With great excitement, we can announce that we’ll be deploying Update 4 - complete with Sainte-Mère-Église and Foy overhaul + Offensive mode next week!
Update 4 will bring another healthy changelist that we hope will tide you over until early in the new year when we’ll follow up with a Patch and then Update 5 - which is already underway.
Are you ready for close quarter combat?
We’ll hit you with the Update changelist next week with the release. As usual, there’s a mixture of bug fixes, crash fixes, a new map, more customisation, UI/HUD work and more!
We’re still working hard to nail some overhanging back-end issues, but we’re feeling confident on our workload over the holiday period and are excited to take some time to nail some irritating and persistent issues - as well as upgrade our sound engine and - potentially - upgrade our engine version to 4.23.
With all this in mind, we thought we’d take some time to explain the ideas and drive behind our mapping, as well as the Foy overhaul that we’ll be released with Update 4 next week.
Mapping Philosophy - Words from Max, Lead Developer
Over time we’re always pushing to refine the work across all aspects of Hell Let Loose. Our mapping team has been greatly expanded and we’re enjoying putting together many, many more maps, as well as improving the ones currently in the game.
During our Early Access, we’re concertedly using this time to work towards a fixed number of maps, as well as generally lifting the quality across the board so that there is a consistent look, feel and optimisation present in each. In the very early days of Hell Let Loose we were entirely new to the engine - and indeed new to game development.
Speaking for myself - this was the first game I’d ever worked on, and much of everything I know has been self-taught (or at-least - taught by some generous Youtube video creators!). It’s certainly been a journey to move from a complete beginner - to attempt to absorb decades of art, composition and methodology to create the maps you’re playing now.
We’re very excited that throughout the coming years you’ll be able to grow with us - to watch as quality is lifted, optimisation is improved and frustrating gameplay is ironed out.
Like always, we’re reading your feedback and comments and adding them to an action list. While mapping feedback may not be actioned immediately - please know that we compile all of it to work on at the soonest available opportunity.
Foy Overhaul
For Foy, we stepped back and looked at all the aspects of the map - both visually and gameplay-wise - that we felt were working well. To be honest, there wasn’t much about Foy that needed any urgent kind of update, but we looked at our roadmap (which contains more snow and winter maps) and felt that we were best to make any changes now so that when we moved on to more snow maps we wouldn’t be working with a moving set of parameters.
To that degree, we spent time auditing the map - looking through specific meshes, textures and locations that we felt were lacking or could be pushed towards a more photoreal quality - or a better gameplay quality. Like you, we’ve played the maps an awful lot and have got a sense of locations that could really do with more cover or flanking opportunities. We know that to some degree there will always be a furious and hectic battle in the center of the lines, but we felt that some locations and map objective combinations meant that the majority of players were forced into central combat due to the absolute difficulty of pulling off a very wide flank through open fields.
When we set up the Offensive mode, we also wanted to offer Foy in a completely different weather and lighting condition to what you’ve already experienced. That is always our main challenge - to make sure that each map and gamemode you play gives you as close to a new experience every single time. To that degree, while you have that close, morning fog atmosphere for Warfare, we wanted to show off more of the map with a bright and sunny clear day.
This first addition of Foy Offensive mode will feature the Germans as the attackers - echoing their offensive back through the Ardennes during the Battle of the Bulge. Foy itself was taken and retaken several times by the US forces, and we felt that this would be an interesting new set of challenges to present to both forces.
Now, the clear air will allow for far greater engagement ranges and ability for tanks and machine guns to lock down key thoroughfares. Anti-tank guns and mines will be crucial for success - to stem the flow of armour, while defending the iconic chapel at the centre of the village will be crucial for the US in stopping the Germans from pushing them back into the open fields.
To this degree, we also learned a huge amount in our execution of the Norman countryside in Omaha Beach and Sainte-Mère-Église. We spent the time working through the map and introducing snow drifts and embankments piled up at the edges of the roads and fencelines - natural cover that make leapfrogging across the map a much easier affair. It will still be possible to hold wide angles - but you won’t find yourself caught in hundreds of meters of open territory.
You’ll also notice that many strong points and key locations between sectors have had upgrades to cover and composition. You’ll also notice that material and texture quality has been improved - as well as new vegetation added to better break up longer sightlines (and better emulate the foliage that surrounds the real-life village).
As usual, we’ll be keeping an eye on the gameplay and joining you on the battlefield. There are still a few smaller issues we’d like to polish up in Foy and we’ll do so when we introduce the US Offensive mode, but we feel that we’re much closer to what we’d consider a final product with this update.
Play with Black Matter community night & a little tease!
As you know 2020 is nearly upon us, so to kick off next year in style we're going to be hosting a Black Matter x Hell Let Loose community night in the third or fourth week of January!
This will involve a specially picked server where we'll be wanting to squad up and play with you for the night. Each match members of the team will rotate between different units to meet and play with as many of you as possible as we fight, and chat, through the frontline.
We'll be sharing the exact details early in the new year, so you can expect an exact date and time soon!
Now about that tease, how about some new outfit options for Update 4...
Here we are, 52 weeks since the first ever Developer Briefing. A lot has happened since then and we've still got an exciting, content packed journey ahead of us as we head towards full launch in 2020!
Being able to touch base with the community every week is an absolutely pleasure, giving you first looks at upcoming content, discussing your feedback and letting you know what we're working on behind the scenes.
We have been blown away by your support and we hope that these weekly updates have not only been interesting for you, but also highlight the upmost respect we have for your time and support of Hell Let Loose.
Here's to the next 52 weeks of Developer Briefings!
Now, to Lead Developer Max who has a few words to share, including what you can expect in the first part of 2020....
Max-imum Update!
Hi everyone,
We’re fast approaching the end of the year and we thought we’d take the opportunity on the 52nd anniversary of developer briefings to look back at some of the bigger moments.
A Look Back:
Our first beta and the following waves.
Metagame update.
Launching into Early Access.
Dismemberment system.
Tanks!
First snow map - Foy.
Balance adjustments.
Audio tweaks.
Mantling & Leaning.
Resource Nodes.
Unit management.
Utah Beach.
Omaha Beach.
Offensive Mode!
Progression system.
Soldier Customisation.
Loadouts.
And many more!
Your feedback and openness with us have allowed the team to prioritise and focus on content that you, our awesome community want. We're a small team but it's great to have our hard work noticed by you all - thank you.
Let us know your favourite moments and updates from the last year in the comments below, we'd love to hear them!
First Things First: Fixing Existing Issues
We’ve been working very hard to produce new content and new features as fast as possible in order to get them in the mix so that we can best test them during our Early Access period.
We’ve pushed ourselves to implement systems that add increased complexity to our back end (progression, customisation, server queuing etc.) and we recognise that some of these features have existing issues. While we want to ensure the whole team is able to take some time out to celebrate Christmas, we’ll be working intensively behind the scenes on several key issues affecting the game. Namely:
Server stability (crashes and latency/performance)
Experience and progression bugs
Server queueing issues
We’ve carved out time with our programming and QA team to nail these endemic issues so that we can start next year from a good place.
Next Up!
Our Early Access is not an indefinite period of time. We are currently working to a fixed date by which we need to achieve what we’d consider a full, content rich and predominantly issue-free Western Front, as well as a nice introduction of the Russian forces and the Eastern Front. To do this, we’re following a set development road map that balances new features, polish optimisation and bug fixes.
We're excited to share that during the first third of next year will see the introduction of:
2-3 new maps (at minimum),
Overhauled existing maps (for both gameplay, visuals, optimisation and introduction of
Offensive game-modes)
1 x US Heavy Tank
1 x German Wheeled Recon Vehicle (we will be using this as a tech test for all wheeled vehicles)
1 x US Wheeled Recon Vehicle (we will be using this as a tech test for all wheeled vehicles)
Overhauled ballistics system (realistic bullet travel time, bullet penetration etc)
Overhauled FPP animation system
Melee ability
Overhauled TPP animation system
Overhauled icons
Implementation of Reconnaissance gameplay systems
Improved and widened Commander Orders and interface
Overhauled and widened Engineer deployables
Overhauled Support and Rifleman Supply and Ammo box gameplay loop
New sound engine implementation
New loadout options
New customisation options
We are also currently deciding whether or not we upgrade to 4.23 or 4.24 at this point.
The first third of next year may vary slightly depending on bottlenecks, bugs or other content additions, but we’ll work to let you know should anything deviate.
Beyond the first third of next year, we still have to implement the rest of the vehicles (mobile artillery, jeeps, trucks), flamethrowers as well as more as-yet unannounced vehicles, maps, weapons and features.
We really appreciate your patience with the development cycle and look forward to the new year!
Approach to Optimisation!
We know that optimisation is a key aspect of development and plays the most significant role in your experience in-game. We’re keen to explain our strategy here, so that you know what to expect.
During the course of development, we’ve become quicker and quicker at profiling and fixing troublespots - as well as implementing much stricter technical budgets. It’s been a large balancing act - to make sure that new features and content doesn’t inhibit our inability to field 100 players per game for sustained durations (2 hours games, with days of games in a row - this is harder than you’d think!).
For any team - let alone a smaller team - this has been our biggest challenge. We want to assure you that our leaving Early Access will contain significant and sweeping optimisations - with a concerted effort to re-profile the game near launch in order to properly benchmark each map and feature in an effort to bring them in line with the expected FPS output of a low, mid and high end machine.
Working with Team17, we have access to a large suite of optimisation tools to help us profile across the full array of hardware and system configurations. We’re keen to do this, but know that to do so before the full feature list is complete would defeat the purpose at this stage (as many of our least optimised components are already undergoing overhauls currently).
In the meantime, we’re adhering to our budgets and using processes that we’ve now finalised to generate assets and content that we know won’t contribute to poor FPS.
Celebratory Helmets & Heads!
That wraps up Max's message for this week's briefing! Hopefully you liked what you saw, we've got some exciting content lined up for the start of the year!
Now, we recently shared that to celebrate 52 consecutive weeks of Developer Briefings we were going to make two special helmets and all Winter versions of the existing heads available for free to the community.
So, here's the details on how to get these beauties when they drop...
These customisation items will be made available when Update 4 drops later this month.
They will only be available as 'Free DLC' from the Hell Let Loose Steam Store page.
All owners of Hell Let Loose will be eligible to download the helmets and heads.
The helmets and heads will only be available to download for a limited window of time.
If you get the helmets and heads you will have them unlocked permanently.
These won't be the only event based free cosmetics we release...
Thank you for all of your feedback and bug reports in regards to server crashing following Patch 9’s deployment.
Thanks to the team working over the weekend we are pleased to say we have good news...
We have now put an updated server build live for all official and community servers! This should update all servers automatically, however if you’re concerned your server hasn’t updated then a manual restart will put the correct binary active.
If you still see any server related issues from now on, please report it HERE as it will be a different issue and your reports really go a long way in getting these kind of things fixed.
Thank you all so much for your quick and precise feedback with this, that combined with your patience and understanding allowed us to identify and remedy the situation.
Sorry for any frustration caused and thank you for being awesome.
Welcome to Patch 9! This ones a big one with extra information, so we’ve combined it into Developer Briefing #51 too.
Today we’re excited to launch a large number of fixes and feature implementations in this patch, so thank you all for your feedback and patience whilst we worked on it.
The end of the year is always a pressured time and here at Black Matter the team is hard at work - both on announced and unannounced features. We’re now preparing for a sizable Update 4 launch in December, but to hold you over we wanted to release a large number of fixes to serious issues in order to make your experience on the battlefield as good as it can be as we reach the holiday season.
We’re beginning our implementation of the Loadout system by adding a new unlockable loadout for the Officer. We’ll be reviewing feedback on these as we add additional loadouts for each role.
You can expect further Loadouts to arrive in future patches and updates!
In-game Loadout and Customisation Selection
Players can now alter their customisations and loadouts in-game per role. This is to enable you to choose map-appropriate attire where necessary.
Reserved Slots
Community server hosts and administrators will now be able to offer reserved slots to their community members.
Important Bug Fixes
Thanks to the brilliant community support (seriously, you’re awesome) in testing on our designated test servers, we believe that we have finally fixed the experience bug. However, due to it happening in rare and prolonged play on large population servers, it has been hard to get 100% final reproduction on the absolute fix. We have not experienced it in QA since this fix, but we are hesitant to promise the community an absolute fix without being able to finally sign it off in a testing environment. As such, we will be combing through community reports to make sure this is the end of it.
We have fixed an issue where players will wait in a queue, join, and then be kicked due to the server being full.
Offensive Gamemode
We’ve been monitoring the changes we implemented for the Offensive mode, and received resounding feedback that the intensity of the landing in the first sector was much closer to where it needed to be, but that the attackers were effectively being spawn-camped by Germans coming down onto the beach.
As a result, we’ve implemented “turn back” volumes that will now prohibit the defending force from progressing too far into the attackers spawn area (on Omaha, this means leaving the shingle wall and bunkers and walking down onto the sand).
Tl;dr - No spawn camping.
Customisation
Added many new US helmets to the cosmetics array. The majority are unlocked by increasing your Career level. Several are unlocked by increasing the Medic and Officer level -
Winter Painted Medic M1
1st Ranger M1
2nd Ranger M1
5th Ranger M1
US Navy D-Day M1
D-Day Tactical Stripe M1
D-Day Engineer's M1
3rd Infantry M1
Padre's M1
We've also added Winter uniform for Axis Officer!
SFX
All grenades now have collision audio for when they hit the ground.
Audio collisions for US and German Supply Drops.
Implemented and refined the sound of a bullet striking you (both in the body and head) to better explain your death.
RCON
Enabled the creation of reserved slots using the RCON tool.
HUD/UI
Fixed: On-screen HUD elements now position themselves correctly when using an ultra-wide monitor.
Fixed: The spacing on the pause menu while in-game is inconsistent.
Fixed: When viewing the loadouts, the values on the tooltips of the binoculars and the watch are inconsistent between roles.
Fixed: "Show/Hide Chat" text overlaps certain menu titles.
Fixed: UI element for building constructibles is not removed when mantling or vaulting.
Fixed: Role description does not refresh to the top when changing role.
Fixed: Make a friendly occupied tank green like the unit color for infantry.
Fixed: 'Kicked due to high ping' text format is inconsistent with other notifications.
Fixed: [Omaha] While playing as a German soldier, Strong Points that are not active do not display on the Strong Point UI when inside a Strong Point.
Fixed: 'Your connection to the host has been lost.' text format is inconsistent with the other notifications display.
Fixed: On Omaha, the HUD displays "Sector on Cooldown" to players inside a sector that is captured.
Fixed: The "You killed yourself" death message does not display if the player cooks a frag grenade but does not throw it.
Gameplay Functionality
We have stopped enemy players building in your HQ sectors until the HQ sector itself can be captured. This means that players from the enemy team will not be able to mine vehicle spawns or build Engineer barricades to block in your vehicles unless the sector itself is in play.
The 'Switch Team' cool down timer will be in effect if the player opts to switch teams but returns to their previous team.
Officers are now awarded XP when players spawn on their Outposts (instead of when they are placed.) This is to reduce cheesing of endlessly replacing OPs.
Added player markers translucency slider option.
Adjusted Garand iron-sight appearance to make the sight picture clearer. We understand that the community is in two minds about this, and will watch for feedback on this adjustment.
Set player name tag view distance to max by default for new players.
Added 30 extra seconds to the end of round summary screens in order to better parse information and debrief.
Capped proper ammo and equipment amounts so that using an ammo box won’t give you crazy surplus. We’ve also adjusted the Medic role to begin with a higher amount of bandages and morphine.
Visual Improvements
Fixed: Some US helmets have a noticeable drop off in LOD at a short range.
Fixed: Uniforms within the Barracks appear to be lower resolution than other assets within the menu.
Fixed: [Hurtgen] The German accents are missing on the 'Hurtgen Forest' title when opening up the map.
Updated some posters with more authentic versions.
Fixed: There is a graphical issue with the Omaha loading screen.
Fixed: Stretched polygons are visible when the German LMG wearing the Heer Summer Uniform goes into prone, critical or fatal stance.
Fixed: The in-game map compass is not orientated with the Player's HUD compass.
Fixed: [Omaha] Locked sectors that trigger the 'Turn back' state and respawn timer aren't clearly defined on the map.
Show player shadow in FPP in order to increase immersion and sense of self. This currently doesn’t look 100% perfect, however this has been implemented now as it will carry over to the new animation system (which will polish many of the visual issues currently present with this).
Omaha Beach
Fixed: Grass can be seen clipping through the house in sector G6.
Fixed: A floating haystack can be observed in a barn in sector A5.
Fixed: Some bunkers on Omaha are too dark for players to navigate around in.
Fixed: The character can walk on the wooden seedlings frames from the B5 area.
Fixed: The character displays an erratic movement when attempting to climb a trench from the H7 area.
Fixed: Misaligned piece of terrain within sector I6 of Omaha.
Fixed: Interior lighting is passing through a house in sector B7.
Fixed: Grass can be seen clipping through the house in sector F6.
Fixed: Grass can be seen clipping through the house in sector F7.
Fixed: A specific landscape poster is incorrectly rotated on the wall.
Fixed: A metal sheet is clipping through the wooden fence in sector F6.
Fixed: Grass can be seen clipping through the house in sector F5.
Fixed: Sandbag clipping through a trench within sector I3.
Fixed: Multiple rocks are floating above terrain in I6.
Fixed: A stone wall is clipping into a trench in sector H5.
Fixed: The character remains stuck upon reaching a specific location on the map border.
Fixed: A specific House in F3 has a noticeable LoD change at 47m.
Fixed: Terrain is clipping through the wooden floor of one of the beach huts in sector I5.
Fixed: Incorrect interior reflection present within a particular building.
Fixed: The Omaha tactical map is noticeably offset.
Fixed: The bulbs in street lamps do not appear to be on but have a visible light source.
Fixed: On Omaha, windows with dark glass leave concrete bullet decals when shot.
Fixed: Multiple sets of stairs in F5 are missing collision.
Fixed: There is a stone platform at the top of a stairway that has no collision in sector F4.
Fixed: An exterior pipe can be seen clipping into a building interior in grid square F5.
Fixed: Areas of hillside terrain in H7 have visibly low resolution textures at short range.
Fixed: It can be difficult for the player to stand out of the hole at the top of the stone bunkers.
Fixed: The underside of a specific cliff bush is visible.
Fixed: The player can clip their camera through the terrain in certain areas and see under the map.
Fixed: A pile of rock and wood situated in I5 is partially missing collision with the character while in prone position.
Fixed: The small stone bunkers have the incorrect collision applied and does not allow the player to enter or exit the asset.
Fixed: One wooden shack placed between stone houses is missing collision in sector F5.
Fixed: Misaligned trench within sector A5 of Omaha.
Fixed: Walking up/down a specific set of stairs causes noticeable camera jitter.
Fixed: Inaccessible building within sector B7 of Omaha.
Fixed: The player can partially clip through raised sand in the I3-I8 sectors from the Omaha Beach.
Fixed: Misaligned terrain in sector D3.
Fixed: LOD issues present on a house in sector D5 of the map.
Fixed: Multiple collision issues present in sector D6 of the map.
Fixed: In sector D7, certain building/road icons on the map doesn't match up with assets in the in-game world.
Fixed: Misplaced wooden archways near one of the stone bunkers in sector H7.
Fixed: There is a visible seam on one of the walls in sector I4.
Fixed: Noticeable frame drop within sector H4.
Fixed: The player is not able to climb through either window of a shed located in sector I5.
Fixed: Invisible collision present in D7.
Fixed: 2 large invisible collisions present in I4.
Fixed: Invisible collisions present in F3.
Fixed: A wall model is missing collision in F3.
Foy
Fixed: Snow textures have been observed as pixelated along the edges
Fixed: Tanks are unable to drive through some fences within Foy
Fixed: No player collision on the middle of the metallic fences that surround hay stacks.
Fixed: The character remains stuck upon reaching inside a metal construction from the B5 sector.
Fixed: Multiple visual issues present in sector A7 of the map.
Fixed: Players can become stuck inside a small building with no exit in sector A5 after deploying at an Outpost/Garrison positioned near it.
Hurtgen
Fixed: Players can get stuck between boxes and a wall in sector E6 of Hurtgen
Fixed: A floating light switch and wiring can be found in sector I5 of the map
Fixed: Smoke can be seen through other smoke when looking at it from inside of The Scar
Animations
We are currently focusing on all animation work in our experimental animation branch. As a result we are only fixing system-wide issues and are avoiding issues specific to our current implementation.
Fixed: Cooking a German grenade while running then halting movement will result in the incorrect FPP animation
Optimisations
Fixed adjacency and index buffers
SMDM
Fixed: The German Medium Tank can be driven onto the crashed plane in E6
Fixed: There is an invisible collision in sector E1
Fixed: Invisible collision present in sector E10
Fixed: Invisible collision present in sector E5
Crashes
Fixed: The user may experience a blue screen system crash after the EAC boot flow when launching the title
Bugs Fixed
Fixed: The player is able to place anti personnel mines inside wooden logs.
Fixed: Multiple bunkers have a narrow doorway preventing players from walking through.
Fixed: The gaps in sandbag walls have extended bullet collision.
Fixed: [Omaha] The countdown to turn back will not dismiss itself if the sectors are unlocked while it is on-screen.
Fixed: Turn Back timer resets when the user moves between two locked sectors.
Fixed: 'All Servers' and 'Favourites' headings do not highlight correctly while searching for servers.
Fixed: [Omaha] The player is able to place Anti Personnel mines under water.
Fixed: Supply Drop flight path does not scale correctly with the magnification of the map.
Fixed: Tank can still be repaired when the wrench is no longer aimed at it.
Fixed: Sniper Rifles suppress team killed players.
Fixed: On the Loadout, the Browning M1919 and MG42 display an incorrect ammunition count on their tooltips.
Fixed: "Vote to Kick" and "Vote for Map" both go on cooldown whenever either is initiated
Fixed: The audio for the sliders will continue to play if the cursor continues to be dragged past its limit.
Fixed: On Omaha, the "Vote For Map" and "Vote to Kick" cooldowns reset to 10min when a column is captured.
Fixed: Rotating an Outpost/Garrison into an area it cannot be placed while it is being built results in the construction audio to carry on till completion.
Fixed: Player does not take damage when throwing a grenade under a hedgehog and stands on top of it.
Fixed: Firing at dead bodies with the Browning results in the dead bodies being moved un-realistically.
Fixed: The cooldown for rebuilding an Outpost after it has recently been dismantled occurs once per life.
Fixed: When friends join game with a friend, place them in the queue instead of attempting to skip the queue.
Fixed: Tanks begin to move erratically when they take damage while unoccupied
Fixed: [Omaha] Capture progress will not increase if the player is in the strongpoint when driving a tank.
Fixed: Players do not receive a notification if their request to join a Unit is rejected.
Fixed: No visual indication present on the 'Field Manual' search bar.
Fixed: Audio can still be heard and received from users with mic volume and voice volume on the lowest setting.
Fixed: [Omaha] The character is missing collision with the bottom of the moving boat if is located in deep waters.
Fixed: [Omaha] The German team can place Garrisons within 150m of their 3 starting Garrisons.
Fixed: When a player is banned for team killing, the global message states the player was kicked.
Fixed: The server queue is updated only after a player joins the queue.
Fixed: Swapping from a unit to Commander on the deployment screen requires two clicks of the 'Join as Commander' button.
Fixed: The user cannot always connect to a server with 90 ping on the first attempt, and will exit the server to a defunct enlist screen after a successful connection to said server.
In Testing
Sainte-Mère-Église German Offensive and Warfare Modes
Foy Offensive Mode and Visual Overhaul
Currently working on (non-exhaustive list, we just want to give you some idea)
Continuing HUD and UI updates.
Overhaul of Commander tactical map UI and HUD to improve and broaden functionality.
Implementation of full non-verbal communications systems.
Implementation of Recon vehicles for both teams, as well as fully fleshing out the Recon mechanics within the game to give proper purpose to Recon units at every level.
Implementation of US heavy tank variant.
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.
New customisation options for both forces.
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).
Wheeled vehicles.
Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.
A gift to you and a first look at something new!
To celebrate our one year dev briefing anniversary, we’ve put together some customisation options to match the wintery experience we’re having in the Northern Hemisphere. Tune into the 52nd dev briefing next week to see how you can get your hands on them! (spoiler alert, they’re free!).
A 'cool' looking helmet.
Lastly, we know we’re always talking about the many maps in development. To pique your interest, we’d like to show you the first image from an as-yet unannounced map...
If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam!
First of all, we're happy to say that Patch 9 and this week's Developer Briefing are arriving tomorrow! (That's Friday 29th November)
Secondly we'd like to humbly request that you pop us a vote in the 2019 Steam Awards!
As you know, when your team works together in Hell let Loose the magic really happens...
- Armour and infantry supporting each other.
- The Commander guiding their Officers as the Recon team feeds information to HQ.
- Supports and Engineers becoming BFFs.
- Riflemen and Medics keeping the team on their feet.
- Those scarily accurate Artillery crews.
- Friends fighting together at the front!
The list goes on!
Your support for Hell Let Loose has been incredible and now we want to shine a spotlight on you, the players and your incredible teamwork on the frontline, creating a fantastic and fun experience for veteran and new players alike.
If you'd like (and be incredibly awesome), you can vote for Hell Let Loose in the 'Better With Friends' category at the top of this post.
Thank you for your vote!
We'll see you on the frontline tomorrow for Patch 9!
Welcome to Developer Briefing #50! This week we’re taking the time to give you a state of the union of development on Hell Let Loose, as well as update our Roadmap.
The New Roadmap
The Next Steps - Max, Lead Developer
As developers, we feel that absolute honesty is always the best way to go about communicating the positives and negatives of game development.
We’ve been fortunate to discover and fix the three most significant issues plaguing the game, in addition to many other fixes (including stopping the Germans from waiting right on the beach in Omaha) and feature implementations - Unless there are any surprise issues these will go live in a patch next week.
In regards to Update 4, our initial plan was to release it (containing Sainte-Mère-Église) at the end of October, but concerns around optimisation lead us to push it back - with an adjusted release date of the 28th of November, which has since been pushed back to December, for reasons we'll explain in this post.
This delay also fitted well with our urgent push to discover and reproduce several significant issues that players have been experiencing, namely: experience accumulation bugs, server crashes and server queuing malfunctions.
The way our team works is that we’re able to work on many different aspects of the game at once. This includes mapping. While Sainte-Mère-Église was delayed, this did not knock on and cause issues on our other maps under development. It also did not hinder any other progress across the title - we’re actually in the unusual position where we’re now having content pile up ready for testing - a situation that means we’ll be figuring out how best to QA it as fast as possible.
A note on our development process
Our philosophy during Early Access is that all aspects of the game are truly “in development”. It means that as we push forward and create new techniques and systems, we plan ways to go back and address legacy issues in older maps. To that end, by the time we leave Early Access we’ll have polished and upgraded all maps available to a consistent quality and optimisation level across the board. To that end, many players will know that our earliest maps are the ones that need the most work.
The historical battle of Foy was iconically a Christmas conflict, and we’re excited to take to the field this Christmas in the snow.
Foy - Updated & Offensive Mode!
In adjusting the lighting and weather on Foy for the new Offensive mode implementation, we discovered that Foy lacked large amounts of cover at longer ranges.
Looking at this, we took it as an opportunity to refresh the map across the board - introducing new mapping techniques, buildings, props and materials, as well as fixing aspects of gameplay that we’d experienced while fighting across it on Warfare.
This is the first of the “legacy upgrades” we seek to do, and we’re excited especially to revisit both Hurtgen and Sainte-Marie-du-Mont in the same way, as well as fix and upgrade visual aspects to all other current maps.
So when can you expect the new map?
In December, we’ll be releasing Update 4. It will contain both Sainte-Mère-Église Warfare and German Offensive mode, and a large overhaul of Foy with the introduction of German Offensive Mode. We’ll also be implementing fixes, features and optimisations.
A word from Team17
It’s been an incredibly exciting time here at Team17 over the last few weeks as we have outgrown our old office and have moved into a brand new building on the other side of town a few days ago! Obviously moving 170+ members of staff as well all of the kit that go with them across sites has been a huge undertaking and that has sadly resulted in a few teething problems which has contributed to the moving of the SME update.
We sincerely apologise for this, but rest assured, we do not intend on moving again for the foreseeable future! As a result we’re confident that this will prove to be a one off, we are back up and running at full capacity again and busy working through the immense amount of content that Black Matter are producing.
We hope you enjoy fighting across Sainte-Mère-Église and exploring the updated Foy map in December when these drop. From a publisher’s point of view, Black Matter have been incredible to work with across the development of Hell Let Loose. Watching the game take shape and develop driven by the feedback from the community has been incredibly exciting and we are thrilled to be part of the journey with them.
So, thanks to you, the community for sticking with us and providing all of the feedback that you do, and the Max and the Black Matter team, keep up the great work!
T17
If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.
As we close in on one full year of weekly community updates we felt it was a good time to do a community Q&A here on Steam.
We want to say a big thank you to everyone who took the time to submit there questions, we were humbled by your response.
After going through all the submissions we put 36 of your burning questions to Hell Let Loose's Lead Developer Max, you can check out his answers below - get ready, it's a biggun!
Your questions, our answers!
We’re currently finalising our animation overhaul for both the first person perspective, as well as the third person.
When this is complete we will immediately start to implement open-topped vehicles. We’ve held off on this as it would have required reworking all animations and systems within a couple of months and we’re keen to be as efficient about this as possible. We’re estimating we’ll introduce the first wheeled vehicles in the next couple of months (March at the very latest).
We’re currently balancing rounds of development of core infrastructure with optimisation. We’ll be continuing to improve FPS and profile GPU and CPU usage, with large pushes made throughout Early Access. We feel that this needs to be finalised for our launch from Early Access.
Yes! We’ve got a fix for this but our server queue and exp bug issues have taken priority!
When we leave Early Access - sometime next year. We want to make sure there is a large and fully fleshed out level of content to accompany it!
1. Yes! This is a very under-developed area at the moment. Prepare for significant deployable defences - such as Pillboxes, concrete AT positions and more, as well as MG nests and heavy weapons locations.
2. Currently we’re watching and looking at the way players divide themselves up in-game. We’re going to use Early Access as time to nail these elements down before we look at adding an additional Unit type.
3. This is definitely the double-edged sword. We’re going to keep an eye on it, but fundamentally we think it will reflect the character of the community. With Hell Let Loose, we’ve always been keen to introduce new players to the hardcore FPS genre and to remove as many gatekeeping aspects as possible. We know that it’s a constant balance of encouraging the right players to the right role, but we ultimately hope and rely on the community to make the game an encouraging and welcoming place.
You can expect the same or similar number of weapons, vehicles, customisation options and other support that the current factions have received. We’ll most likely implement the British after the Eastern Front, as they will need specific maps and theatres of their own.
We’re very, very happy and flattered by both by our sales, sales rate, CCU and CCU peak. We know that there is strong competition for World War Two and FPS experiences, and we’re thrilled that so many players are enjoying the game in the early stages of development. We still feel that we’re at the beginning of the Hell Let Loose journey and are excited to expand, polish and optimise the title.
We’re planning to support Hell Let Loose for several years after our Early Access release - working in the same method and manner that we do now - with an Update every 6-8 weeks and a patch every 2-3 weeks. There are many forces, theatres, weapons and vehicles we’re excited to implement. We are enjoying the rhythm we’re in and working together as a team. We would be keen to make a second Hell Let Loose title at some point, however, the theatre may change. ;)
Yes. We’re going to be doing continued sweeps to look for props that should either be passable (or eventually destroyed) by vehicles. It’s definitely a battle against engine limitations and systems.
We’ll be addressing turret turn speeds in a later patch to better tune the gameplay.
We feel a minimum of three iconic and very different maps is expected - specifically tank warfare and urban oriented maps. You can expect the full Russian forces in the same breadth of content as the current German and US forces, as well as customisation options to follow.
We’re going to look at that closer to implementation! It could potentially be a crate dropped by the Support player.
We’ve thought a lot about doing this, and I think we may be able to introduce it. The main issue we have is that storing and replicating a vast array of weapons across the server can become very costly on the network if not managed properly. We’re having a think about how we do this so that it doesn’t affect network performance, but also isn’t open to cheating (via a client-side option).
Not next update, but soon after. We’re finalising the new hands and arms before we introduce melee. It’s something that we’re really looking forward to.
We’re fixing the loading times in a coming patch, but we’ll look at seeing if we can expose match details in the server browser!
We’re at approximately 85% completion on the FPP systems, while our TPP systems sit at around 75%. We feel that it is going to be a hugely significant visual and functional update that will lift the experience to a AAA level. We’re aiming to have this in by early next year at the latest.
Yes! And matching airborne for the US.
This is exactly the reason we’re going with loadouts for each role - specifically to create lateral and interesting loadouts - often to encourage player creativity instead of just pure buff. Your description of the Sapper loadout is exactly what we’re thinking for the Engineer. That is the exact direction we’re keen to head with it.
The Support role has become a bit of a foundational and beloved role, and we’re keen to reward it with much better game design and functionality. We’re going to work in new quantities of Supplies that can be transported around by them, the ability to replenish your Supplies at base and using specific vehicles, the ability to actually construct specific deployables, the ability to use a minesweeper and more. The Support will straddle numerous logistics roles and be one of the most creative roles in the game.
We’re going to have an ongoing look at how and if we could do destructible elements in the game. Our dream is that everything would be destructible, but unfortunately we’re bound by several aspects of the engine. ’
Yes! We’ll look at this functionality once we’ve overhauled our FPP experience. We want to make sure that if we do it, it feels useful and doesn’t cause horrendous visual glitches (like looking into your own body).
We’re working on this at the moment. We’re quite limited by the Vivox system and may strive to move away from it. It’s definitely an issue we’re experiencing too.
We want to fully flesh out the Commander’s ability to mark the map, direct Units to different locations, synchronise Recon marks with artillery and off-map support.
We’re going to overhaul the Commander screen - both visually and functionally so that you can: see the area of effect of your abilities see and use many more abilities See the team structure and quickly parse through locations of vehicles, units, deployables, supplies, mines etc.
We’re also going to notify your entire team when an ability is used and where it’s used (eg. Encouraged is active in The Orchard!), as currently the Commander is using many abilities without the rest of the team being aware and able to coordinate.
We have tons of abilities yet to come. Some include force respawning specific vehicles, spawning completely unique variants (that don’t normally spawn on that map - ie. spawning a King Tiger in Foy), reconnaissance planes, naval barrages, nebelwerfer barrages, airdropped temporary Outposts and many, many more.
I totally understand this concern. Our design goal here is to use the loadouts to create variety amongst existing roles, as opposed to lifting the overall quantity of automatic weapons in the game. While we announced the Officer role as having a secondary loadout that has a different primary weapon, the majority of new loadouts will allow the player to focus specifically on a different style of play for their role, and often won’t feature a new weapon.
For example, the Support role may choose a loadout where their grenades have been swapped out for a new deployable emplacement. Where we do feature new weapons - the weapon will fundamentally match the role. For example, the Machinegunner will have access to the MG42, or the MG34. We won’t allow another role to take the new MG34, as that would dilute the effectiveness and unique aspects of the machine gunner role - as well as introduce far more firepower onto the battlefield.
Yes! We are not fans of the current animations in the game and our coming mocapped animations will lift the visual experience and make all movements feel far more human. Part of that will be implementing the classic German single handed sprint that you’ve referenced. The benefit of our new animation system is that it’s far more in line with modern AAA standards - allowing us to quickly iterate and polish aspects in a unified way - including creating bespoke animations where we need to.
Yes! The logistics side of the game at the moment is very, very early and nowhere developed as it needs to be. We have a lot of features coming that will focus on the logistics metagame - the management and delivery of supplies and ammunition to the front line.
This will also tie into each individual role as well as the Commander role. It will also tie into the Campaign metagame. We don’t plan to restrict or break systems, but to create this economy in a way that will benefit those who use it with skill and thoughtfulness.
Yes! We’ve got many to add - the entire mechanised infantry component of the game is totally absent at the moment and we’re excited to add these new vehicles. This ranges from half-tracks to scout cars to mobile artillery.
This will be fixed in the next update. We’ve learned a lot from the implementation of Offensive mode and there are some final changes that need to be made to make sure that it runs much more smoothly for both attackers and defenders.
We really wished we could do this but at the moment the team is totally at capacity working on the multiplayer experience. In the future we’re keen to look at story-telling ways of teaching players the fundamental aspects of the game though.
Yes. This is next on our list in terms of major overhaul/infrastructure. The Commander needs to be able to communicate quickly and effectively via the map, and Officers need to be able to communicate to other Units, while their own unit need to be able to communicate to them. There are also gameplay elements that will tie the Commander to the Officers that are yet to be implemented.
We’re going to keep refining the two current gamemodes, but we feel there could be space for a Resistance style gamemode that pits a French resistance style force comprised of civilians and resistance fighters against occupying Axis forces. This is a long way down the line though!
That Commander functionality is currently being worked on - as well as much more! We’re going to look at mounting and weapon resting. It’s certainly do-able!
Trucks, jeeps, half-tracks, scout cars, more armor, mobile artillery and more.
We’ll be including that with our animation overhaul.
Yes. We’re going to introduce this with our new animation system.
1. Early next year at the latest!
2. We’re going to look at this, as it’s evident that many maps could be very interesting with this as a mechanic.
3. We’ll be adding night maps for many existing maps.
We currently have three maps under development at any time, as well as map refreshes for earlier maps (to include optimisations, gameplay refinement, look refinement and new gamemode and weather implementation). We’re excited to announce the maps we’re currently working on as they’re significantly different to what is currently in-game in both look and gameplay.
We’re planning to add bullet penetration at the same time we rework our ballistics model. Coinciding this with the new FPP gunplay experience will significantly lift the total first person experience and make it feel far more fluid and reliable.
In terms of bullet penetration, we’re keen to create a system that is as self-evident as possible. We’ve found that many systems can become highly overwrought and lack performance or reliable outcome. Like our tank armor system, we’re keen to create a hierarchy of projectile categories that will interact with a hierarchy of material types. For example, a low caliber pistol won’t be able to fire through the same material that a .50 cal could!
Possibly. We’ve made some upgrades and changes to how we make maps so we’re going to look at where and how we could include this in the future.
Questions, answered!
We hope you enjoyed today's community Q&A and the answers we provided! If it goes down well we'll certainly look at doing more in the future.
The team really enjoyed the opportunity to collate and answer your questions on Hell Let Loose, so thank you!
If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.
Tomorrow's Developer Briefing will be a Community Q&A where the Black Matter team will be answering your questions for all to see!
All Hell Let Loose questions are welcome, from gameplay and balance to bug fixing and future content - we'd love to hear what you'd like to ask us.
If you'd like to submit a question please post it in the comments section below and we'll go through them tomorrow morning.
Please note - We will include your Steam name for kudos if we answer your question. If you want us to hide your name, please let us know in your comment.
We look forward to answering your questions in Developer Briefing #49.
Welcome to Developer Briefing #48! This week we’re taking a first look at an upcoming addition to Hell Let Loose - Loadouts!
We know that many players are dedicated to specific roles - often to fulfill a specific function or playstyle that they most enjoy. However, we’re also aware that some of the prescribed loadouts don’t reflect the historical variety many soldiers had access to, or are inappropriate for specific functions you wish to serve (for instance holding a long range SP with short range weaponry).
As a dev team, we’re also keen to widen the total armory available to better reflect the full scope of the war (Flamethrowers, Grease Guns, FG 42, MG34 just to name a few!). With 14 roles already available to you, loadouts are unlocked via role level progression, and are a way for us to reward your loyalty to a role as well as introduce new weapons and features.
Loadouts in Hell Let Loose
Will unlocked loadouts be better than the Standard Issue or lower level loadouts?
No. Loadouts are designed to broaden the spectrum of experience with a role - not to function as a straight buff or power creep. For example, while the Support role will eventually be given access to weapons like the Flamethrower in one loadout, they’ll also have access to a dedicated Logistics loadout that will increase the Supplies they can deploy. The Flamethrower will be formidable and useful on some maps and in specific locations, however on open field maps it would be wise to opt for a more useful long-range loadout. That said, our design philosophy is to allow you to be creative with each tool we give you, and so we’re excited to see the way you use different loadouts to different effect.
Another example is the Officer role. In Update 4 you’ll notice that the Officer will be able to unlock their first loadout at level 3. This contains a primary weapon change - allowing you to trade in your trusty SMG for a longer gun - something we know many Officer players have been asking for. Some players will find that very helpful for longer ranged maps, while some may opt to stay with the standard Issue, the choice will be yours.
Finally, some loadouts will be designed around flavor, or historical function. The Medic will have access to a Padre loadout that increases their total medical supplies, but removes all firearms - to better reflect the historical role of medics as non-combat personnel.
Will the current Standard Issue loadout be nerfed?
No. Besides several ugly gameplay loops around the ammo boxes and supply crate redeploy meta (as well as total bandage and morphine count for medics), we’re generally happy with the way each role is playing. We do not feel it fair to limit or remove gameplay features that you are already familiar with.
How many loadouts per role can be unlocked?
Each role for every force in Hell Let Loose will begin with the Standard Issue loadout (what you currently have access to in-game) and will unlock 3 additional loadouts at levels 3,6 and 9 respectively - bringing the total loadouts per role to 4. These will be introduced over the course of development as weapons and features are added.
Will this mean that everyone will use automatic weapons?
There’s a certain level of automatic weapon to rifle ratio that we want to maintain across the spectrum - for balance purposes, but more importantly - to preserve the historical ratio seen during the war itself. With this in mind, all our loadouts are tailored to preserve this, as well as reflect the slightly varied arsenal from the war. For example, the US Officer will initially have the Thompson, M1 Carbine and potentially the Garand. We’d then give him the Grease Gun as an option too when we add it.
Part of the reason for the load-outs is to vary and add weapons to the game without hard-swapping it out from someone’s favourite role (you can imagine how frustrated a player may be if we remove or swap the weapon they're most accustomed too).
Officers will soon have a longer ranged option for combat engagements!
Weapons we'd like to add to the game for the current forces are:
Grease Gun
MG 34
Trench Gun
Flamethrowers
FG 42
1 or 2 additional Tommy variants.
Panzerfaust
There’s also huge capacity here for us when it comes to adding more firearms, as well as melee weapons and more utility.
That wraps up this week’s Developer Briefing! The Loadout system will be rolled out in Update 4.
P.S. We know the EXP System is an important part of the loadout system and are aware of an existing bug that can inhibit progress. This week we’ve been working closely with our Discord community by running ‘punching bag’ servers to assist us in some bug fixing, with a primary focus on the EXP and server crash bugs.
We’d like to say a huge thank you to everyone who’s got involved, it’s been very helpful and progress is being made.
If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.
We hope you're enjoying this week's patch and improvements to Offensive Mode!
The team have been eagerly collating your feedback on the changes, as well as balance and bug reports as we prepare for our upcoming patches and Update 4.
Now to the Dev Brief...
Urban Combat in Sainte-Mère-Église
This is your tactical map for Sainte-Mère-Église, our first urban combat focused map that's coming to Hell Let Loose in Update 4.
All strongpoints in this map are placed on urban areas with many inside buildings, two near bunkers / trench systems and one in the map's graveyard.
Get ready for some of the fiercest CQC fighting yet in Hell Let Loose. Fight for every room, house and street as you push to secure ground and drive the opposing team back.
Urban Warfare
We've grabbed some fresh new images from Sainte-Mère-Église to highlight what you'll be fighting for when Update 4 drops.
House to house fighting will be rife in this area.
Garrison the buildings, build deployables and lay traps to secure choke points.
You've come to a crossroads, will your path lead to victory?
Watch those firing lines!
Holding the church's spire will provide strong overwatch for the surrounding area
A good location for an AT gun perhaps?
There'll be time for gardening when the battle is won!
An ideal place for a Garrison, if you can secure it.
Every wall, every window, every shadow. Be ready to fight.
That wraps up our look at the urban locations you'll be fighting in when Sainte-Mère-Église lands in Update 4.
It'd be great to hear what you think about what we've shown here, so let us know in the comments!
If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.