Welcome to Developer Briefing 170, today we thought it time to have a look at how not every day in WW2 was sunny and bright, likewise not every battle waged between morning and evening hours. In the interest of additional realism to the frontline we have been working on Night Maps for Update 12 and they are looking very promising. Our timeline focus for the “night/low light moodset” is between 6pm and 6am. Initially our thoughts were to trial the early and later ends of the aforementioned spectrum. Some maps will definitely ‘feel lighter’ than others as the timeline we have allocated may be closer to the morning or early evening. Other maps definitely will feel like the dead of night. We believe it important to spread the mood of the lighting variations across the maps involved for greater variety and in some cases enhanced playability and atmosphere.
Night Maps
The inclusion of new and existing maps with a ‘night’ or low light mood variation will provide even more diversity for the players on the battlefields. Tactics will change from day to night as previously precarious areas for infantry or vehicles to traverse may now seem a more viable option. As per any map in Hell Let Loose communicating and coordinating will remain the paramount assets a team needs to utilize in order to garner a win of the round.
The following maps are to have the low lighting mood effects applied to them in U12. We have included a few screenshots with them for context.
Remagen
Foy
Hurtgen Forest
Purple Heart Lane
Kursk
To create these new mood settings the decision was made to focus on low lighting in a ‘fog of war type scenario’ as having an environment where just the lighting itself was turned extremely dark would not be conducive to enjoyable gameplay. The fog effects have been carefully crafted to facilitate the low light environment mood scheme we are wanting. A more up close and personal approach to combat should be prominent in these maps with new lighting variants. This should create a greater atmosphere for all players and may even have the hairs on the back of your neck standing on end as you listen for sounds of the enemy. We urge you to note that the night maps we have created for U12 are the first iteration of the concept and subject to change if we feel it is required.
Flare Guns
To accompany the night maps we are in the process of working on animations, texturing and coding for flare guns.
Flare guns were used during WWII in situations where radio silence was important, often used by people to send signals or reveal their position, usually when they were in distress and in need of assistance. For Hell Let Loose the flare gun will primarily be of use to aid in spotting or highlighting of enemy positions. This will be particularly helpful in low light or night operations.
The 3 flare guns to be featured in Update 12 include the German Leuchtpistole 42, the Soviet SPSh-42 and the American AN-M8 which will initially be delegated to the Spotter role of each faction with only a single flare, so it will pay to use this tool wisely. The decision to assign the flare gun to the Spotter role was an important one to us as we feel that access to the weapon greatly increases the attraction of the role, something that Spotter has struggled with in the past. The addition of the flare gun will be a permanent tool for the spotter to use during both daylight and night maps accordingly. Ultimately this decision is not final and will be subject to change pending a number of PTE sessions where we will be discussing the potential for certain design choices.
Along with their ability to visually signal areas of enemy presence to surrounding allies, flares once active will also act as a reconnaissance tool, marking enemy positions within a 50 meter radius over a period of 30 seconds. This action will be similar to the current commander ability of the recon plane in daylight maps.
Players will need to be skillful in their ability to judge distances when using a flare gun as firing angles will play an important role in the weapon’s effectiveness. If a flare happens to collide with an object such as a building or terrain then the flare will promptly fizzle out and becomes inactive, this means that firing too low may result in the flare having insufficient flight time to activate or remain active while firing high will limit the distance at which it becomes active.
The shooter of a flare will also need to be aware that using one will deploy a trail of smoke and light allowing for all within visual range to see the approximate location of its origin. The tactics for successful use of the flare guns will be a skill that is learnt over time.
To assist in identifying an active flare, Allies and Axis flares are colored differently, being green for Allies and red for Axis.
The German Leuchtpistole 42 or flare gun in English was introduced into service for the axis forces in 1943 and served throughout the rest of World War II.
After many trials and tests the soviet flare gun SPSh-42 was officially adopted as the new standard Red Army signal pistol.
The Type AN-M8 flare pistol was the standard issue signal gun for the American military during World War II.
A Few Words From Max About Remagen
Hi all,
We thought we’d swing back to address some initial thoughts on Remagen.
Fundamentally, the interesting and key aspect of Remagen is the bridge dynamic. In World War Two, bridges were a key point of contention, with the entire war revolving around the capture and retention of territory. Bridges like the Ludendorff Bridge (the name of the bridge central to our Remagen map) were seen as extremely favorable strategic positions to either capture or destroy, as they offered the fastest possible way forward for forces of either side. For a bridge to be destroyed could mean the rerouting of an entire army - often through far better defended and dangerous territory - sometimes a 100 mile diversion.
Currently in Hell Let Loose, we have some smaller bridge dynamics at play (mostly in Purple Heart Lane, Hill 400 and Hurtgen Forest), but we felt that focusing the gameplay in the center of the battlefield around a single huge bridge would be a new and distinct experience amongst our current map rotation - certainly something players haven’t tried before.
We also want to say that we’re aware of the immediate ways that will change combat. Artillery will be extremely powerful, and by virtue of that so will Munitions for the Commander (these will need careful management). We expect a dash for the bridge at game open, and while the US have an almost direct drive to the bridge down the railway line, the German forces historically occupied the high cliffs and bluffs above the bridge itself, which offer perfect view over that straight line approach.
In terms of map balance, we always have to tread a fine line of recreating the battlefield as accurately as possible, while also trying to balance for gameplay. In our closed testing, the high ground is very useful for Germany infantry, but armored vehicles struggle to get the required depression to level their guns on targets easily. Conversely, US vehicles are able to easily lift their guns against the high ground, but struggle against lateral attacks from the lower land on the German side of the bridge.
Infantry are able to defend the key towers on either side of the bridge and we expect a huge rolling battle of extreme brutality over the bridge itself. There are gangways beneath the bridge that allow for a different method of traversal, but we expect this to be a very difficult battle in which Machine Guns and Snipers rule.
Many of you will already have realized that there is one tool in the arsenal that will allow for a break to the stalemate. The Airhead was designed specifically for this event (and we would not have introduced this map without this feature) - a way of deploying men behind enemy lines in order to establish Garrisons and OPs to allow the attacking team to move up behind the defenders in order to disrupt their lines and unblock the bridge.
In our testing, a well placed early Airhead can immediately establish the main force on the opposite side of the river, allowing for the continued harassment of the artillery by Recon units and the establishment of Garrisons to enable large troop presence on the other side of the bridge. If these things are able to be accomplished, your armor will be able to disengage from firing across the river and move up across the bridge, causing huge issues for the enemy.
Lastly, in the coming PTEs we’ll be testing whether or not it’s more decisive to allow or disallow the building of spawn points on the bridge (OP and Garrison). We currently feel that the best option will be the one that makes the bridge battles faster, more decisive and less grindy.
On a final note, we’ve read many of the comments pointing out many of the things described above. We want to reiterate that our approach to designing Hell Let Loose is to try to offer maps that demand a different way to be played - that require the use of many different tools in the toolbox in an effort to keep each experience challenging and different. While we could have added aspects to the map that would make it easier (ie. multiple points to cross the river or a river that was shallow enough to be forded), we felt that this would detract from the new experience we’re keen to offer and would have become another version of Hurtgen Forest or our other maps. We also felt it was critical to offer a key “bridge” style experience (in the same way we wanted to do urban combat, forest combat, beach landings etc) that was so iconic to World War Two. We’re very excited to see the creative ways in which each force tries to overcome this, as well as the way new tools will be used to forge a path to victory. As usual, we’ll be right there on the battlefield with you in the coming PTEs and will be listening to feedback and making any changes that could improve the gameplay experience.
The team and I look forward to seeing you in our upcoming PTE on Remagen soon.
Max
Remagen PTE coming soon!
With some final polishing nearing a release state and progress coming along nicely we are excited to announce our first U12 PTE for all players to sample Remagen. We are aiming for the first PTE session to kick off within the next two weeks subject to confirmation. We are looking to have both day and low light (night) variations of the map in this initial test with the primary focus being on how the map plays. Other items like bug fixing and polish are still ongoing, but we are confident that the PTE build will be very engaging to play.
As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!
How To Join The PTE
If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.
War Correspondent, Content Creator and Community HLL Videos
Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
Welcome to this week's developer briefing where we discuss our plans moving forward as well as a detailed look at a brand new map coming in Update 12!
With the release of Patch 17 behind us and the team hard at work developing new and exciting content for future updates, we think now is a great opportunity to take a step back and look at developer briefing timelines and how we release information moving forward. We have heard many suggestions from the community as to what they would prefer to see with these briefings and after a lot of internal discussion on the topic have elected to try a few ideas over the short term.
The first decision we have made will involve shifting the focus of developer briefings to contain more details on game related developments. To implement this type of information flow we have to be more timely with what and how we present it in the briefings, so initially as we look to roll this out we have made the decision to move the weekly developer briefings to a less frequent interval. In doing so grants us the flexibility to structure these briefings around new content when we’re ready to do so and allows us the time to give them the showcase they really deserve.
New Map - Remagen!
In light of the above and us moving forward to more content oriented briefings we thought it only fitting to highlight a new map coming to the Hell Let Loose theaters in the future.
The battle of ‘Remagen’ was part of the Allied invasion of Germany that took place during the 7th-25th March 1945. The Remagen map focuses on the iconic arena where the Ludendorff Railroad Bridge was central to the Allied advance of armor and troops across the Rhine river.
Ludendorff bridge was one of the last standing bridges over the Rhine and fierce fighting took place between both Axis and Allied forces in order to capture or destroy this vital supply route. Axis forces threw everything they had to try and destroy the Ludendorff bridge, artillery, railway guns, air strikes, mortars, mines and even a covert team of frogmen/saboteurs all to no avail.
The Lodendorff bridge stood (although some portions were damaged) well enough to allow 5 divisions of allied troops to spearhead across the river Rhine and into Germany's industrial heartland. The battle of Remagen and the following capture of the bridgehead across the Rhine river was credited with shortening the duration of WW2.
In Update 12 Hell Let Loose, players will be battling during the period shortly before the US successfully captures the bridge, prior to its capture and prominent collapse 10 days later.
Content Creator Resources
With the influx of a lot of great content creators covering Hell Let Loose we thought it would be of benefit to remind those in the field of our support programs. There are two programs we are running in conjunction with Team 17, they are Rainmaker and Keymailer.
If you are a content creator that has a focus on Hell Let Loose then we recommend you check out both the Rainmaker and Keymailer options listed below. These platforms are a great resource for information, press kits and for eligible content creators HLL gamekeys.
You can find more information on Rainmaker and Keymailer using the below links:
War Correspondent, Content Creator and Community HLL Videos
Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
As announced last week, we have been planning on releasing a hotfix to address a number of key issues that were identified after the Patch 17 update. Over the last couple of days the team have been hard at work at identifying, replicating and resolving these issues with the wonderful help of your community feedback. Please see below for a list of issues that have been addressed in this hotfix.
Collision [Fixed] Oversized player collision boxes found on new hedge assets [Fixed] Missing textures found a specific hedge asset [Fixed] Missing bullet collision found on specific hedge asset [Fixed] Ability to climb into and hide in hedges on multiple maps [Fixed] Building asset with broken attic has inaccurate bullet collision [Fixed] Supply Drops can land on top of the collision boxes of blocked areas in Carentan, SMDM and SME [Fixed] Satchel can be placed on an invisible collider of German Medium Tank
Bug Fixes [Fixed] Key bindings do not save after changing them and relaunching the game. [Fixed] Changing map via RCON causes players to lose mouse functionality if they had the tactical map open when transition occurs [Fixed] Tank turret can jump slightly when quickly changing direction of movement using Precision Aim
Sneak Peek of the Week!
This image snuck into the Hell Let Loose official discord via the #telegrams channel last week but for those who haven’t been keeping up or are yet to join we hope you are as excited as we are to see this beast of a weapon one step closer to being operational.
“WIP of the M2 HB Browning mounted on a US M3 Half-track”
War Correspondent, Content Creator and Community HLL Videos
Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
At last Patch 17 is upon us. Over the next few days we look forward to seeing many players new and old alike enjoying the new additions of the Patch. You can check out the full Changelog with all the information below.
With Patch 17 set and sailed the team are now all hands on deck with work on the next big update already well under way.
Chrysallia Van Cheems - Rolling Out
Patch 17 Changelog
Vehicles
Improved mobility of the US M4A1 Sherman Tank
Decreased the rate at which trucks decelerate allowing drivers more control over their speed
Increased the reload duration of the US Jumbo 75mm Sherman and Jumbo 76mm Sherman to 8 seconds
Gameplay/Features
Removed weapon sway when using binoculars
Smoother Tactical Map zooming
Adjusted hedge asset found throughout Carentan, Omaha, PHL, SMDMv2, SME and Utah
Adjusted Nameplate Occlusion fade-out behavior to reduce flickering in object-rich environments such as forests
Players will now be prompted if they attempt to leave a match before XP has been written to the server
Server Administration
[Fixed] Multiple weapons/Vehicles displayed as "None" on the RCon Admin Log
[Fixed] Multiple weapons have misleading names in the external and internal RCon admin log
Added additional logging for:
End of match including map and score
Start of match including map
Player switching Team
Server kicks for Team Killing
Server tempbans for Team Killing
Get Player Info now includes:
Team
Unit
Role
Loadout
Kills
Deaths
Score
Level
Speculative Fixes
[Fixed] During map change players sometimes lose connection or must reselect team
[Fixed] Player sometimes spawns with the level 1 loadout of the role regardless of the selected loadout
Bug Fixes
[Fixed] FG42 bullets land lower than the crosshair
[Fixed] Trucks when ramming objects at speed can glitch their front bumper into the object
[Fixed] A number of client crashes
[Fixed] Remapped Leadership and Unit radio keys lose functionality once the player is in the "You have died" or the "Deployment" screen
[Fixed] FG42 x4 is not zeroed when shooting from 100m
[Fixed] Users joining a server mid map change via RCon may get stuck on a locked camera view of the map or a defunct deploy screen
[Fixed] Satchel can't damage or destroy Enemy Air Supply Drop upon detonation
[Fixed] During climb and vault animations the supplies are spinning in the player hand.
[Fixed] Binoculars scope oddly jumps once when ADS
[Fixed] Receiving an invite\request while on the deploy screen will block a player from accessing their loadouts.
[Fixed] Artillery experiences desynchronization when turning the gunner and loader at the same time.
[Fixed] Black Circle appears on High FOV when Viewing Russian Snipers in Third Person
[Fixed] A player is unable to return to the deploy screen after dying if there is a unit invite, or invite request, active.
[Fixed] When using the MGs of the Panzer IV tank with a controller, vibration effects are not present
[Fixed] Pink LoDs can be seen on a trench from a distance of ~300m
[Fixed] LoD transition issue present on a tree trunks asset
[Fixed] A crash may occur while using controller and also keyboard/mouse
[Fixed] While holding [SHIFT]+[W]+[SPACEBAR] next to a wall, the player could get locked in a vault start action
[Fixed] The scope crosshair sights on the FG42 x4, Mosin Nagant, and SVT rifles are pixelated
[Fixed] VoIP channels not working after performing Microphone Check.
[Fixed] Inverted Vehicle controls don't function as expected.
[Fixed] German Supply and Transport Trucks' wheels do not have AT Rifle Resistance
[Fixed] Using the dismantle garrison ability after an enemy dismantles the garrison breaks the ability.
[Fixed] Radial damage from Satchels inflicts damage only to the Hull component of vehicles
[Fixed] The Half-Track continuously switches between deployed/undeployed if it's stuck in a trench
[Fixed] During the Offensive game mode Forward Garrisons don't produce SFX
[Fixed] The player is unable to join a server through another player or by an invite when using the Steam Overlay
[Fixed] The player cannot join a server via the Steam server list if the game is already open
Using a Steam direct link to join a server will connect to an incorrect server
[Fixed] Half-tracks front wheels do not take the proper damage when shot with Panzershreck and Bazooka
[Fixed] All trucks take reduced damage.
[Fixed] A player is unable to get into US trucks when standing next to the drivers seat.
[Fixed] Lifespan Personal Stats do not record / update when a player dies
[Fixed] The player can lose their in-game experience from a match if they quit after the results screen
[Fixed] The US Half-Track does not receive any damage from the Satchel's explosion if it's placed on the front bumper
[Fixed] Revives are not being counted in Scoreboard or for Achievement progression
[Fixed] The Commander and the players that are not in a platoon do not have a specific name displayed when the Streamer Mode is enabled
[Fixed] Bandages Used stat is not updating on the player's Personal Stats page
[Fixed] The German Half-Track does not receive any damage from the Satchel's explosion if it's placed on the MG Shield
[Fixed] Muted unit leaders do not remain muted to players that rejoin the unit
[Fixed] The critical state visual effect overlay flashes to its smallest point after letting go
[Fixed] Center of the crosshair for the FG42 x4 weapon has blurry texture
[Fixed] Constructibles can be built at unusual angles when placed on train tracks
[Fixed] After clicking "No" on the prompt to Leave Server or Quit Game, the "Exit", "Leave Server" and "Quit" buttons do not function.
[Fixed] US Heavy tanks do not have barrel recoil animation in 1st or 3rd person when being fired
[Fixed] RU AT-Gun has no Reload Animation Montage
[Fixed] Hand of the player is clipping through certain equipment while going prone
[Fixed] Pistols are levitating during the character's 5th idle animation
[Fixed] The keybindings are not saved after using the "Reset to Defaults" button within Keybindings and then the player closes the title
Stalingrad
[Fixed] Telephone cable clips through the entire map.
Kursk
[Fixed] Pile of planks and barbed wires has LoD transition issues in multiple locations
[Fixed] Misaligned mudbanks present near trenches in sector D6
[Fixed] Misaligned mudbank present in sector E10
[Fixed] Misaligned mudbanks present near trenches in sector F5
[Fixed] Misaligned mudbanks present in sector F1
[Fixed] Misaligned mudbanks present in sector E1
[Fixed] Misaligned mudbanks present in sector E2
[Fixed] Misaligned mudbank present near trench in sector C6
[Fixed] Misaligned mudbank present near trench
[Fixed] A pair of wooden gates are not connected to any fence
[Fixed] Multiple doorways are not properly connected to their supported fences
St Marie Du Mont
[Fixed] A misaligned rock texture can been seen in a hedge row as well as an invisible barrier
[Fixed] Misaligned terrain on a trench wall
[Fixed] A bucket asset is clipping through a stone well
[Fixed] Player spawned on top of a gate
[Fixed] Mudbank is misaligned with the terrain and players can see under it
[Fixed] Tree asset clipping through a stone fence
[Fixed] Players spawning at middle US HQ can spawn very far away from the vehicles and artillery
Hurtgen Forest
[Fixed] A wooden crate asset is misaligned with the ground
[Fixed] Misaligned terrain texture
Omaha Beach
[Fixed] Noticeable LoD transition on a specific house and a stone fence asset
[Fixed] Noticeable LoD transition on a specific house asset
[Fixed] Black texture issues are visible on a building in sector F6, E7 and C5
[Fixed] Player can get stuck when navigating into a dip in the environment, next to a Trench.
[Fixed] There are multiple floating assets in a warehouse
Utah Beach
[Fixed] Dirt is clipping through the sandbags in multiple trenches
[Fixed] Tank track marks in sand are misaligned from terrain
[Fixed] A house with some visual issues is present in sector G5
[Fixed] Water texture on top of a flooded field is observed to have LOD issues
Carentan
[Fixed] Multiple clipping issues related to boats are present on the Carentan map.
[Fixed] There is a section of wire fence which is disconnected
[Fixed] There is a section of wire fence which is disconnected
[Fixed] A wooden plank is floating / stuck into a brick road at an unusual angle
SME
[Fixed] Stone wall assets have a large seam between each wall
[Fixed] Sandbag and ground clipping can be observed in a trench
Purple Heart Lane
[Fixed] There is a very low quality LoD transition issue with house assets
Known Issues
The below represents a list of key known issues related to the Patch that are currently being worked on:
Receiving an invite\request while on the deploy screen will block a player from leaving the loadout menu once it accessed
The text prompt that appears after a player is kicked appears in German
Throwing grenades with poor network conditions can cause the player to become unable to throw that type of grenade
Chrysallia Van Cheems - Staging Area
War Correspondent, Content Creator and Community HLL Videos
Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
This week we have finalized work on Patch 17, a few issues that cropped up close to the sign-off period have now been addressed. Work is now progressing on the final sign off for patch 17. We are anticipating all going well and we look forward to officially rolling Patch 17 out early next week. We appreciate all your patience in awaiting this release and help with the testing for the patch during the PTE sessions we held.
World War Ways (Community App Feature)
We always like to take a moment to appreciate in as many ways that we can, the efforts by various community members in making Hell Let Loose content. Today we have a special shoutout to Steam user HeyItsPatrick who has taken the time to create a handy little website. He has spent several months developing a HLL navigation assistant called World War Ways, which can be found on mobile and pc web browsers at: https://worldwarways.web.app/
He developed this site because he was tired of always getting his truck stuck when trying to sort out a quick path while driving. So, this application helps to make finding the fastest route between points much easier! On another hand, this is super helpful for new drivers to get more comfortable driving around maps without the added concern of crashing or getting stuck in a ditch trying to find a good shortcut.
Notable features: --Waypoints, allowing for multiple destinations for a computed route --Support for all the current maps --Easy to use graphical interface --Live path revisions, if you need to adjust destinations on the fly --Undo button, so a misclick doesn't mean you have to make a whole new route
He has stated he is going to be providing active support for this, with the full intention of handling any bugs and adding some extra features, like off-road shortcuts. We think this is a really helpful utility, and thought that featuring here would be of benefit to both new and experienced Hell Let Loose players alike. Thanks for the great work HeyItsPatrick and we hope you all enjoy using this tool.
Sneak Peek of the Week - Fortification Snapping
This week we’re previewing some improvements to the fortification system with a work-in-progress feature coming in Update 12 called fortification snapping. This system is still in its early days as we have a number of iterations to make, as such the below example gives an idea of the feature's basic function.
Community Content
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)
Chrysallia Van Cheems - Send it
Chrysallia Van Cheems - Moving to Postition
Atomicsickness [Europakorps] - has done some amazing ultrawide screen scenery shots from some of his favorite maps.
Atomicsickness [Europakorps] - Train Station at Carentan
Atomicsickness [Europakorps] - Hurtgen Forest
Atomicsickness [Europakorps] - Hurtgen Lumberyard
War Correspondent, Content Creator and Community HLL Videos
Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
This week we are continuing to work away on Patch 17, unfortunately a few issues cropped up close to the sign-off period which we are now addressing. We’re expecting to wrap up these issues ASAP before continuing the sign-off period, after which we look forward to officially rolling Patch 17 out. We appreciate all your patience and help with the testing for the patch during the PTE sessions we held.
Sneak Peek Of The Week - Updated Smart Materials
The art team has been hard at work on multiple fronts for Hell Let Loose. Alongside the continuous content creation for updates moving forward they are constantly looking at ways to improve both the performance and looks of existing assets in Hell Let Loose. These assets make the backbone of what a player sees and interacts with in game and are a high priority for achieving the overall realistic feel of the WW2 theaters in Hell Let Loose.
As an example we can see below a work in progress for the German FG-42 weapon being updated with new smart materials, giving a more detailed look without the impact on performance. The method of applying smart materials to assets like below can be put across to various ingame assets such as vehicles, player uniforms as well as weapons. As time moves forward we plan to continuously replace older assets with these new smart materials, an example of this being the German Panther Tank which will be seeing it’s return in Update 12.
GameServer Provider List For Hell Let Loose
A reminder for those of you who are interested in running your own clan or community HLL server. We have a list of some great GSPs (Game Server Providers) that offer HLL gameserver hosting. So if you you are a part of a community, clan or want to just create your own check them out over at:
Don't forget that if you are a new or existing server owner you can apply to join our dedicated HLL server owner discord where all relevant items are discussed.
Community Content
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)
This week we have a few nice action shots depicting some tense ingame moments for players.
NRD - FatSacks - Jumbo, up close and personal
NRD - FatSacks - Battlegroup formation
MoscaTNT - ‘Tales From The Front’ Comic Cover
War Correspondent, Content Creator And Community HLL Videos Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
Thanks to all who participated in last week’s PTE we held for Patch 17. We are thankful for all the feedback and have been applying this to our internal testing to ensure we have the update primed and smooth as possible for release.
A quick reminder of some of what’s included for Patch 17: Adjusted US M4A1 Sherman Tank handling Speculative fix for MDC (mass player disconnect bug) Speculative fix for players sometimes spawning in with the level 1 loadout of the role regardless of their selected loadout Various QOL items Removed weapon sway when using binoculars Smoother Tactical Map zooming And a host of other gameplay improvements and fixes Full Patch 17 PTE Changelog is here {LINK REMOVED}https://bit.ly/3rnY1JP
Because Patch 17 contained a number of speculative fixes for a few long-standing bugs we were pleased to see many of you jumping in and helping us test these fixes in a high-capacity environment. Since the PTE we’ve continued to work behind the curtains on further fixes to issues such as the Loadout Bug and are getting closer to the release of Patch 17 which we hope to have some news on this front for you all in the next Dev Brief.
Sneak Peak Of The Week
It has been a little while since we had a sneak peek of the week. Today we are able to reveal an addition to the weaponry arsenal of HLL. We will let the picture do the talking, you all can speculate when and where this bad boy will be deployed. Please note that certain aspects are incomplete and still a WIP such as texturing.
HLL Seasonal Tournament Fires Up For Spring!
The HLL Seasonal Tournament is returning for its fourth edition. The HLL Seasonal is one of the largest worldwide community driven competitions. Pitting 24 teams in 60 games over the course of 11 weeks, HLL Seasonal Spring 2022 edition will once again be the peak of competitive HLL. All the top teams in the world will fight for the Spring crown in a brand new format, made of multiple Swiss stages and ending in a single-elimination play-off stage. All the games will be casted - check out hllseasonal.com or the discord at discord.gg/hllseasonal for more information on where to catch the games live.
The discord is also the best place for any additional content regarding the HLL Seasonal : make your predictions on the games, follow the map eliminations, and come support your team. HLL Seasonal will have a team of casters that will stream the games on their own channels (usually Twitch). You will be able to find some of them in #replayschannel of the HLL Seasonal Discord, all stream links for each individual match will also be linked in that match's respective channel, which will open up a bit closer to the matches themselves.
The HLL season should be a great event featuring some amazing competitive gameplay, we hope that you get a chance to check it out.
Community Content
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)
This week we have a few nice super wide colour action shots depicting some tense ingame moments for players.
Atomicsickness [Europakorps] - The Chaos of WW2
Atomicsickness [Europakorps] - Behind The Lines
Atomicsickness [Europakorps] - Pinned Down
Atomicsickness [Europakorps] - Holding the Line
War Correspondent, Content Creator and Community HLL Videos Time for some more community highlights from the below creators
We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
With progress coming along nicely we’re excited to announce the beginning of PTE testing for Patch 17, with the first session kicking off on Thursday the 3rd of February 11am GMT.
As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!
If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.
Maps for this PTE testing environment include FOY (offensive GER), SMDM (warfare) and Carentan (warfare).
A quick reminder of what’s included: Adjusted US M4A1 Sherman Tank handling Speculative fix for MDC (mass player disconnect bug) Speculative fix for players sometimes spawning in with the level 1 loadout of the role regardless of their selected loadout Various QOL items Removed weapon sway when using binoculars Smoother Tactical Map zooming And a host of other gameplay improvements and fixes
Because this Patch contains a number of speculative fixes for a few long-standing bugs we would love to see as many of you as possible jumping in and helping us test these fixes in a high-capacity environment. The greater the numbers we have the better the data we can gather on some of the improvements we are aiming to implement.
Community Content
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)
This week we have a few nice ‘period looking’ black and white action shots depicting some tense ingame moments for players.
Fritz - Dashing through an Alley
Fritz - Running from the Fields
EduNotFound - Artillery Barrage
War Correspondent, Content Creator and Community HLL Videos Time for some more community highlights from the below creators.We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
With all hands on deck the team are steaming towards the completion of Patch 17. Once completed, the team will then be shifting focus on to the next leg of HLLs journey - Update 12. We look forward to sharing more on that front in the coming weeks as we wrap up Patch 17.
Some of the newer members to the HLL community may want an insight into what P17 is and what it means moving forward. So we will do our best to describe it here.
After releasing a major game update the team takes time to continue internal testing and QA on it. We also read a lot of community feedback to look for areas of potential improvement. Some of the areas of improvement that we focus on are: Fixing Bugs, Optimisation, Gameplay Improvements, UI improvements, NetCode, Animations, Sound FX and Lighting just to name a few. After the release of update 11 we have been undertaking these tasks and are now in the final stages of testing a viable client for Patch 17. We are looking forward to showcasing what items have been improved upon and what bugs and optimisation we have been able to fix and apply.
Some of the things in particular we have been working on for Patch 17 include:
Mass Disconnect (MDC) during map change For those who are unaware, the MDC issue is where on some occasions during a map change a percentage of players are disconnected from the server they were playing on, while the remaining players are forced to reselect their team.
This specific issue has been on our radar for quite some time, during which we’ve dedicated many hours into debugging it’s cause. With Patch 17 we’re excited to say that we’ll be testing a speculative fix for the issue in a high-capacity environment during the next PTE.
Loadout Bug We’ve also enabled some additional logging targeted at identifying the cause of the infamous Loadout Bug. This bug in particular has been an extreme gripe for the team due to the difficulties in identifying reliable steps in reproducing the issue. With the help of this additional logging we hope to get a clearer picture as to what's occurring on a deeper level when a player experiences this issue.
In order for us to narrow down the amount of data the team will be required to manually process, we’ll be providing a new form to submit in the upcoming PTE for any players that happen to experience the Loadout Bug during gameplay.
Grenade Bug Speaking of gripes, the team are currently underway with investigating the well-known Grenade Bug which occurs when a player attempts to throw a grenade during moments of unstable network connections with the server. We hope to make good headway in securing a definitive fix for the issue but would like to underline that the current state of this issue is a work-in-progress.
QOL Improvements Along with a lengthy list of bug fixes, Patch 17 will also include a number of QOL improvements to the game including improvements to how the Tactical Map handles zooming and the removal of weapon sway from all binoculars to allow for markers to be placed accurately without the sway movement altering its final placement.
We hope you liked this update of some of the current P17 goodies that we are working on. Rest assured this is just a sample and more items will be apparent once P17 is released and the patch notes are published.
Community Content
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you aswell!)
Armour Roaming the Countryside - EduNotFound
AT In The Cornfields - Fritz
Keeping An Eye Out For The Enemy - Fritz
Artillery in the fields - by Chrysallia Van Cheems
NrD F A T S A C K S - Guns at the Ready
War Correspondent, Content Creator and Community HLL Videos Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
Well, it's time to wrap up today's Dev Brief. We are aiming to do some testing for P17 in a PTE with you all next week. Stay tuned and see you all on the frontline!
Welcome back to the 2nd Dev Brief of 2022, this week we are keeping things short and sweet as the Team continues to focus work on the upcoming Patch 17. In the next couple of weeks we look forward to sharing more information on what to expect in this Patch as well as what exciting new content we have planned.
2022 is looking to be a big year for Hell Let Loose with some amazing updates lined up!
With that said, this developer briefing will be community focused, showcasing some great content from the waves of people who enjoy featuring HLL in videos, screenshots, fanart and more. As we near the release of Patch 17 we'll be sure to spill the beans on all things Patch related including PTE timings.
Community Content Artwork/Screenshots Feature
We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Being separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises of every person who is involved with HLL (That means you as well!).
A great looking Panoramic from our discord members Woo and Kalan
Woo and Kalan - Checking your cover - Screenshot
NRD Fatsacks - Panning the Horizon
Reefa1008 has compiled some fantastic Black and White renders of great HLL screenshots.
Reefa1008 - Advancing through the fields
Reefa1008 - Cover and Fire Black and White
Reefa1008 - Crossing through fire
Reefa1008 - Waist Deep Reconnaissance
Kaptitain Rutain [S D W] has done some great armour screenshots from ingame.
Kapitan Rutain [S D W] - Armour Overwatch
Kapitan Rutain [S D W] - Armour and Artillery Combination
War Correspondent, Content Creator and Community HLL Videos Time for some more community highlights from the below creators. We highly recommend giving them a watch. If you see a Video you like make sure to post in the Discord #hll-videos channel.
Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.
Well, it's time to wrap up today's Dev Brief. Some great pictures were posted today, we look forward to seeing more from you in the future. See you all on the frontline!