality

Reworked the server search code. The outcome of this is a more methodical but accurate server listing. You should now be able to see all current servers as opposed to having several missing (often your own regional servers) or having different outcomes every time you refresh.

PLEASE NOTE: Many reports of issues with the server browser have resulted from user-side settings. We recommend making sure that your firewall is not blocking the application and your ISP is allowing port forwarding. If you still cannot see servers, please drop us a line in the feedback channel on our Discord and we’ll follow up with you.


SFX
  • A scream sound effect no longer plays when a player dies due to drowning.
  • New US AT 57mm cannon fire sound

HUD/UI
  • On the map key, Unit and Team Member icons appear stretched vertically
  • Fixed compass bearing showing 0° and 360°.
  • The top German HQ spawn overlaps into the out-of-bounds area on the Utah map.

Visual Improvements
  • German LMG tracer rounds are of a higher light intensity than its muzzle flash.
  • Fixed waves being visible inside the beach puddles on Utah.
  • Fixed windows overlapping walls in numerous maps.
  • Fixed tanks being able to drive up specific small hedges.
  • Fixed bullet collision on multiple tree assets.
  • Fixed tanks from floating above bomb craters.
  • Fixed German Munitions node producing feathers FX when the sheet metal is shot.

Currently working on (non-exhaustive list, we just want to give you some idea)
  • Additional RCON commands.
  • Making vaulting more responsive, fluid and polished.
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
  • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
  • Unit management functions (kick/invite and lock).
  • Vehicle locking system.
  • Anti-griefing mechanics.
  • Progression system: We will be unveiling how this will work before release.
  • This ties to a cosmetic system.
  • Optimisations.
  • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
  • Bullet penetration.
  • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
  • Vehicles.
  • New gamemode.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. Specifically, vehicle engines, tracks and other aspects are being overhauled at the moment. We’ve also been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.
We’re currently finalising the contents of Update 2 and will shortly release a revised roadmap.

If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 36! This week we’re taking a first look at an upcoming addition to Hell Let Loose, the infamous Tiger 1!

The Tiger will be coming in a future update that will mark the arrival of the first Heavy Tank in Hell Let Loose. The USA equivalent will be coming slightly after that, so we look forward to seeing how the US armour and AT units adapt to this new presence on the frontline during the interim…


The Tiger’s roar

Weighing in at 54 tonnes and packing a devastating 8.8cm KwK 36, the Tiger 1 was a fearsome piece of German engineering. Those that could avoid the ire of the Tiger’s armaments would then have to contend with armour that could be as thick as 100-120mm in key locations!


Locking down the area

The Tiger’s HE rounds excel at providing ranged support to German infantry, but it really shines with its AP rounds that can cut through all Allied armour with ease.


Overwatch initiated

Key information
  • Top speed: 18km/ph
  • Respawn Time: 10 minutes (Double that of Panther)
  • Fuel Cost: 100
Due to the expensive cost and long respawn time of the Tiger, German players will want to make sure that it’s well supported by infantry lest it get overwhelmed and destroyed by US infantry and the swifter Sherman tanks.

When the Tiger 1 arrives in Hell Let Loose it will be available for German forces across all maps and be added to their current quota of Panthers and the Luchs.


Crouching tiger, hidden tank

Taming the Tiger

US forces attempting to take down this juggernaut will want to avoid a frontal confrontation at all costs. Instead they’ll need to focus on achieving multiple penetrating hits on the sides and rear of the tank.


A message from Max – Lead Developer

Hi all,

We're excited to introduce the apex predator into our armour food chain and watch the way it's used on the battlefield. Like always, we're continuously working on more vehicles, features, FPP and TPP animation overhaul, SFX overhaul, new maps as well as continuously fixing issues.

Stay tuned as tomorrow we’ll be releasing our next quality of life patch which we’re hoping will improve VoIP stability as well as address the empty server browser issues reported to us by the community.

If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

We've just deployed a small hotfix following the launch of Patch #4.

Thanks to your feedback we were able to identify and fix the following issues:
  • Fixed player icon legibility issues on the map.
  • Fixed a bug where supplies built by the Support role aren’t shown on the map.
We really appreciate you making us aware of things like this, nice one community!

See you on the frontline!
Aug 1, 2019
Hell Let Loose - Jonno

Hey everyone,

Welcome to Patch 4! In this patch we’ve got quality of life fixes, new sounds for the Panther Sherman and Pak 40 as well as a number of bug fixes.

If you don’t see a bug you’ve wanted squished in the list below, be sure to check out an update from Max after the change list!

UPDATE: We regret that our patch went live with some incorrect scaling of player icons on the map. We will be working to apply a patch for these as soon as possible and apologise for the reduced legibility in the meantime.

Gameplay
  • Players can now shoot through the open areas on top of hedges
  • Added an exact bearing in compass box
  • Added tank radial dials
  • Improved player icons on map
  • Adjusted the sensitivity of the aim when magnifying with main cannons and heavy weapons to allow for finer precision aim at the highest levels of magnification, and increased responsiveness when at the lowest levels of magnification.

Performance
  • Added graphical autodetect for low spec machines. This will profile your machine and apply the most performant settings (as opposed to loading low-end machines in on Epic quality and tanking performance).

SFX:
  • Added new cannon fire sound for Panther
  • Added new cannon fire sound for Sherman
  • Added new cannon fire sound for Pak 40

Visual Improvements
  • Improved map icons for engineer resource nodes
  • Fixed various visual issues on the Utah map

Bug Fixes
  • Fixed an issue where the Sherman tank’s cannon fire SFX looped endlessly after firing
  • Fixed an issue where players could see enemy resource nodes on maps
  • Fixed an issue where Strongpoints appeared larger on the map than they are in-game
  • Fixed an issue where newly placed outposts didn’t pulsate
  • Fixed an issue where weapons would shoot without input after reloading
  • Fixed various config file exploits
  • Players can now deploy LMG in shallow puddles
  • Fixed an issue where sometimes user could experience a crash after firing an artillery shell
  • Fixed an issue where Spotters could build garrisons in locked enemy sectors
  • Fixed an issue where occasionally a player’s resource node could be invisible in-game when constructed
  • Fixed an issue where the initial gear change required multiple gear shifts in tanks
  • Fixed an issue where players could sometimes become stuck on the deployment screen while attempting to deploy
  • Fixed an issue where players could sometimes be invisible in TPP after deploying
  • Improved collision on various items
  • Fixed a bug where deployables couldn’t be constructed on certain types of terrain on the Utah map

Known Issues:
  • Proximity and Leadership VOIP drops out. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.
  • Server browser does not show all servers or appropriate servers for the user. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.

Bug squishing update from Max

We’ve been working hard on both the VOIP issues that have been recurring, as well as issues around the server browser not displaying or showing appropriate servers - or sometimes showing an empty server browser. In the last two days we have internally applied many fixes to these and will hope to roll out significant fixes as soon as possible.

Thanks so much for your patience - we know how irritating and frustrating these specific bugs are.

We'll see you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 35! This week we’re giving you an early look at future improvements to animations in Hell Let Loose as well as a heads up that a patch is arriving tomorrow. We’ll release a changelog with it so you can check out all the new and improved aspects.

As we progress through Early Access you can expect an increase in quality for both TPP and FPP animations. Much like how we’re working on SFX improvements, the plan is to add our updated animations piece by piece when they’re complete, rather than holding back until everything is finished further down the Early Access line.


Walk this way!

Below we’ll be sharing with you a first look at what you can expect from our improved animation plans.

PLEASE NOTE: The examples shown aren’t final. These were technical tests conducted with our player skeleton to make sure that the mocap results would translate well. As a result of this, we’ve since recorded mocap in several sessions and are now cleaning them up and making sure they’re ready to bring into the engine. We’re excited about the direction we’re taking with this and wanted to give you all a preview of what’s to come…


When it comes to walking and running, our aim is to increase the smoothness of the movement to give it a much more organic appearance.


In battle you always need to be alert, we feel that this should be visually represented in game. When standing idle, player models won’t be so rigid in the future.


The same can be said for kneeling, both when resting or aiming down sight. Keeping your balance and staying as comfortable as possible should be reflected in the player avatar’s behaviour.


Actions such as going prone, vaulting and leaning will also feel and look smoother.


Moving forward!

We hope you enjoyed a first look at where we’re moving towards with our TPP and FPP animations.

There’s still work to be done here so these won’t be coming to Hell Let Loose until we’re slightly further into Early Access, but we have a date internally that we’re aiming for.

Once we get closer to this date we’ll be in a better position to share a window for these changes hitting the game.

The team are also busy working on bug fixes and other new content (one piece we’ll be talking about next week!) to further evolve the Hell Let Loose experience.

That wraps up this week’s briefing, we’ll see you on the frontline!


Hell Let Loose - Jonno
Hey everyone,

We hope you’re having a fantastic time with Update 1 and our new map, Utah Beach! Rest assured we’ve been combing through your comments and feedback and making plans as we move forward towards our next patches and Update 2.

To let you know what the team are currently working on following Update 1, Lead Developer Max is has written a message for the community:


Post Update 1 – A Message from Max

Thanks for a great launch for Update 1. It was great to jump in with you and take notes across all our feedback channels as to some of the key issues we should tackle next.

As you’ve probably started noticing if you’ve been following the project for a while - we don’t consider any aspect of Hell Let Loose finished and know that there is plenty more to do in every department before we’d consider the game anywhere near representative of a final experience.

Right now we’re deciding on our full Update 2 commitment - making sure we feel we can achieve whatever we share with the community. While the Update 2 content is important, we feel that at this stage there are several endemic bugs and issues that are significantly hampering great gameplay - server browser issues, VOIP issues, unit management mechanics and anti-griefer mechanics.

We’ll be patching these issues as quickly as possible and won’t follow the Update schedule, as we feel that addressing these will significantly improve the experience for all players. In addition to this, we’re also working full-time on addressing RCON systems for server hosts and working to give them more power in the way they’re able to administer their servers.

While these are some key issues for us as a whole, we’re continuing upgrades to SFX, HUD, UI, animation and weapon handling. You’ll see these continue to roll out in both patches and the larger Updates as we progress.

Once we’ve locked our content for Update 2, we’ll release an updated roadmap graphic. Rest assured that at any time we always have several maps in development, new vehicles and a whole bunch of other goodies.

And now for something slightly different…


No fish guts, no glory

Many of you have probably noticed the various critters dotted around our maps that have shifted their mortal coil. From cows to chickens, rats and now fish!

But how do these models get made and what makes them look so lifelike? Well, in the case of our fish we (well, one person), had to really dive into their role.

Please note: The sealife featured was not meant for human consumption and no fish or crab were harmed for or during the process of creating the assets. Only the hands, clothes and stomach of our Lead Artist – Danny. We aren’t going to post the source imagery either, because we value your enjoyment of your dinner.


Lead Artist Danny and the quest for the perfect fish asset

We spoke to Danny on the process that went into creating Utah Beach’s fish:

For many assets, including the fishes and sealife of Hell Let Loose - Utah, Photogrammetry was used. (This meant Danny actually had to obtain and photograph the source material, aka the fish)



Multiple images from multiple angles were loaded into Agisoft Metashape. In here the photos were auto aligned and formed a Point Cloud. This Point Cloud was used to generate a high poly 3D mesh and textures from the photos.





After the Photogrammetry process, the high poly 3D mesh and textures were Exported into xNormal to bake the base Albedo, Normal and Ambient Occlusion textures. Meanwhile, the decimated mesh was created in Meshlab and Unwrapped in Maya.







The base textures were loaded into Substance Painter. In Substance the gaps and holes were painted out using the clone/stamp tool. Additional dirt, materials and details were added if needed, and the final textures were loaded into Hell Let Loose to be used by Will to scatter around for all our eyes to enjoy.




Hell Let Loose 15% Discount

There's still time to take advantage of our 15% Update 1 Discount until 6pm BST on July 25th!

Join the frontline here:

https://store.steampowered.com/app/686810/Hell_Let_Loose/
Hell Let Loose - Lauren_Team17
Hi everyone!

We've released a small hotfix to address a couple of server and VoIP issues.

Changes listed below:
  • Fix to improve current voice chat problems being experienced by users
  • Fix to problem where some users were unable to use RCon to connect to rented servers

See you on the frontline!
Hell Let Loose - Jonno


A Message from Max – Lead Developer

Hi everyone!

We’re excited to introduce our first ever Update! U1 contains the all-new Utah Beach map, light tanks, resource nodes and many more smaller changes and fixes. Each Update will mix totally new content and features with continued improvements and fixes to every aspect of the game.

We don’t consider the Hell Let Loose experience finished. Every day we look at Discord, Steam discussions, the official forums and the subreddit to see what you’re enjoying and to see where the community think the game could be improved. The challenge of developing an Early Access title is that it’s imperative that we balance the workload of the team so that we’re able to address existing issues without compromising our ability to introduce new features and content.

We’ve been very fortunate in the success of our launch as it’s enabled us to bring on new team members to both take existing content to a much higher quality level, as well as work on totally new content.

Finally, we wanted to thank you - the community - for such a great launch. It’s amazing to see the great way you’re introducing new players to the game and helping them get involved. We’re really excited to see players who’ve never considered this genre begin to dip their toes into the pool, as well as offer something a bit different to veterans of the genre.

Below you can find the list of changes contained in this update. We’re excited to get your feedback on them - good and bad - as we continue to develop and push the title forward.

Check out our new Utah Beach trailer:

https://youtu.be/QzLFuaW-ohM


Major Additions

Utah Beach map

This map has been hugely fun to develop. It mixes the Atlantic Wall defensive network with beach terrain, with sunken countryside, urban fights, and lots of new challenges - including navigating drainage ditches and bodies of water. We’re also excited to see how it plays out in the soon to be implemented second gamemode, Invasion.

“Luchs” German Light Tank

This thing is an infantry death machine. The name of the game of the Luchs is hit and run. Firing an explosive auto-cannon - it’ll rip apart infantry and lighter armored vehicles with ease.

Stuart American Light Tank

Similar to a more lightly armored Sherman, the Stuart relies on its speed to quickly flank and strike. Using speed to strike will be crucial to survivability.

Resource Nodes

Fuel, Munitions and Manpower Resource Nodes added to the Engineer role list of deployables. You’ll be able to see their modifier for resource generation on the HUD and on the map screen.

Starting resources for teams have been reduced to 500 from 1000 in order to better balance out resource quantity and encourage resource node placement.

Make a splash with water!

Water now functions in game to slow players down as it gets deeper. Submerging yourself will also cause you to drown.


Gameplay and Performance

General
  • Reworked tracers for better performance, visual quality, depth and light. They are now 3D.
  • Fix for known config file exploits (fog removal etc.)
  • Improved visibility of bullet hit effects at 50m, 75m, 100m, and 125m distances.
Performance
  • Optimised Smoke Grenade FX
  • Continued radical optimisations for both texture streaming and poly count across every map and prop.
Functionality
  • Added FOV slider (with first-person FOV compensation). Currently boosting the FOV to 120 offsets the muzzle flash FX in FPP. We’re going to introduce a fix for this.
  • Server browser now displays better in lower resolutions.
  • Fixed sector capture cool-down UI issue where map icon could appear in the wrong state.
  • Changed nameplate settings options so that these should be clearer to users.
  • Compass HUD element has been upgraded.
  • Loadout HUD element has been upgraded.
  • Scoreboard and end of round screens have been upgraded to better show all information.
  • Made VoIP chat name colours better visible on deployment screen.
  • Allowed players to disable all icons in HUD.
  • All in-game URLs now launched through Steambrowser.
  • Adjustment for Depth of Field when bandaging.
  • If leaning when deploying a LMG the player no longer remains in a lean.
  • Dismembering critically wounded friendlies no longer counts as a TK.
  • Added option to allow you to hard toggle chat box visibility.
  • Updated medic revive icon.
  • Tank UIs have been updated and will continue updates.
  • Tanks have a new reticle for the Hull MG.
SFX
  • Artillery sounds re-worked in order to create a less muddy dynamic range with increased modular debris fall-off.
  • Close bullet fly-by sounds have been reworked.
  • Hearing an impact sound when giving up has been fixed.
Hurtgen Forest
  • Overhaul of central SP’s to introduce stronger fortifications and more solid cover.
  • Fixed small clipping issues.
  • Fixed locations players could become stuck on level geometry.
  • Added fog to better help with longer range depth perception.

Sainte-Marie-Du-Mont
  • Altered layout of hedges to better allow tank access.
  • Lowered total sun brightness to reduce clipping on highlights.
  • Fixed locations players could become stuck on level geometry.

Foy
  • Fixed tank collision issues on small props
  • Added select cover and trenches in locations that caused meat-grinder pushes through open ground.
  • Fixed locations players could become stuck on level geometry.

Visual Improvements
  • Tweaked vehicle main cannon fire shake so that it doesn’t roll so excessively
  • Added Depth of Field effects added to weapons for hipfire and ADS
  • Post-processing effect has been added to all UI screens to give them added vibrancy and visual quality.
  • Fix for explosion FX playing on the wrong axis - causing majority of the explosion to occur in the wrong direction.
  • Starting to overhaul the main menu screen in preparation for cosmetic/progression systems.
  • Artillery explosions have increased debris (now matching the audio).
Animation
  • Fixed delay on BAR ADS animation if user had reloaded immediately before ADS
  • Luger magazine now present in TPP for reload animations
Bug Fixes
  • Improved network/server optimisation to help improve situations where users would see other players moving in a stuttering/’teleporting’ fashion depending on object relevancy and priority
  • Fix issue where tank shells could delay 1-2 seconds after impact before detonating
  • Fix for issue where tracers may not be correctly aligned with the direction of fire for LMGs and Tank MGs
  • Increased character limit on scoreboard from 16 to 20
  • Fixed issue where engineers could dismantle pre-placed tank resupply stations
  • Fixed issue where hit indicator did not correctly work with sniper rounds
  • Fixed issue where garrisons did not consume commander airdrop supplies
  • Fixed issue where player could be listed as ‘no platoon’ on the scoreboard after team switch
  • Fixed issue where users could see the other teams resource values on their map after team switch
  • Fixed some instances of overly aggressive grass LODing
  • Fixed issue where users could join an enemy unit based on timing specific actions
  • ‘Change Map’ window can no longer be stuck on screen if active when a game ends by victory
  • Fixed problem where users could hear smoke grenade audio from a previous life
  • Fixed the issue with the player remaining in the idle animation if he sprints whilst crouched as seen from the FPP
  • Fixed the issue with reviving a player who was crouched before he shot as he would appear to jitter in TPP after having been revived
  • Fixed the issue with driving over the scorched craters causing the effect to appear in/on the driver's viewport
  • Fixed the issue with scorched earth effect visible over wrecked tanks
  • Fixed cases where it was difficult to determine speaking players in the UI.
Known Issues
  • Sometimes (1/10 chance) when deploying a resource node, the node will be invisible and cannot be deconstructed although it still provides resources to the deploying team. This will be hotfixed.
  • Firing into water produces a bullet hit from the surface beneath the water in addition to a water particle.
Currently Working On
  • Unit management features such as locking and kicking.
  • Continued overhaul of stock UI and HUD features to make them better looking and better functioning - including pinging, marks, Commander screen, role selection screens, vehicle HUDs, artillery HUDs, heavy weapons HUDs.
  • Continued digging of server browser display issue.
  • Flamethrower FPP setup.
  • Continued logging and bugging of VOIP channels
  • Progression system.
  • Stats system.
  • Cosmetic system.
  • Polishing FPP experience to make it more fluid
  • Smoothing out mantling and vaulting from FPP perspective.
  • Re-assessing MG deployment mechanic in order to increase functionality and fluidity.
  • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
  • Currently beginning work on full mocap overhaul of all TPP animations.
  • Working on Western Front backer map #1 (a very iconic map).
  • Working on Western Front urban map (also an iconic location).
  • Setting up a new tank.
  • Doing testing on wheeled vehicles (this is complicated by the final polish/overhaul we’re doing to both FPP and TPP animations).
  • Scoping out scope polish and visual enhancements.
  • Addition of ambient audio to all maps in line with Utah Beach.
  • Continued audio work in investigating new audio engine implementation.
  • Continued overhaul of audio assets within the game.
  • New US victory song coming.
  • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
  • Continued visual upgrades and optimisations on all maps and fx.
  • Continued bug fixes across the entire spectrum.
  • Various community reported bug fixes, including – Servers not appearing on browser and Proximity VoIP instability. If you believe servers are not appearing for you / the game looks empty when it shouldn’t be, please try the workaround listed here.



    Thanks - we’ll see you on the battlefield!

    P.S. We’ll be streaming live from the Hell Let Loose Steam Store page today at 2pm BST / 3pm CEST for a few hours. Stop by and see Update 1 in action, chat to us and join our unit on the frontline!
Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing 33! This week we’re going to be sharing some of the new content that’s coming in tomorrow’s update.

This Developer Briefing isn’t fully comprehensive of what’s coming in Update 1, we’ll be revealing everything in our patch notes tomorrow.

Now onto the content!


Major Additions in Update 1!

Utah Beach Map

As spotlighted in Developer Briefing 31, Utah Beach, our next map, is arriving in Update 1.



From the infamous beach itself to the waterlogged countryside, playing on Utah will be unlike anything you’ve experienced on our existing maps.

Be warned: Water now functions in-game to slow players down as it gets deeper. Fully submerging yourself will also cause you to drown.

From a design perspective, we’re keen that water in Hell Let Loose has a similar function that we’ve read in veteran accounts. Fundamentally, it should slow you down as a natural barrier - causing overladen soldiers to drown should they fall into deep water. Similarly, it’s makes significant noise to wade through - creating a new dynamic that makes it much easier to pinpoint enemy movement and location from audio alone.


From the shoreline...


To the dunes.

Utah Beach will be playable in our existing Warfare mode, as well as Invasion mode when it launches later this year.

Whilst the beach and the fortifications that surround it will be heavily utilised in Warfare mode gameplay, you can expect a dedicated beach assault style experience for the map in Invasion further on in Early Access.


Light Tanks – Luchs and Stuart!

Utah Beach also heralds the arrival of two new vehicles, the Luchs and Stuart Light Tanks!



Available on every map, these will supplement the existing tank offering on each side.

Whilst lacking the raw firepower and armour of their bigger brothers, Light Tanks excel at mobility and utility on the frontline. Infantry harassment, scouting and supporting their Medium Tank counterparts in armour battles is the mainstay of these tanks – they’re also much easier to hide!

The Luchs


Auto-cannon time!

The Stuart


Ready to punch above its weight!


Meta Expansion – Resource Nodes

As covered in our recent Developer Briefing 32, Resource Nodes are further building on the strategic layers of Hell Let Loose.



Players (Engineers) will now be in a position to dynamically create resource nodes - structures that generate a supply line of resources per minute in order to fuel frontline combat. In addition, these act as objectives and points of interest that you’ll either want to defend or attack, depending on who’s side the nodes are on. Bear in mind that the further towards the frontline you place your nodes, the more resources they generate per minute.



Not only does this give players more areas to potentially clash in a match, but successfully utilising nodes will pay dividends to both your Commander’s ability to call in their skills and ensuring your artillery can continue firing through the whole match.

This is the first iteration of Resource Nodes. We’ll be expanding their on-the-ground functionality so that they’ll be immediately useful to ground troops.

For a full breakdown on Resource Nodes, head over here.


Existing Map Additions

Just because we’re bringing in a new map, it doesn’t mean we’re not going to keep giving our existing ones some love and attention!

Sainte-Marie-Du-Mont is getting some quality of life tweaks and hedge layout changes to give tank players a more fluid experience.

Foy is receiving tank collision fixes, as well as the addition of some select cover and trenches in areas that we feel needed some attention.

Then there’s Hurtgen Forest, which is getting a facelift for Update 1!


Perfect for MGs!

Hurtgen’s central Strongpoints are getting overhauled to introduced stronger fortifications and cover options for both attackers and defenders.


The Scar just got even more brutal!


Bunker anyone?


Into the beach!

Tomorrow when Update 1 goes live we’ll be sharing our full Patch Notes which includes bug fixes, optimisation and SFX improvements, quality of life changes (FOV SLIDER!) and more.

We’re incredibly excited to welcome you to Utah Beach tomorrow. To celebrate we’ll be streaming Hell Let Loose live on our Steam Store page from 2pm BST / 3pm CEST for a couple of hours. Feel free to stop by and let us know what you think of the update, as well as dropping us any questions you may have in chat!

See you on the frontline!
Hell Let Loose - Jonno
Hey everyone,

Today we're excited to let you all know that Update 1 will be available to all players this coming Thursday, July 18th.

We'll be revealing what new content you'll be getting to grips with in tomorrow's Developer Briefing, which will be followed by Patch Notes when the update drops on Thursday.

In the meantime...



See you on the beaches!
...