Hell Let Loose is an indie title that was given the opportunity to grow, thanks to you, a community of passionate players.
We’re keen to acknowledge that it has not been an easy period for the game and community - with poor communication around recent changes, the premature discontinuation of PTEs, and what was a less-than-ideal trailer.
Initially, the 2023 roadmap set out to offer an ambitious plan to increase content delivery on a linear and predictable timescale - one year of the war for each game calendar year - while inviting more like-minded players to experience Hell Let Loose. However, we’ve stepped back and thought carefully about the way we introduce these new features - ensuring we are deepening the existing experience - as opposed to potentially splitting the player base and diluting it.
We have spent the last several weeks in many discussions, revisiting plans and reshaping them with the aim of preserving the core aspects of Hell Let Loose, while also looking to drastically shift the way in which we have been communicating, so that we’re able to work with you on new features long before release.
We know many of you are excited to see the introduction of new maps and additional forces, and this remains in our plan, however, we know that we must focus our efforts and priorities on addressing your feedback first.
What’s Changing?
Our Focus & The Delivery of More Frequent Patches
For the remainder of 2023, we will be focusing on attempting to address some of the issues that have been raised by the community. In doing so, our efforts to deliver the original 2023 roadmap will instead change focus to a slower speed of content delivery - bringing you more 100-player Warfare and Offensive maps, alongside existing planned cosmetic DLC, as we continue to work on resolving as many bugs as possible, and begin the planning for a longer-term future of Hell Let Loose alongside the community.
With this shift in focus, we will now be working towards delivering more patches, rather than major content updates - beginning with Patches 14.2 and 14.3.
Player Locomotion Speed & Dive to Prone (Patch 14.2)
Starting with an open PTE, we will be looking for your feedback as we begin the process of removing the running and sprinting speed increase, including the acceleration speeds, as well as the dive to prone functionality.
We are aiming for the PTE to take place on the 20th of July, to test the removal of these recent changes and assess any potential broader impact, before the adjustments can be confirmed for Patch 14.2 - a patch that will introduce this adjustment, to be released once a successful PTE has been carried out.
We understand that there are members of the Hell Let Loose community who will be disappointed with the decision to remove the increase in speed, however, recent fixes intended to reduce the impact of these changes haven’t been as successful as we had hoped. This led to further investigations to be carried out to understand the deeper components of Hell Let Loose, including vehicles, and how these currently affect our ability to make balancing tweaks, without impacting the wider game.
Brécourt Map
With our roadmap adjustment, the new Objective game mode will be moved back in the current timeline. While we recognize the excitement around the option for a shorter game mode, we are taking some time to look at how this can be implemented, so that we can continue to focus on delivering more fixes, as well as better understand how we release this game mode in the future and will communicate clearly when we’re confident of a way forward.
We will be organizing PTEs for players to test this new mode and provide much-appreciated feedback before it returns to our release schedule in the future.
The British Forces
We know that many of you, after years of being promised, have felt the initial introduction to the British forces to be underwhelming. We want to build upon these forces and are committed to reworking and expanding them, including introducing more historically accurate weapons and uniforms, such as desert uniforms for both the British and German forces, as well as making updates to the existing loadouts.
However, the limitations and inadvertent impact that tweaking certain features or firearms, like the Bren gun, would cause, is something we need to address on a wider scale; reworking and rebalancing some items from the ground up. While we don’t have a full timeline for this work right now, we are aiming to further tackle weapon sway, bolt handle animations, and weapon fire rate, as well as ensuring all British firearms are correctly zeroed, for Patch 14.3.
A PTE will be held in advance of Patch 14.3 that will allow you to submit feedback that we can action, prior to release.
What else will arrive in Patch 14.3?
Basic Training Environment
One of the key mantras in our aim to introduce new players to Hell Let Loose is to use a variety of methods to help them learn the fundamentals of the game - not to change the fundamentals of the game to suit a new player.
Taking inspiration from Churchill’s War Room, this new scene - accessible from the main menu - is one of our first steps in our aim to provide a smoother onboarding experience. It will give players the opportunity to explore a reworked Field Manual, as well as tune into basic video tutorials to help get to grips with some of the gameplay complexities, before accessing the Practice Range.
Practice Range
We know that the community has long asked for a Practice Range, and the first iteration will be arriving in Patch 14.3.
To begin with, the Practice Range will offer a basic, solo experience on the US forces and introduce a new environment for players to test out weapons and vehicles, without needing to be in a live game. Many of you will know that each Update can radically shift aspects of the game, and we will be updating the Practice Range to reflect this, while also including other forces as we continue development.
Complete with a range of targets, including scarecrows, sandbags, bullseye targets, and barrels - we’ll be dedicating a future Developer Briefing to diving deeper into the Practice Range, but for now, here’s a sneak peek.
In-game Store
We fully understand that your trust in us is rightfully not where it should be. The in-game store was developed as part of an effort to round out the DLC aspect of the game and make it a more accessible experience to purchase DLC on all platforms.
The in-game store was supposed to sit alongside a large amount of content - content that is now undergoing changes as part of our re-prioritization. We have had several internal discussions about whether we can pull this out of the release cadence and have come to the conclusion that it will cause rolling production issues and potentially delay further changes due to the way it is set up - necessitating us to release it. However, we want to offer some additional information to clarify any concerns the community has.
The store will never:
offer any pay-to-win items
offer non-historical cosmetics that break immersion (i.e. pink camouflage)
We also want to assure the community that no resource has been diverted from bug-fixing for the implementation of this feature.
Bug Fixing
With the moving back of our Brécourt map and Objective game mode, Patch 14.3 will predominantly focus on bug fixing, aiming to tackle a range of bugs and issues, including:
In-game Stutter
Panther Reload Speed
Sherman Firefly Frontal Damage
British Gun Sights
British Weapon Sway
British Weapon Fire Rate
British Weapon Bolt Animation
Correctly Zero British Weapons
Doubled Explosion VFX
Ultra Widescreen Support
Servers Missing from Server Browser
[Xbox] Missing Weapon Audio
What makes some of the issues so difficult to tackle?
When we are able to reproduce a bug, we can apply that knowledge to submit a fix. However, some bugs are seemingly isolated to live builds, occurring only once an update has been released. We are looking to approach testing differently, with the aim to reduce instances of certain bugs occurring.
While there is a chance that some of these bugs may continue to evade us, we hope that renewed efforts across future updates will see more success. We are planning to use PTEs with a new build process, alongside additional logging, to hunt down some of the more elusive issues, including the loadout bug.
Loadout Bug
Around since the dawn of time, the loadout bug has never achieved a solid reproduction. This particular bug causes players to spawn with an incorrect loadout, and makes it very difficult or impossible to fix by switching back to a desired loadout, unless the game is restarted.
In live builds, extended idle periods seem to increase the chances of the bug occurring. With this knowledge, and the use of the game analytics, alongside a change in the build process for an upcoming PTE session, we are hoping to better understand how this issue occurs, so that we can attempt to tackle it or determine the way in which loadout progression works in future development.
Grenade Bug
Players who experience this bug will see the grenade-throwing animation played, but will not actually throw the grenade, which we understand can cause a great deal of confusion. We can see that the issue occurs more frequently with higher network latency, and understand that the bug can be avoided by ensuring that the whole animation of the throw plays.
Our investigations into the issue have since confirmed a successful reproduction, and we will be submitting a potential fix for players to test in our upcoming PTE session for Patch 14.2.
Balancing Fixes
Balancing the Axis forces has remained a topic of discussion for some time, and investigations into varying balancing requests are ongoing. However, when working on Update 14, we discovered that German soldiers had marginally faster acceleration, compared to that of the other forces, meaning the time taken to reach the maximum speed for both sprinting and running would be quicker.
When tuning the player acceleration for the last patch for Update 14, we ensured that all forces had equal acceleration, fixing this imbalance. As the player speeds and accelerations are now being re-adjusted, we will ensure that player acceleration is kept consistent between the forces to ensure the forces are balanced.
Console Server Browsing
While we do plan to bring further parity between platforms, this is going to take time.
Hell Let Loose, as it currently exists on console, does not have the necessary foundations to support server browsing. When the original conversion of Hell Let Loose to console was done, it was set up with the intention of supporting cross-play between console platforms only. As a result of this decision, an entirely separate set of infrastructure was created to support online play in a way that would meet console platform holder requirements.
The servers for both platforms are completely different, and use different providers. The code that powers the game is not the same as the code responsible for logging into the servers and platform services, or sending invites and friend requests.
We fully recognize the lift in experience that being able to select a familiar server brings to Hell Let Loose, and will continue to investigate other methods of preference selection that can support matchmaking on console in the meantime.
New Maps & DLC In 2023
While bug fixing is going to be our primary focus for the remainder of 2023, we are looking to also release desert uniforms for the British and German forces, while continuing to deliver 100-player maps, as well as DLC. To ensure these can remain our focus, we plan to revisit some aspects, such as the base winter uniforms and address feedback around them, next year.
Summer Warfare DLC
The Summer Warfare DLC will be back in store tomorrow, on the 13th of July, and will be available for free for both console and PC players for a limited time only.
Night Map Variant of Sainte-Marie-Du-Mont
A night map variant of Sainte-Marie-Du-Mont that has previously been worked on will be coming in a future release after Patch 14.3, allowing players to experience the D-Day engagement between the US and German forces that occurred in the early hours of the 6th of June, 1944.
Reddit AMA & War Correspondent Podcast
Join us on the 19th of July for a Reddit AMA session where we will address some of your questions, and aim to later go into further detail about the still yet-to-be-announced new content and cosmetic DLC that will be coming later this year, in a podcast with War Correspondents, [url= https://youtube.com/@Raz_Bora]RazBora[/url] and The Fresh Baked Goods, which we’ll announce soon!
When will Patch 14.3 be released?
The confirmed release of Patch 14.3 will be announced in a future developer briefing, while we continue to verify our preparations for the remainder of the year, and plan ahead for a PTE.
How will the new PTEs work?
We want to make sure that your feedback can be brought on board at an earlier stage of development, and in order to do this, are spending time rearranging our release schedules so that we can factor in more PTEs.
Planned upcoming PTEs will include:
Patch 14.2 PTE - Targeted for Thursday, 20th of July While testing the re-adjustment of the recent player locomotion changes, and confirming the grenade bug fix, we will also be activating logging in an attempt to capture further data around the Loadout bug. Information for this first PTE will be shared in advance on the Official Hell Let Loose Discord, alongside details of how we intend to collect data as well as your feedback.
Patch 14.3 PTE A PTE for the planned bug fixing will be announced closer to release. This PTE will aim to test fixes to the British weapons, as well as the other items aiming to be resolved for this update.
Night Map Variant of Sainte-Marie-Du-Mont PTE Stay tuned to find out when you’ll be able to jump into an early PTE session for the next map planned to be released.
What can you expect from future Dev Briefs?
We’re now looking to have Developer Briefings go live earlier in the week, and will continue to aim to post two briefs a month. As we gear up towards Patch 14.3, we’ll be taking a closer look at what will be coming in the update and share our progress on bug fixing.
PC Server Performance Testing & Fixing
Rubber-banding
We are continuing to investigate server performance, and as part of those investigations, have been running a test across certain PC servers that aims to understand whether a change made to server command lines has been able to reduce instances of rubber-banding, particularly when operating vehicles.
The initial results of the test have been positive, and all GPortal Servers will now be running an updated command line, and we will look to begin rolling this change out to other providers soon. We will continue to investigate other potential issues impacting performance.
Stuttering
Our continued investigations have also identified the potential cause of increased stuttering in-game; a process called “world origin rebasing” that has been present within the game for a long time, was recently altered to happen more frequently. We believe this may be inadvertently creating increased stutter.
Games with a large open world can sometimes cause the math to break down due to something called "floating point error" - as you move away from the world origin. This can cause many issues, and most notably, visual glitches.
Hell Let Loose currently uses world origin rebasing so that when you are a certain distance away from the origin of the world, it will move everything in the world so that you are closer to the origin, ensuring that the math remains stable, and you don't see visual glitches.
Prior to the release of Update 14, we noticed that these visual glitches were occurring on some of the British weapons when moving away from the world origin. This was due to the combination of the models and the animations being used for some of the weapons. To prevent this, we reduced the distance you would need to move before actioning the world origin rebase process. This fixed the visual issues that we were observing on those weapons.
However, we have since discovered that, at times, the process of doing a world origin rebase can be particularly expensive, causing the game to freeze for a moment. This is not a new issue, however, it will be seen much more frequently now as rebasing will happen more frequently as you move around the world.
We are continuing to investigate potential resolutions, and are looking into ways of reducing the performance hit of doing a rebase. We must also consider whether it would be possible to fix the initial issues that the rebase aims to resolve, in a different way entirely, as it is possible rebasing may be the root cause of many bugs over the years.
Game Analytics
With the recent increase in performance issues, the new game analytics have been raised by some members of the community as a potential cause. We can confirm this is not the case, as the new game analytics are logged only once a match has ended and therefore offers no performance impact while a match is in progress.
We know some server owners have also experimented with disabling a bAnalyticsEnabled flag on their servers. This flag is not in relation to the new analytics. It is instead for analytics that were present in the game some time ago. Those analytics did indeed cause issues in the game and were disabled, however, the code was not completely removed. It is possible that the remaining code could have a performance impact. Therefore, we will completely remove all of this legacy code for Patch 14.3.
A Message From The Studio
Thank you, for continuing to support Hell Let Loose.
We know this dev brief is a long one, so we won’t keep you any longer - but we hope it has made our intentions clear - we want to work with you on building a Hell Let Loose that you enjoy, and aim to resolve as many issues as we can.
As always, we will make sure to keep you up to date with our progress, and will be looking forward to seeing you on the frontline!
We have been investigating reports of some servers having not moved over to the latest game version for the Update 14 patch, which was released this morning. These servers were missing from the Enlist screen, however, working with our Game Server Providers and partners, we have rolled out a fix that involved switching to a different version of the server exe file, but are still investigating the underlying cause.
All servers should be starting to come back online, however, if you experience particular performance issues, please use our new report link where you can directly report any in-game issues, and share helpful information with the team.
Update 14 Patch
As our investigations into some of the issues raised with Update 14 have required additional time to resolve, this patch is not inclusive of all the issues raised.
For Update 15, we are already in the final stages of preparing fixes for some issues we know have been frustrating players, such as the delayed weapon audio and missing reload sound for the Karabiner 98k on Console. Issues with performance, as well as bugs such as the grenade and loadout bugs, are ones that, like you, we are keen to see resolved. While these may take time, we are working on ensuring more issues are fixed for Update 15, and plan to address a range of other community-raised issues which we will be discussing in a future Developer Briefing.
Patch Notes
Improvements
We have made a 20% decrease to the overall acceleration speed as a part of our ongoing plan to refine player locomotion. This change should ease players into the max speed from standing and during sharp movement, making it feel less abrupt and more realistic.
We understand that tanks require some revisiting, and we are investigating how this can be done while minimizing the risk to the wider game mechanics, and ensuring players won’t be able to outrun heavy tanks.
HUD/UI
[Fixed] Incorrect experience awarded during post-match XP Screen
A bug was introduced in U14 where the awarding of XP during a match could reset the amount of XP earned in the match, resulting in a lower amount of overall XP being awarded at the end. This has now been fixed.
[Fixed] The Server name filter box is deselected when the player is attempting to type in on the Enlist Screen menu.
For U14, we fixed some instances where you could not correctly navigate the UI if using a gamepad. It had the unintentional side effect of making this filter box hard to use when typing into it. This has been fixed so the UI works as expected with all input devices.
[Fixed] Holding ‘F’ Actions
There was a bug causing various ‘F’ key interactions – healing, entering a vehicle and ‘letting go’ during the critical state – to be cancelled when opening the map. This has now been fixed, with the exception of the dismantle function which is as intended
[Fixed] Incorrect Amount of Votes to Kick
The newly introduced vote to kick function on console has been fixed. You will now find only 20 votes are required to successfully kick a player. Evaluating how we can scale this feature is ongoing, and we will keep you up to date with progress.
Audio
[Fixed] Breathing while sprinting audio overlapped itself
It was found that two instances of the sprint breathing audio were playing at the same time; causing a noticeable doubling to occur. This has now been limited to one instance per player to prevent this from happening in future.
General Bug Fixes
[Fixed] In-game vehicle movement stopping when opening the scoreboard.
When adding the feature for vote to kick on console, and making sure that the UI worked correctly on gamepad, we made changes to ensure that the UI reacted correctly when receiving the prompt to vote to kick someone. However, this logic would clear player input whenever opening the scoreboard, stopping actions like being able to drive vehicles. This has been changed to only happen if the voting UI is active, fixing the issue.
[Fixed] Dive to Prone used to appear to move faster and avoid conflict
We have modified and tweaked the Dive to Prone so that the player’s stance can't be changed until the dive to prone animation is completed.
[Fixed] Opening the map stops the player from performing multiple actions. In U14, we fixed a dismantling exploit, however, this fix made any action also be stopped when opening the map. It has been changed so that it only dismantling will be stopped when opening the map, fixing the unintentional side effects of the previous change.
[Fixed] British weapons have increased sway when ADSing
We have included some changes that should make using British weapons a closer experience to that of the other forces. Work still needs to be done to find the root issue causing these weapons to have increased sway.
[Fixed] British AT gun has inverted controls
This setup error has now been fixed.
[Fix Submitted] The "Lost Connection to Host" prompt appears after finishing a match whilst the map is open.
With the map open when finishing a match, the client was repeatedly sending the same message to the server over and over again, so fast that the server would disconnect the client for spamming. This has had a fix submitted so that only one message is sent.
Weapon Bug Fixes
[Fixed] British Weapons are not calibrated/zeroed correctly.
Issue improved, but work is still ongoing for some weapons (dropping at 100m).
Driel
[Fixed] [D4] Invisible collision encountered above the player's head under a bridge.
There were collision issues with the Landscape LOD that would block player bullets. The landscape “opening” that accommodates the bridge asset has been adjusted and further debris removed to prevent any collision issues.
We would like to start off by saying thank you for your dedication to Hell Let Loose. The voice of the community will always be an important influence for us, and we understand that your trust is earned with actions - not just words.
To ensure we can deliver higher quality updates, we will be delaying Update 15. We have already begun revising our plans, and are reviewing what these changes mean to the existing roadmap - and intend to keep you up to date with any progress and changes, across developer briefings.
Today, we can announce the initial steps we are taking:
We’re putting plans together for structured PTEs, where players can provide feedback after each session that will be filtered into the development process. In order to ensure this process is effective, we’ll be rolling this out in stages, while building upon it.
We’re working on ways to adjust our schedule to see what is possible to better accommodate fixes and patches in between larger updates. This is an ongoing process, and will take time to perfect, however, we are committed to the course of action.
We have increased our QA resources to begin better supporting both quality of life fixes and new content.
We’re structuring new ways to address gameplay changes that can take player feedback into consideration, prior to finalizing for release. This process will also include the recent speed increase, and aims to be adopted for any future changes.
Update 14 Patch
Thank you to everyone who provided feedback regarding Update 14. We have read all of the feedback and observed many of the same issues. The patch for Update 14 is not inclusive of all the issues raised, but we are working on getting many fixed, with the view to target additional bugs for Update 15, with a revised date to be announced.
Planned for the 22nd of June, the Update 14 patch targets several UX/UI issues, as well as updates to the dive to prone mechanic and player locomotion.
Lowered Sprint Acceleration The Update 14 patch will introduce some refined player locomotion for players to test that will lower sprint acceleration, which aims to combat the current experience and prevent players from zig-zagging in order to avoid gunfire.
Dive to Prone Exploit The new dive to prone feature introduced with Update 14, unfortunately, left room for players to dolphin dive. With this patch, players will no longer be able to cancel the animation and will not be able to use the function until the animation has been carried out.
XP Rewarding We have identified that the XP earned at the end of the match was incorrect. Experience was not being rewarded for multiples of the same XP reward. We have since fixed this and continue to investigate to ensure the XP Reward system is as intended.
British Weapons We have read your feedback surrounding some of the British weaponry, and for the Update 14 patch, will be submitting fixes for the reports of British weapons not being correctly zeroed, as well as the increased weapon sway when ADSing.
Holding ‘F’ Actions There was a bug causing various ‘F’ key interactions – healing, entering a vehicle and ‘letting go’ during the critical state – to be cancelled when opening the map. This has now been fixed, with the exception of the dismantle function which is as intended.
Incorrect Amount of Votes to Kick The newly introduced vote to kick function on console has been fixed. You will now find only 20 votes are required to successfully kick a player. Evaluating how we can scale this feature is ongoing, and we will keep you up to date with progress.
Inverted Controls Your reports showed that the British AT-gun movement was inverted. We have now fixed this so that the controls are as expected – the ‘S’ key will cause the barrel to lower and the ‘W’ key will cause the barrel to rise.
Invisible Barrier on Driel The invisible collision present under the bridge on Driel has been resolved. Players will now be able to shoot or drive vehicles through the space.
Server Filter Bug When typing a server name in the Server Filter box on PC, a bug was causing the box to deselect after each character, making it difficult to type out and search for a server name. This issue has now been resolved.
Breathing Audio The audio for the sprinting action has been reworked so it no longer overlaps.
Lost Connection to The Host We have received a number of reports indicating some players have been running into an issue where they are met with the ‘lost connection to host’ prompt once a match has ended. A fix for this issue has been submitted for this patch.
Other Known Issues
Some issues have been harder to reproduce, or require further time to ensure we can submit a successful fix. We are still investigating the following issues:
Sherman Firefly The British forces’ Sherman Firefly tank’s frontal hull can be penetrated using high penetration weapons, allowing players to destroy the tank from the front. This issue is continuing to be investigated.
El Alamein & Driel Map Dates Due to our existing development process and in order to maintain the integrity of our files, we are unable to change the accidentally switched map loading screen dates for Driel and El Alamein, with this patch. The change will instead be implemented once Update 15 is released.
Similarly, other text, such as the misspelling of ‘Panther’, will also be amended in Update 15.
A New Plan For The Future
There are other issues and additional fixes that we plan to use this time to begin tackling, before releasing new content, and will communicate these once we have scoped how we can deliver them.
We are incredibly grateful to serve such a passionate community, and endeavour to continue working on our transparency, moving forward with a new approach to PTEs that offer the chance to provide quality feedback, alongside seeing what fixes are possible to introduce.
We’ve got a lot of work to do, so we’ll see you all on the frontline!
What we’d hoped would be an exciting and immersive trailer for our next update - Devotion to Duty - has unfortunately fallen short of expectations. We understand that you were eagerly awaiting the trailer, and we deeply apologize for the disappointment, frustration, and sense of let-down felt among the community.
Hell Let Loose has always aimed to provide an authentic and immersive experience, and the latest updates haven’t reflected this as well as they should have. We hear and value your feedback and are dedicated to actioning it across future updates.
Team17 and Cover 6 Studios’ vision is to remain true to the game's origins, retaining the core strategic squad-based shooter Hell Let Loose is known for, while inviting more like-minded players, so everyone can enjoy the game.
Like Hell Let Loose, communication is the key to success, something we are continuing to work to improve. With an initial focus on improving the Hell Let Loose experience, we have been slower than we had hoped in addressing the core gameplay and meta, with our latest updates having fallen short of expectations. Although such changes won’t happen overnight, our commitment remains unwavering.
We want to improve on each update we deliver and are learning from and embracing your experiences and feedback. We will take steps to address this in future updates and are revisiting the ways in which we can actively work with you, with a renewed focus on delivering the best possible Hell Let Loose experience.
In our next Dev Brief, landing on Friday the 16th of June, we’ll be outlining the initial fixes for the patch releasing on the 22nd of June. In subsequent dev briefs, we’ll deliver an overview of when fixes for other known issues come online, while determining how we further improve the quality of life of Hell Let Loose, keeping you up to date with any progress and changes.
Thank you for all of your heartfelt feedback, passion, and continued support.
It’s been a little over a week since Update 14 was released and we’ve been busy digesting the feedback on your experiences across all of the various channels. We’re grateful to see so many of you enjoying the evolving gameplay, however, we understand the recent update may have presented some challenges and frustrations for some players. We appreciate the constructive feedback and bug reporting and are dedicating resources to releasing a fix for many of the issues, which is planned for June 22nd. A full list of the fixes will be shared after our investigation period and closer to the release.
The recent update has invigorated conversation in all channels, and we love to see the passion players display for Hell Let Loose. We value your feedback and want to hear from you, but more importantly, we’ve always admired how thoughtful and constructive this community is compared to others in the space.
Game development can be complicated at times, and adding features or updating elements requires careful balancing. We have dedicated departments focusing on different disciplines, working together to build the best experience possible. We are able to work simultaneously across the various aspects of the game, from code and design to animation and marketing, however, balancing new features and changes takes time and precision.
It’s understandable that locomotion or animation changes can have a polarizing effect on players, but we ask the community to keep this passion constructive. Focusing our energy on making sure a soldier can’t outrun a tank in 4th gear, or another can’t dolphin-dive across the map giving them an unfair advantage, makes the experience better for everyone (although, we have found the memes to be quite funny).
As a studio, we are building new partnerships with history and weapons experts whose knowledge will undoubtedly make this game better and more true to the set and setting. Hell Let Loose is special because of its core gameplay mechanics and we have no intention of changing that or making this look like any other FPS title on the market. Change is inevitable, but not to the point where it affects the core principles of Hell Let Loose - a strategic, communicative, cooperative, and immersive WWII experience.
As we travel together on this journey, remember to communicate well with one another. We are all compatriots on the battlefield, and while we might have different preferences, we all share the same love for Hell Let Loose!
Known Issues Post U14
While it is never our intention to release updates with issues, we’re not going to get this right all the time. With Update 14 being our second update in as many months, we are only just beginning to get into a rhythm with our releases.
Thank you to everyone who has reported new bugs - we are now aiming to investigate many of the known issues in order to provide fixes in a patch to be released later this month.
Being Investigated:
Holding Tab and Movement A bug is currently preventing players from moving when holding tab to view the scoreboard. We believe this to be the result of a fix submitted with U14 for preventing a particular exploit.
Holding F Actions In relation to the above bug, players are currently unable to carry out actions using the ‘F’ key while the map is open.
XP Rewarding Incorrect XP amounts are being rewarded at the end of a game, this is a bug that the team are looking into!
Server Filter Bug When typing a server name in the Server Filter box on PC, a bug is causing the box to deselect after each character, making it difficult to type out and search for a server name.
Looping Breathing Audio While sprinting, some players may hear the breathing audio overlapping itself.
British Weaponry Calibration We have received reports of some British weapons feeling incorrectly zeroed.
Invisible Barrier on Driel Invisible collision under the bridge on Driel has been reported, which is incorrectly preventing players from shooting, or driving vehicles through the space.
Inverted Controls A bug is affecting a number of gunner scopes, causing the vertical movement controls to be inverted.
Increased Weapon Sway We’ve seen reports of some British weapons being affected by excessive weapon sway, which is making it difficult for players to track enemies within their sights.
Inconsistent Hangar Collision When attempting to place an airhead on any hangar of the El Alamein map, the asset will clip through the roof and will be dropped on the hangar's floor. The issue is not occurring for Bombing Run, Supply Drop, Ammo Drop, Strafing Run, and Precision Strike.
Dive to Prone Exploit Players are able to use the dive to prone mechanic in quick succession in order to cover ground faster and avoid conflict.
Incorrect Amount of Votes to Kick On Console, the new vote to kick feature is currently requesting 29 votes, rather than 20, in order to successfully kick a player
Other Issues:
Panther Misspelled on XP Screen This typo snuck through as ‘Pather’ and is present on the XP screen.
Weapon Naming We are aware of incorrect weapon naming being used and will be looking into this.
Incorrect Map Loading Screen Dates The battle dates present on the loading screens for Driel and El Alamein are switched.
Summer Warfare DLC
We’ve heard your requests and are pleased to announce that the Summer Warfare DLC will be available across all platform storefronts this summer!
Back by popular demand and for the first time for Console players, this free DLC will include the US M1943 Combat Uniform and will be available for a limited time for all roles (except Armor and Commander) at level Role Level 7.
Community Content
We have really enjoyed checking out your screenshots, videos, and artwork around the latest update, here are some of our favorites!
“What are you looking at?” By MoscaTnT.
Returning with their 98th Hell Let Loose cartoon, MoscaTnT has created this fantastic illustration of a soldier having a very friendly conversation with a camel in El Alamein!
A heavenly advantage point, El Alamein, by [fll.fi] dea.
British Soldiers making their preparations, by [233C] NaSTaR.
A sky on fire, Driel, by McPaper.
War Correspondent, Content Creator, and Community HLL Videos
The Fresh Baked Goods demonstrates exactly how to use the new British Recon Tank in Update 14: https://youtu.be/JUsoKl5k2EI
If you’re wondering what it’s like to pick up the Sniper role on El Alamein, here’s SoulSniper and Scotty to show you how it’s done: https://youtu.be/UwtdlJi_E-k
It doesn’t stop with Update 14, so make sure to head over to PC Gamer on Twitch on Sunday 11th of June, where you’ll be able to watch the reveal trailer for Update 15. See you all on the frontline!
We’re pleased to announce that Update 14 is now live! Take to the battlefield with two brand new maps, deploy in as the British Forces with new weapons and vehicles, and try out the new non-verbal communication tools and updates to locomotion.
For a breakdown of the new features, plus quality of life improvements and bug fixing, please see the changelog below.
Driel - Driel offers intense combat where players will need to apply a tactical approach to securing territory and traversing the small villages and farmland.
El Alamein - With structures few and far between, players will need to work together to cover their six.
New Achievements
Not The End - Play 50 Matches on El Alamein
Cross the Nederrijn - Play 50 matches on Driel
HUD/UI
[Fixed] Some players 500m away could disappear from the tactical map
[Fixed] Smoke grenade FX popping in and out rapidly
Reworked Text Based Tutorials - updated in the Field Manual
V0.1 Video Tutorials - short gif-style videos to support Field Manual text
Vote to Kick Added for Console - allowing players to now vote to kick other players for Abuse, Cheating, or Team Killing
Improvements to the XP Screen - a new breakdown of how XP is awarded will help players better understand how to alter their play style to maximize the XP they earn
Point-and-Ping - Developing on the existing ping feature, allowing players to highlight the location of ammo, explosive ammo, and supply boxes to other players in their platoon
Non-Verbal Communication Tool - Radial Wheel - Implemented to help support players who may not have access to a microphone or are able to use one
While this new tool is not designed to be used by Squad Leaders or Commanders, it does offer other players a new way to supplement communication - categorizing the four most essential comms:
Requests
Responses
Information
Actions
Requests
Responses
Information
Actions
Ammo
Acknowledged
Enemy Ping (The existing standard ping)
Attacking
Healing (Bandage)
Thanks
Defending
Supplies
Sorry
Observing
Explosive Ammo
Good Job
Moving
Awaiting Orders
Unlucky
Repeat
Optimization
Performance improvements to a range of maps
Further HLOD fixes to address transition issues
Pass over meshes to remove excessive triangle counts, additional UV sets, reverse buffer index and build adjacency enabled
Effects & Lighting
Increased exposure in Barracks
Audio
[Fixed] M1 Garand Reload Audio
Aim Down Sights foley SFX added for all weapons
Water surface SFX added for shallow and very deep water
Animation/Locomotion Improvements
Crouch Sprint Speed Increased 5%: 393.75 float
Standing Sprint Speed Increased 15%: 517.5 float
Introduced Dive to prone
Introduced Step height improvements
Introduced Run & Sprint updates
[Fixed] Fully reloading specific rifles causing the animation to loop
[Fixed] Mosin Nagant 91/30 bolt resets during partial reload
[Fixed] During any reload Karabiner 98k rifle bolt briefly resets
[Fixed] During full reload Karabiner 98k rifle bolt becomes desynced with hands
[Fixed] Karabiner 98k magazine misaligned from hand during full reload
[Fixed] Players T-Posing after using melee immediately after bracing a Machine Gun
[Fixed] [TPP] Players T-Posing after using melee when equipped with the Flamethrower
[Fixed] Weapons with multiple animation issues when Crouch Sprinting
[Fixed] [TPP] No leaning animation observed when the FG42 or FG42 x4 is used
[Fixed] [TPP] No leaning animation observed when Russian Revive is used
VoIP
Fixed an issue where if a user got disconnected from a VoIP session, there was a high probability that they would fail to reconnect. This should resolve a large number of issues whereby a player loses voice chat functionality
Map Rotation
Improved map randomization to ensure even distribution of different game modes for both PC and console
Map rotation will be limited on console and official PC servers for the first week after Update 14 to make the new maps more accessible
Limited Map Rotation Includes:
El Alamein Offensive (GB)
Sainte-Mère-Église Warfare
Omaha Beach Offensive (US)
Driel Warfare
Hürtgen Forest Offensive (GER)
Carentan Warfare
El Alamein Warfare
Kursk Offensive (SOV)
Utah Beach Offensive (GER)
St Marie Du Mont Warfare
Driel Offensive (GB)
Foy Warfare Night
Hill 400 Warfare
Kharkov Offensive (SOV)
El Alamein Offensive (GER)
Hürtgen Forest Warfare
Omaha Beach Warfare
Carentan Offensive (US)
Driel Offensive (GER)
Sainte-Mère-Église Warfare
Match Analytics (Backend)
Servers will now log each match with information about what map and mode it is, along with a list of players that started the match
Server Administration New Commands:
List Current Map Sequence
Query Map Shuffle
Toggle Map Shuffle
Vehicle Bug Fixes
[Fixed] Jeep wheels with incorrect damage reduction value
General Bug Fixing
[Fixed] Players auto-running by jumping during the start of the Sprint to prone function
[Fixed] Dismantling speed for constructible objects able to be artificially increased
[Fixed] Battle Scarred DLC Uniforms not present for Recon classes
Map Optimizations
Carentan
[Fixed] Noticeable LOD changes at a short viewing distance in multiple locations [Fixed] Station building asset with LOD distance issues [Fixed] Wooden lamppost with metal SFX and PFX when shot at, and no bullet penetration [Fixed] [E6] Bench clipping sandbags [Fixed] [F3] Metal Barrels with sand SFX and PFX [Fixed] [F4] Pipe with noticeable LOD transition at a short viewing distance [Fixed] [F6] Tree with unusual texture movement [Fixed] [F7] Wooden boxes missing collision [Fixed] [H5 & H6] Railway track with visible LOD changes [Fixed] [I8] Misaligned riverbank terrain [Fixed] [J6] Misaligned mudbank present above stone wall [Fixed] [J6] Misaligned stone wall
Foy
[Fixed] Burning house column causing damage to players when stood underneath [Fixed] Trench with LOD issues [Fixed] Barbed wire fence with LOD issues throughout the map [Fixed] Canvas-covered barrel and tires with LOD issues at 10m [Fixed] Dirt piles with LOD issues in multiple sectors [Fixed] Fallen tree clipping through a standing tree [Fixed] Log pile assets with incorrect penetration value [Fixed] Multiple dirt assets with LOD issues [Fixed] Multiple log assets with LOD issues [Fixed] Multiple log assets missing bullet or player collision [Fixed] Multiple misaligned fences around map [Fixed] Multiple sandbag assets with LOD issues [Fixed] Noticeable LOD change on Stone Fence asset [Fixed] Player able to climb several trees while exhibiting an odd animation from another observer's view [Fixed] Red Barn LOD distance issue present throughout map [Fixed] Sandbags clipping through wooden wall of trenches [Fixed] Silo concrete bases with an overly large collision box [Fixed] Snow-covered roofs of houses with LOD transition issues [Fixed] Snow-covered trees with LOD issues at 35m [Fixed] Snow clipping through ammo crate [Fixed] Trench sandbags with LOD transition issues [Fixed] There is a barn asset with LoD transition issues [Fixed] Leafy branch asset with LOD transition issues [Fixed] Wooden branch missing bullet/player collision present throughout map [Fixed] Z-fighting present on wooden pallets throughout map [Fixed] [C10] Tree clipping through a wooden fence [Fixed] [C10] Misaligned terrain [Fixed] [C6] Misaligned sandbag [Fixed] [C6] LOD issue present on multiple sandbags at about 11m [Fixed] [D1] Wood fence clipping through the side of the house [Fixed] [D3] Building with multiple clipping issues [Fixed] [D3] Tree clipping through a covered pallet stack [Fixed] [D3] Misaligned trench mud border [Fixed] [D3] Wood fence clipping through multiple assets [Fixed] [D6] Fence in misalignment with the environment [Fixed] [D7] Pile of shells witht LOD transition issues when going between distances of ~57-60m [Fixed] [D8] Tree clipping through a boulder [Fixed] [D8] Misaligned mud terrain [Fixed] [E3] Milk barrel and wooden pallet clipping with a pile rubble [Fixed] [E4] LOD issue observed on the searchlight asset [Fixed] [E4] Shutters on a building present poor LOD transitions [Fixed] [E7] Brick pile with LOD issues when going between the distance of 30-35m~ [Fixed] [F1] Tree clipping into house [Fixed] [F1] Misaligned mudbank [Fixed] [F1] Tree clipping through a covered box [Fixed] [F1] Misaligned fallen tree [Fixed] [F2] Stone wall misaligned with the terrain [Fixed] [F8] Stone pile presenting LOD issues [Fixed] [F9] Misaligned tree trunk [Fixed] [F9] Trees clipping through other tree models [Fixed] [G2] Tree clipping through stone fence [Fixed] [G2] Trench with multiple misalignment issues [Fixed] [G2] Terrain misaligned with the dirt border of a trench [Fixed] [G7] Tree clipping a stone fence [Fixed]
Sapling clipping through a pile of dirty snow [Fixed]
Wooden logs clipping through rocks [Fixed] [H4] Tree clipping through fence [Fixed] [H5] Wooden barrel clipping through ground [Fixed] [H5] Well asset with dirt PFX and SFX [Fixed] [H6] Canister with a vehicle collision model [Fixed] [H6] [E4] Destroyed US Jeep covered with snow presenting LOD transition issue [Fixed] [H7] Grass patch clipping through a cow [Fixed] [H7] Wooden Pallets asset with LOD transition issue [Fixed] [H9] LOD transition issue with a terrain asset at about 50m [Fixed] [H10] Tree stump clipping through wooden planks
Hill 400
[Fixed] Noticeable LOD issue visible for multiple vegetable patches [Fixed] Stone house asset with LOD transition issues on specific wooden windows [Fixed] LOD transition issue with multiple barbed wire assets [Fixed] Wrecked Half-Track presenting incorrect PFX and SFX [Fixed] LOD transition issue with mudbanks [Fixed] Wooden crates asset present inside a house produce concrete VFX. [Fixed] [A6] Floating dirt mound can be seen in garden plot. [Fixed] [B8] Artillery shells have wood SFX/PFX [Fixed] [C7] There is an LOD transition issue regarding the lobster traps. [Fixed] [D7] A barrel asset found in sector D7 is floating. [Fixed] [G6] The rock found in sector G6 is misaligned with the ground. [Fixed] [I4] The supporting piles of a wooden bridge are missing player collision.
Hürtgen Forest
[Fixed] Stretching noticed on certain bush model [Fixed] Multiple invisible collision issues across map [Fixed] [B3] House wall presenting dirt PFX/SFX when shot [Fixed] [D6] Misaligned wooden crate [Fixed] [G6] Lamp seen clipping through an open gate [Fixed] [J6] Floating artillery gun and ammo shells on Hurtgen Offensive US
Kharkov [Fixed] Two of the forward Garrisons are incorrectly placed and will be destroyed after the Attackers capture the 1st sector [Fixed] Canopy roofs with stone PFX when shot [Fixed] Some snow-covered assets presenting stone SFX & PFX [Fixed] Wooden Stairs with stone PFX [Fixed] [C3] Misaligned haystack [Fixed] [D1] The Soviet Ammo Depot presenting a clipping issue [Fixed] [E5] Snow presenting misalignment issues near a house [Fixed] [F5] Two walls at the back of the church with no bullet collision [Fixed] [F6] Large rubble pile has improper collision, allowing the player to enter it in [Fixed] [G10] Wooden train wagon presenting metal PFX and SFX [Fixed] [H7] The Player can get stuck between 2 Logs assets
Kursk
[Fixed] AT-mines clip the ground if placed on certain sections of road [Fixed] [C1] Floating barrel [Fixed] [C10] Tree inside a rock [Fixed] [E5] Destroyed house presenting LOD issues when ADSing [Fixed] [E10] Thin tree clipping a rock [Fixed] [F2] Crater misaligned with the ground
Omaha Beach
[Fixed] Multiple stone walls with dirt PFX and SFX [Fixed] Several Poor/Pink LODs seen along the cliffs from the US HQs [Fixed] Wooden Poles around the beach area with metal SFX and PFX [Fixed] [E5] Church asset with incorrect PFX and SFX [Fixed] [F5] Destroyed house presenting LOD issue [Fixed] [J3] Dead body clipping into boat [Fixed] [J6] Floating artilleries in the middle HQ of the US spawn
Purple Heart Lane
[Fixed] Collision issues on riverbank preventing player movement [Fixed] Floating milk barrels [Fixed] Main road through PHL presenting dirt PFX when shot [Fixed] [C8] Misaligned mud terrain observed near a trench [Fixed] [C10] Misaligned mud tracks in multiple sections of the road [Fixed] [D8] Misaligned mud terrain observed near a trench [Fixed] [E3] Multiple misaligned mudbanks [Fixed] [E4] Multiple assets misaligned with the terrain [Fixed] [E4] Brick wall with misaligned textures [Fixed] [E9] Multiple assets misaligned with the terrain [Fixed] [G2] Terrain gap around a trench
Remagen
[Fixed] The US Transport Truck failing to spawn by default in HQ 1 [Fixed] Canvas-covered assets using canvas bullet penetration values, allowing all types of bullets to shoot through them [Fixed] Grey canvas-covered boxes displaying stone PFX, SFX, and bullet mark decals [Fixed] Multiple clipping issues observed [Fixed] Small rocks missing collision [Fixed] Trees missing collision covering the visual of Weapons in FPP but not blocking weapon [Fixed] Wheelbarrow asset with no bullet collision [Fixed] Wooden Boxes on Ludendorff sparking with Concrete PFX/SFX when shot [Fixed] [C9] Large trees clipping through objects on the ground [Fixed] [C10] Multiple floating assets [Fixed] [D2] Trees clipping rocks in multiple areas [Fixed] [D3] Gap in terrain around trench [Fixed] [D3] Terrain is misaligned around a trench [Fixed] [D4] Multiple misaligned terrain instances [Fixed] [D4] Terrain misaligned near a sandbag wall [Fixed] [D4] Floating rocks misaligned with the ground [Fixed] [D10] Misaligned terrain [Fixed] [D10] Foliage clipping through the floor of a bunker [Fixed] [E2, F2] Terrain is misaligned in multiple areas. [Fixed] [E3] Sandbags around a particular trench with wood SFX/PFX [Fixed] [E4] Gaps in terrain around a trench [Fixed] [E4] Misaligned terrain on multiple hills [Fixed] [E4] Terrain clipping through a rock [Fixed] [E6] Player's view trembles when walking over a fallen tree stump [Fixed] [E8] Stone wall presenting dirt PFX and SFX [Fixed] [E10] Dirt cliff misaligned with the environment [Fixed] [F2] Multiple terrain pieces misaligned around a trench [Fixed] [F4] Gaps in terrain around two trenches [Fixed] [F5] Misaligned mudbanks [Fixed] [F9] Bucket asset presenting collision with Vehicle [Fixed] [F9] Sheds present wooden PFX and SFX [Fixed] [F10] Tree asset clipping through rock [Fixed] [G1] Sandbags presenting metal PFX and SFX [Fixed] [G2] Misaligned terrain [Fixed] [G3, H3] Decaying tree trunk asset misaligned with the ground [Fixed] [G3] Gaps in terrain around trenches visible in multiple areas [Fixed] [G4] Misaligned mudbank near trench [Fixed] [G4] Gaps in cliff face [Fixed] [G4] Gaps in terrain around trenches [Fixed] [G4] Misaligned terrain on a hill [Fixed] [G5] Misaligned terrain [Fixed] [G10] Multiple trees clipping through rocks [Fixed]
Terrain around a trench with gaps [Fixed] [H6, H7] Large trees clipping through objects on the ground
St Marie Du Mont
[Fixed] [E10] Players can spawn inside a building with no way out [Fixed] [F1] Small trees waving erratically [Fixed] [F2] Trench system with large Collision Volume surrounding it, blocking players from taking cover in the trench
Sainte-Mère-Église
[Fixed] Kitchen stove asset with wooden PFX [Fixed] Missing background / ambiance map SFX [Fixed] [C7] Parachute asset floating above the ground [Fixed] [F5] Players able to climb onto the rooftops opposite the church
Stalingrad
[Fixed] Metal fence asset with wood PFX and SFX when shot at [Fixed] LOD transition issue with derailed tram car [Fixed] [B5 & I3] Players clipping through the ground when in prone [Fixed] [E4] Wooden log assets with metal PFX [Fixed] [I6] Train wheelset misaligned with the ground [Fixed] [J6] Wooden train wagon presenting metal PFX and SFX
Utah
[Fixed] [D3] Destroyed artillery presenting LOD issue [Fixed] [H4] House with wooden PFX and SFX
Today’s brief is another big one, diving further into some of the additional improvements coming with Update 14. We’ll be sharing a final changelog with everyone on the 25th of May, where you’ll be able to find a complete list of changes and bug fixes!
The Hell Let Loose Experience
Offering unique gameplay through player-driven experiences, Hell Let Loose is often defined as a hardcore WWII first-person shooter, with a steeper learning curve and a strong emphasis on communication. Platoons are only successful when knowledge is shared and comms are open, and with Update 14, we have begun to facilitate better onboarding for both new and existing players alike.
Non-Verbal Communication Tools
In our roadmap reveal, we announced that non-verbal communication tools would be implemented to help support players who may not have access to a microphone or are able to use one.
Radial Menu
While this new tool is not designed to be used by Squad Leaders or Commanders, it does offer other players a new way to supplement communication - a radial wheel that categorizes the four most essential comms:
Requests
Responses
Information
Actions
Requests
Responses
Information
Actions
Ammo
Acknowledged
Enemy Ping (The existing standard ping)
Attacking
Healing (Bandage)
Thanks
Defending
Supplies
Sorry
Observing
Explosive Ammo
Good Job
Moving
Awaiting Orders
Unlucky
Repeat
Designed to support gameplay, these simplified communications aim to help players make quick calls on the battlefield. On PC, you’ll be able to hold the scroll wheel down in order to bring up the radial menu which will allow players to select an option. These responses are then seen only by the members of that player’s squad. Similarly, console players will be able to use the left d-pad to bring up the menu.
With an option selected, the corresponding text will appear in the text chat and the relevant marker will appear above your character’s head, allowing members of the same unit to see who has made the request. For Actions, markers will be placed wherever the player is pointing, other than Defending, which is placed at the player’s current location.
We hope that these non-verbal communications will allow players to quickly and efficiently deliver information when voice comms are not available.
Point-and-Ping
Update 14 will also be further developing the existing ping feature by introducing a new point-and-ping system, where players will be able to highlight the location of ammo, explosive ammo, and supply boxes to other players in their platoon.
To use this new system, players must be within 5m of the item, using either the middle mouse button or the left d-pad on a controller, for a marker to appear above the item, while also calling it out in the text chat.
With these extended non-verbal communication tools, we hope players will be able to fully enjoy the Hell Let Loose experience and boost the communication of all players.
Improvements to the XP Screen
Update 14 will also see an initial improvement of the XP screen by now providing a breakdown of your awarded XP. With this feedback, players will be able to better understand how to alter their play style to maximize the XP they’re awarded.
Vote to Kick Functionality
Console players will soon be able to Vote to Kick those who are purposefully disrupting gameplay. Arriving with Update 14, functionality for a Vote to Kick system is being implemented, mirroring the one available on PC, where twenty votes are required to successfully kick a player.
From the lobby menu, players will be able to select one of the following options to start the vote:
Abuse
Cheating
Team Killing
Improved Player Locomotion
With each update, we’re continuing to improve gameplay mechanics, including player locomotion; creating realistic movement that more accurately reflects a soldier’s capability in the field.
Dive to Prone Highly anticipated, U14 will see dive to prone finally implemented - allowing sprinting players to hold the prone button to seamlessly move into prone and avoid conflict or discovery.
Dive to prone in the third-person perspective.
Dive to prone in the first-person perspective.
Step Height Improvements These improvements have now introduced individual step heights for each position of Standing, Crouching, and Prone. Crouch step height has been decreased while slightly increasing the Standing step height, allowing players to traverse through maps more smoothly while remaining realistic.
Run & Sprint Updates Sprinting and running in both Crouch and Standing have been adjusted to feel more natural and realistic.
Improvements to the Rifle Animation Set New jog animations, as well as pose animations for the Rifle movement set, have been implemented, along with new aim poses, creating more natural movement and poses. Alongside this, improvements to the base idles and transitions for Rifles have been implemented.
Player Onboarding Development
The existing Field Manual has been updated for U14 so that it will now reflect the new non-verbal communication wheel, as well as include a first iteration of video tutorials - short gif-style videos that help to illustrate certain in-game actions.
We have also added further details for the following:
Dive to Prone
Defensive Building
Engine Damage
While we continue to work on plans for our new tutorial system coming in a future update, we hope that the initial expansion of the Field Manual will help players locate the correct information to support them on the frontline.
Game Analytics & Internal Testing
A game the size of Hell Let Loose will always be difficult to fully test at scale, with some bugs only occurring when several key factors align - including the implementation of new features introducing bugs not present during QA or regular testing.
Update 14 will be evolving on the initial implementation of the game analytics introduced with U13.5, allowing us to better identify issues that players run into, effectively design new features, and support the fixing of the harder-to-reproduce bugs. With a much quicker release schedule planned, and more internal resources for testing, including the game analytics, we will no longer be relying on public testing ahead of new updates in the current PTE format.
We’re reviewing new processes to support early access for our partners, moderators, and creators. The new studio has recently brought on a dedicated resource to help support early access for future updates and we’ll be sharing more on this in the coming months.
Free DLC - Jericho Cap
Available with Update 14, players can download the Jericho Cap – a new version of the Budyonovka hat – a pinnacle of the Communist uniforms during the Russian Civil War. When the temperature drops, the flaps come down to shield the crews’ ears and neck from the harshest weather.
This free DLC is available to the Soviet Commander, Infantry, Armor, and Recon units.
Worn at the beginning of WWII during the bleak winter weather, the Jericho Cap worked to keep the Soviet soldiers warm so they could continue the fight.
Cavalry Coat DLC
Alongside the free DLC, players can also keep their soldiers warm with the Cavalry Coat DLC – worn by the Soviet tank crews throughout the war. Available for the Soviet Tank Commander and Crewman.
Stained by the grease and grime from the heavy machinery, its well-insulated mix of suede and sheep’s wool protected the crew from the cold.
Battling through the most severe weather, the new Soviet coat reminds the tanker of the relentless winter and the measures taken to survive.
Wombat’s Wrap-Up
Hey everyone, Wombat here! I wanted to share a few updates on just some of the bugs currently being investigated, as well as catch up on the results of the map refresh poll.
Loadout & Grenade Bugs I have been continuing to share your experiences with these persistent bugs, and while they are still incredibly difficult to reproduce, the team are keen to resolve them with future development. Both require further testing and verification to help pinpoint the cause.
Reload Animation Bug The reload animation bug has now been successfully fixed for U14!
Server Performance Update 14 will also be bringing further performance improvements to a range of maps, with more HLOD fixes to address transition issues, as well as a pass over meshes to remove excessive triangle counts and additional UV sets.
A Map to Refresh Thank you to everyone who voted in the map refresh poll! While it started out close, Purple Heart Lane took the win by securing 50% of all votes. So, what happens now? We’ll be taking a look at the feedback on the post to see which improvement requests we can begin to plan for, and will share further details in a future developer brief. If you haven’t yet shared your ideas, make sure to leave a comment here.
Players Crashing on Joining T17 Friend The team have attempted to reproduce this console-specific bug, and have so far been unsuccessful. To help us investigate it further, please continue to report this issue either using this form, or in the Discord and provide as much information as possible, including:
Time of Crash (include your timezone)
The platform you were using
The number of friends in your T17 friend list
Username / Gamertag ID
Battle Scarred DLC Now Available for Spotter & Sniper Update 14 will now show the Battle Scarred DLC as available for the Spotter and Sniper roles!
Weapon Reload Audio The team are currently working on fixes for a range of weapons missing audio on console and aim to deploy these with Update 15. The M1 Garand reload audio has been fixed for Update 14.
Barracks Lighting Based on feedback from Update 13.5, the team have now increased the exposure of the Barracks, brightening the screen. Players will be able to see this change with Update 14.
Tank Shell Penetration This issue is continuing to be looked at as part of a wider investigation into reported issues of inconsistent hit registration.
Floating Pistols Further amendments are required before the team are able to release a fix for some instances of pistols floating on menu screens.
Flamethrower Clipping Radio The team will be submitting a fix in U14 for a bug where German Support players wearing the Battle Scarred DLC would see the Flammenwerfer loadout clip a radio box.
The Hell Let Loose Identity
As a studio, we’ve been so thrilled to see your excitement and anticipation for the future of Hell Let Loose. Going forward we’ll continue to grow and optimize the game and further develop the Hell Let Loose identity as the title takes on an incredible next chapter.
Starting today, the next evolution of the Hell Let Loose logo will be going live across all of our channels. The Hell Let Loose trident has remained a community symbol since the start, and this next iteration will allow you, the community, to continue to express your own identities alongside it. We’ll be sharing details on how you can access the logos and our brand guidelines, in a future announcement.
New Horizontal Hell Let Loose Logo Lockup.
New Hell Let Loose Icon Logo.
Game Price Change
We would also like to let everyone know of an upcoming change in our pricing structure. As we continue to bring new content and improvements to the well-loved title, the base price of Hell Let Loose will be increasing to reflect the new updates and future content planned.
In your respective currency, you can expect to see Hell Let Loose increase by 5 units, shortly after Update 14 releases, so now is the perfect time to enlist your friends and prepare them to take on all the new battles arriving soon!
Our journey together has only just begun, and as these updates and changes take effect, we’re glad to have you by our side.
We look forward to joining you all on the frontline next week!
Thank you for the response to our last dev brief - we’ve been exceptionally grateful and excited to be on the journey together! This week we’re pleased to announce Update 14 & The British forces are targeted for deployment on May 25th.
This will be another major update, bringing with it two brand new maps, the start of the British forces, along with new weapons & vehicles, new free & paid DLC items, our first iteration of video tutorials, and non-verbal communication tools - as well as general bug fixing.
Today, we’ll be taking a look at how the British forces are shaping up, along with the weapons and vehicles you can expect to see at the end of the month.
New Maps
Last time we revealed a North African campaign, El Alamein, would be available for players to jump into and experience a whole new biome, with open landscapes and plenty of verticality. In this dev brief, we’ll be taking a closer look at Driel, our second map based in Holland.
Driel Taking inspiration from the events of Operation Market Garden, Driel offers intense combat where players will need to apply a tactical approach to securing territory and traversing the small villages and farmland.
Cross over using the bridge, or risk becoming an easy target by wading through the river.
Driel, featuring a sun-lit sky, rail bridge and waterway.
Another perspective of the railway bridge on Driel.
Tactical Maps
Strong point positions and map layouts for both Driel, and El Alamein.
Driel, a North/South battle scenario.
El Alamein, a West/East battle scenario.
Great Britain Weapons
As we grow nearer to the release of British forces, let’s take a closer look at some of the weapons players will get to deploy with later this month.
Lanchester MK1 Well made and solid, the Lanchester MK1 was a submachine gun manufactured to offer British soldiers a reliable ruggedness, recognizing the value of the submachine gun after the events at Dunkirk.
Sten Gun As a contrasting counterpart to the Lanchester submachine gun, the Sten entered the battlefield as a cheaper alternative to the Lanchester and the Allied favoured ‘Tommy’ gun, with the Sten’s ability to support more soldiers with submachine guns on the battlefield.
Bren MK2 Considered reliable in skilled hands, the Bren provided a slower firing rate that allowed for easier control and accounted for effective cooling between bursts.
Lee-Enfield Pattern 1914 (P14) Used throughout WWI, the bolt action rifle went under further modification to support soldiers in WWII. Often used by snipers, the P14 was durable and somewhat heavier, contributing to its reputation for accuracy.
Lewis Gun Designed in the United States and mass-produced in the United Kingdom, the Lewis gun featured a top-mounted pan magazine, as well as an aluminium barrel shroud to offer effective cooling. Following the loss of a large part of the British Army’s weaponry across France, many Lewis guns were repaired, before being issued to the British and Allied forces.
PIAT Created in 1942 in response to the need for a more effective portable anti-tank weapon, the Projector, Infantry, Anti Tank (PIAT) offered greater penetration power than its anti-tank predecessors, and was able to launch projectiles over a more effective range.
Rifle No.4 MK1 A classic service rifle built with infantry in mind, offering a lighter and more robust design than the standard rifle.
Webley MK VI Shortages of handguns during WWII meant that a number of older weapons were also reintroduced, including the Webley MK VI, which was issued to soldiers in the British Military.
Fairbairn Sykes Knife Resembling a dagger, this double-edged fighting knife was issued to units within the British Army during WWII and designed for surprise attacks and fighting.
Great Britain Armor & Vehicles
Sherman 76mm Firefly Notorious in its tank destroying capability, the Sherman Firefly was one of the most common vehicles used by the British Forces, fitted with a powerful 17-pounder anti-tank gun.
Sherman Firefly - Heavy Tank.
Cromwell With its Rolls-Royce Meteor engine, the Cromwell offered reliability and speed, while being a powerful medium tank.
Bedford Transport Truck and Cromwell - Medium Tank.
Tetrarch Primarily used as support fire, this British light tank featured a quick-firing 2-pounder gun, produced by the Vickers-Armstrong company.
Daimler Proving to be an important tool on the battlefield, the Daimler recon vehicle was fast, mobile, and lightly armored.
Great Britain Soldiers
As an initial introduction to the British forces, players will find their soldiers garbed in the British battledress. Worn mostly in temperate climates, Battledress was introduced before the start of WWII, and was worn as late as the 1960s.
Designed with mechanized infantry needs in mind, the British battledress comprised of a short wool jacket, buttoned to the outside of high-waisted wool serge trousers.
Great Britain Commander wearing the rubberised Macintosh Raincoat.
Infantry Soldier wearing the P-37 Battledress.
Cast Your Vote
In our last developer briefing, we asked for your input on which map you’d like to see refreshed later this year. Depending on the map chosen, the refresh goes above and beyond general optimization with a new lighting pass, a review of cover and accessible buildings, and even the opportunity to revisit capture points.
Head over to today’s Reddit post to cast your vote and discuss your ideas!
As a reminder, here are the options:
Purple Heart Lane
Sainte-Mère-Église
Carentan
Sainte-Marie-du-Mont
Omaha Beach
Utah Beach
Community News
We’re excited to announce that we’ll be exhibiting at FORMAT, the UK’s biggest games industry night life event, on the 25th May! Players local to Manchester will be able to head on down to the event, suit up as the British forces while trying out Update 14, and meet some of the team.
Secure your ticket now at {LINK REMOVED}https://bit.ly/hll-tickets and make sure to use the code FRM_MCR25 for 25% off!
War Correspondent, Content Creator, and Community HLL Videos
The Hell Let Loose Hungary community tried their hand at a cinematic remake of the iconic Fury Tiger vs Sherman tanks scene in-game, check this out: https://youtu.be/hVVjjOfl_l4
A recon unit not to be messed with, watch SoulSniper and Scotty provide street overwatch on Carentan: https://youtu.be/AWU5JaJ0gOw
It’s-a me, Mendez! Watch Alpine Sniper’s Hell Let Loose kart party, complete with a jeep obstacle race: https://youtu.be/825wQO3FydU
For more like this, make sure to drop by some of our War Correspondent livestreams:
With that, we look forward to seeing the results of the voting over on Reddit, and will be readying up to share more details on all that’s coming with Update 14 in the next developer briefing.
We wanted to start this week’s dev brief by saying a big thank you to those who’ve jumped into Update 13.5 and fed back on their experience so far. We’ve been busy going through your feedback on the different platforms and appreciate you sharing your reactions, both positive and negative.
Update 13.5 was the first of many planned health updates over the course of the year, aimed to improve quality of life and player experience. Hell Let Loose is a fantastic game on a massive scale, and as such, it’ll take time to fix all of the known issues and unfortunately create a few new ones along the way. However, we’re committed to eliminating all of the bugs and not introducing new ones as much as possible. As our team continues to get familiar with the project, we’ll fine-tune processes and procedures that will help us get patches and fixes out on a more regular basis.
During the reveal of the 2023 roadmap, we talked about transparency, and how we aim to be open and communicative throughout the future development of Hell Let Loose. Players can expect briefings twice a month along with some new communication channels that will be coming online later this year.
We’re taking the time to ensure the next update, Update 14, will include fixes for many of the bugs that have occurred with U13.5. In order to facilitate these fixes, alongside delivering two brand-new maps for the British Forces, we’ll be adjusting the 2023 roadmap by moving June’s “existing map refresh” to an update later this year. To that end, we want your input on which map we update! We’ve selected six maps and in the next dev brief, we’ll be releasing a poll for the community to vote which ones get updated. We encourage you to debate the best selection with your teammates, clans and friends, and in two weeks' time, we’ll take a vote.
Options:
Purple Heart Lane
Sainte-Mère-Église
Carentan
Sainte-Marie-du-Mont
Omaha Beach
Utah Beach
We’re grateful to be on this journey with you as we begin delivering frequent updates and content to Hell Let Loose and look forward to working with you as we isolate and fix more issues with each update this year.
Known Issues Post-U13.5
Server Performance and VoIP Some players may be experiencing instances of rubberbanding and high ping, which are also effecting VoIP communications. Continued optimization will aim to bring increased stability to the game across all platforms.
Reload Animation Bug On an empty chamber, some weapons are presenting a reload animation issue. The team prepared a fix for this, however, found the bug could still be replicated, therefore further investigation is required to ensure a complete fix can be prepared for U14.
Radio Box Clipping through Flamethrower When players equip the Flammenwerfer on the Support role while wearing the Battle Scarred DLC uniform, a radio box appears to clip through the flamethrower. This issue is currently being investigated.
Other issues under investigation include, but are not limited to:
Tank shell penetration issues
Additional LOD concerns
Floating pistol on character frontend menu
Some issues with TPP sprinting animation when using some weapons
Roadmap Q&A
Will console ever receive server browsing functionality? The short answer is yes, the more detailed answer is that this will take some time. A large amount of work has been done to bring console in parity with PC, but there is still a good amount of work that needs to be done before server browsing can be implemented. Console players will start to see some browsing options with U15 and we’ll make further improvements as the year progresses.
What British maps will we see in 2023? Joining as a new playable faction, Update 14 features an initial introduction to the British forces. This update will see players taking control of Warfare and Offensive capture points across the barren landscape of North Africa, as well as the rolling farmlands of Holland.
We’ll be sharing a closer look in an upcoming Developer Brief, but for now, here’s a teaser of the North African map, El Alamein:
With structures few and far between, players will need to work together to cover their six. A plane hangar situated in the dusty desert terrain.
What will be available in the in-game store? Hell Let Loose will continue to focus on delivering historically accurate cosmetics, and the in-game store will be a new way for players to easily access both free and paid cosmetic DLC items.
Will content be separated based on the year of the map? While covering one year of the war for each game calendar year, we want to ensure we’re keeping the player experience historically accurate, and are working on ways in which we can determine loadouts, vehicles, and cosmetics, are only applicable to specific maps while keeping the gameplay experience fun and engaging.
What exactly are the non-verbal communication tools? For players unable to use a microphone or for those who don’t have access, non-verbal communication tools will be a way for players to communicate using in-game commands and visual markers. We have no intention of bringing emotes or anything else that breaks the player out the the immersive experience Hell Let Loose provides. Join us in a future Developer Briefing as we take a deep dive on how it will all work!
What will the free DLC include? As a small thank you for joining us on this journey, we’ll be offering free DLC for players to get their hands on! This DLC will include different cosmetic items throughout the year. Not all of the Free DLC have been decided on, so feel free to send us suggestions.
What’s the difference between the two new game modes? Our smaller game modes offer a new Hell Let Loose experience, where Objective, sees players working together to complete set tasks, and Skirmish will offer players the opportunity to jump into landmark battles over a single capture point.
Are mortars coming, and will some other items on the old roadmap be implemented? At some point, yes. We don’t currently have a timeframe on this feature, but it’s something we want to include.
Can players expect tweaks to vehicles in the future? Efforts to improve both armor and other vehicles are ongoing and will be rolled out in future updates. If you have specific suggestions, we’d love to hear from you.
Will RCON continue to be updated and see improvements? Yes, we're looking to see where we can further support requested RCON updates for server owners.
Will the Finnish and Polish forces be designed and equipped the same as the factions currently in-game? No, the winter war was a drastically different style of fighting and the new Skirmish mode in Danzig will be a different experience altogether. We have a range of specific weapons tailored to the individual forces that will reflect the historical content for each battlespace, while still maintaining a balanced gameplay experience.
With the addition of the 101st Airborne, can we expect further expansion of unit helmets/insignias? Yes, we plan to introduce more notable factions to Hell Let Loose as we develop the 1 year of conflict for every calendar year.
Is the implementation of freelook being considered? This is currently a ticket in our system and we are investigating whether it can be implemented.
In-game reporting tools? We’ll be implementing a vote to kick system for our console players in the near future.
Iron Vanguard Returns
We’re pleased to announce that the Iron Vanguard DLC will be available for console players from the 26th of April! Back by popular demand, players will be able to take to the front lines with an array of unique helmets and uniforms. Roll up your sleeves and get stuck into the thick of it with the German forces, blend into the background in the Soviet “Ameba” camo helmet or take to the US tanks and show off the “Hell on Wheels” jacket!
Community Content
Seasonal has returned for it’s 7th edition! Already underway, Seasonal Spring 2023 features 32 teams from across the world, including North America, Europe, Asia, and Oceania, with over 4,000 players registered to participate.
Players will compete for 11 weeks, culminating in the playoffs that will decide who is the best 50v50 team in Hell Let Loose for Spring 2023!
Catch the action live and learn more about the tournament by joining the Seasonal Discord: discord.gg/hllseasonal
Update 13.5 is now live, bringing with it a whole host of game improvements aimed to increase stability. For the console patch notes, please click here. Check out the full changelog below:
Update 13.5 Changelog
HUD/UI
Added a brand-new cinematic character selection frontend menu
Added a new animated loading screen
Updated credits
[Fixed] Hovering over the Russian Anti-tank loadouts reduces UI size in the Barracks
Optimization
Performance improvements to Kursk
To further facilitate performance improvements, the following Easter eggs were removed:
Teddy Bears
Worm Figures
Gnomes
Effects
[Fixed] Environmental fire emitting red beams of light on multiple maps
[Fixed] [Hill 400] Specific burning AT gun wreck presenting noticeable lighting issue
Sounds
Added an updated frontend music track for the character selection menu
Animation
New benchmark first and third-person reload animations for the MP40, M1 Garand, and Tokarev TT33
Improvements to the player’s sprint and crouch animations for the third-person base rifle animation set
Added new aim offsets when the player is sprinting and looks up and down
[Fixed] The Player model T-posing when deploying an ammo box / explosive ammo box
[Fixed] [TPP] Rocket Launchers flip 90 degrees when the player holding it is shot
Game Crash Fixes
[Fixed] Player may crash when attempting to deploy on Kursk
Weapon Bug Fixes
[Fixed] [FPP] Issue with the MG42 disappearing while mounted and ADSing
[Fixed] German flamethrower is invisible in first person
VoIP Improvements
[Fixed] The VOIP volumes are reset after the map changes
General Bug Fixes
[Fixed] Instances of German helmets presenting texture issues
[Fixed] Some instances of experience earned in-game not being saved
[Fixed] Some players lose focus of the scoreboard after choosing and resigning from the Commander role
[Fixed] Barricades becoming invisible after 300m and not protecting the player
[Fixed] Player uniform preview defaulting to Preset #1 even if Preset #2 has been selected
The team have gone through a selection of maps and fixed a range of environmental assets presenting problems, including LOD and lighting issues, as well as misaligned assets and terrain, across all platforms.
Kursk
[Fixed] Volumetric light source too bright [Fixed] Trees clipping through rocks across map [Fixed] AT mines clip into the ground when placed on various road sections [Fixed] Players floating when jumping between wooden fences [Fixed] LOD issue when viewing houses from 29m [Fixed] Destroyed house assets disappearing at 400m or more [Fixed] Visible LOD transition issue on wooden pallet assets [Fixed] Floating objects present inside house asset [Fixed] Barbed wire assets with LOD transition issues [Fixed] Multiple metallic barrel assets missing texture with wooden PFX and SFX [Fixed] [C9] Misaligned bush [Fixed] [C10] Misaligned terrain [Fixed] [C10] Fence doorway blocking players walking through [Fixed] [D4] Tanks presenting LOD issues from 5m [Fixed] [D5] Windmill with poor LOD transition [Fixed] [D8, F2, F7, G2] Multiple houses with LOD issues from 150m [Fixed] [E1] Multiple misaligned mudbanks [Fixed] [E1, G1] Multiple misaligned mudbanks and textures [Fixed] [E3] Piece of road missing collision with dropped supplies [Fixed] [E9] Crater misaligned with terrain [Fixed] [E10] Military crate misaligned with terrain [Fixed] [F1] Road with misalignment issues [Fixed] [F1] Misaligned tree stumps [Fixed] [F1] Logs with LOD issues from 170m [Fixed] [F1] Misaligned house requiring door to be vaulted [Fixed] [F2] Floating fence [Fixed] [F2] Multiple trenches with LOD transition issues at close range [Fixed] [F3] House with LOD issues at 35m [Fixed] [F3] Misaligned terrain on a trench [Fixed] [F7] Wooden crates with LOD transition issues [Fixed] [G1] Missing endcap on mudbank allowing players to see through asset [Fixed] [G1] Misaligned trench section and mudbank [Fixed] [G8] Player collision missing for burning building [Fixed] [G9] Ruined house with LOD issues at 43m [Fixed]
Misaligned dirt pile
Stalingrad
[Fixed] A specific wooden platform asset with noticeable LOD transitions across the map [Fixed] Mud assets misaligned with the terrain in multiple locations [Fixed] The ground inside a brick chimney asset is misaligned [Fixed] Assets that appear to be on fire presenting LOD issues throughout the map [Fixed] Some houses with larger collision [Fixed] Pile of rocks misaligned above the ground in multiple sectors [Fixed] Mud assets misaligned with the ground in multiple locations [Fixed] Burning destroyed blitz truck presenting LOD lighting issue [Fixed] Multiple industrial buildings with invisible collision box issues [Fixed] [A3] Misaligned pile of rocks [Fixed] [A3] Rubble pile not aligned with the ground [Fixed] [A4] Burned-down house presenting collision issues [Fixed] [A5] Burning tank wreck misaligned with the terrain [Fixed] [B3] Misaligned terrain at a strongpoint building [Fixed] [C3] Misaligned terrain at a strongpoint building [Fixed] [C8] Rubble and destroyed house misaligned from the surrounding terrain [Fixed] [D3] Cart misaligned with the ground [Fixed] [D4] Multiple assets misaligned with the ground [Fixed] [E3] Some players would get stuck inside a train car near a strong point [Fixed] [E5] Misaligned mudhole asset [Fixed] [E6] House misaligned with the terrain [Fixed] [F3] House misaligned with the terrain [Fixed] [F3] Large rubble pile with improper collision [Fixed] [F4] Small floating electrical boxes [Fixed] [G3] House asset had gaps between the terrain in multiple areas [Fixed] [G3] Multiple assets misaligned with the terrain [Fixed] [G4] Electricity pole misaligned with the ground [Fixed] [G7] Floating rubble in a building [Fixed]
Mud asset misaligned with the ground [Fixed]
Rubble pile misaligned with the ground [Fixed]
Misaligned terrain section near rail tracks [Fixed] [H5] The stairs to the 3rd floor in the Western-most stairwell of Pavlov's house had broken beams protruding from the wall [Fixed] [H5] Players becoming trapped in a derailed tram car [Fixed] [H6] Area with misaligned terrain inside a strongpoint [Fixed] [H7] Misaligned rubble terrain found in sector [Fixed] [I3] Mud asset misaligned with ground [Fixed] [I3] Mud pile asset above the ground [Fixed] [I3] Rubble pile with misaligned area [Fixed] [I3] Destroyed houses outside the playable area misaligned with the ground [Fixed] [I6] Debris pile is in misalignment with the environment [Fixed] [I6-I7] Invisible collision present at the basement entrance of an apartment building [Fixed] [J4] Misaligned road near Russian HQ [Fixed] [J6] Misaligned terrain section on the floor [Fixed] [J7] Multiple misaligned assets
Kharkov
[Fixed] Players able to reach and clip through roof area [Fixed] Wooden doorways blocking player movement [Fixed] Wooden signpost with metal PFX/SFX [Fixed] Wooden carts without player collision [Fixed] [D1] Fire with LOD issues at 31-35m near the Soviets spawn [Fixed] [E4] Smoke PFX clipping through logs [Fixed] [E5] Inconsistent graffiti asset [Fixed] [E6] Wooden doorways blocked by window shutters [Fixed] [F7] Invisible collision present between house and fence [Fixed] [F8] Fire from metal barrels not damaging players [Fixed] [F8] Misaligned gateway inside small shed [Fixed] [G6] Misaligned assets outside house [Fixed] [G10] Misaligned snowbank
Foy
[Fixed] Stone wall with dirt PFX and SFX [Fixed] Crate with Stone PFX and SFX [Fixed] A boulder asset presents incorrect PFX and SFX [Fixed] Multiple building floor assets with PFX and SFX [Fixed] Multiple issues presenting on covered yellow box asset when shot [Fixed] Blanket which covers some crates inside a house has concrete VFX [Fixed] Multiple issues with a small tree asset [Fixed] Camouflaged nets have full collision with bullet [Fixed] Ruined stone house with wrong PFX/SFX [Fixed] Multiple tree assets with metal collision [Fixed] Clearly visible 2D textures under first layer of artillery shell assets [Fixed] Destroyed stone house asset producing Wood PFX/SFX when shot [Fixed] [C1] Misaligned floating fence [Fixed] [C2] Trench with misaligned terrain [Fixed] [C2] Misaligned floating chest [Fixed] [C5] Misaligned mud terrain near trench [Fixed] [C10] Tree asset clipping through wall [Fixed] [D1] Multiple assets clipping through the wall of a barn [Fixed] [D3] Two artillery shells misaligned with terrain [Fixed] [D3] Misaligned snow tracks [Fixed] [D7] Trenches with misaligned mudbanks [Fixed] [E1] Fallen tree clipping through another tree [Fixed] [E2] Misaligned tree trunk [Fixed] [E3] Multiple branches are clipping through a fence [Fixed] [E3] Fence floating above the ground [Fixed] [E3] Multiple misaligned mudbanks [Fixed] [E3] Misaligned mudbank [Fixed] [E4] Floating artillery cannon [Fixed] [E4] Floating Chain [Fixed] [E4] Pile of shells are clipping into a fence [Fixed] [E4] Invisible collision inside a trench [Fixed] [E4] Light from a fire on top of the church displaying LOD issues [Fixed] [E4] Light from a flaming rubble pile presents LOD issues [Fixed] [E4] Wire fence clipping through house [Fixed] [E4] Buried sandbags in road blocking vehicles [Fixed] [E5] Fence clipping through building wall [Fixed] [E5] Sandbags floating near destroyed AA gun [Fixed] [E6] Damaged artillery with LOD issues [Fixed] [E7] Terrain misaligned with the ground in multiple areas [Fixed] [E9] Tree stump missing player collision [Fixed] [F1] Bush clipping through one of the doors [Fixed] [F2] Grass floating above a trench [Fixed] [F2] Floating fence posts [Fixed] [F4] Snowy dirt mound clipping through the wall of a building [Fixed] [F4] Wooden fence clipping through mudbank [Fixed] [F6, H1, H8] Multiple visual issues observed [Fixed] [F8] Misaligned assets [Fixed] [F8] Tree stump misaligned with terrain [Fixed] [F9] Tree trunk clipping through building [Fixed] [F10] Misaligned fallen tree [Fixed] [G3] Floating foliage leading to a capture point [Fixed] [G4] Misaligned fence embedded into a tree floating above the ground [Fixed] [G4] Snowbank misaligned with visible gap [Fixed] [G5] Floating grass [Fixed]
Tree clipping into a house [Fixed]
Small tree clipping through stack of pallets [Fixed] [H5] Wooden Fence clips through stone ruin with poster [Fixed] [H10] Wooden fences surrounding trench with metal PFX and SFX when shot
Purple Heart Lane
[Fixed] LOD changes present on some artillery shells [Fixed] Sandbags with visible LOD changes [Fixed] Multiple wooden logs with LOD issues [Fixed] Multiple wooden fences with no final pole at end of wire [Fixed] Tractor with LOD transition issue [Fixed] Instances of missing fence posts [Fixed] Players accessing the top of some haystacks [Fixed] Floating haystacks [Fixed] Burning AT cannons and burning cars exhibiting abrupt LOD change [Fixed] Bush clipping through wall [Fixed] Floating fence over river [Fixed] Bushes near rivers with extended collision boxes [Fixed] Players able to build inside greenhouse asset [Fixed] Corrupted textures on multiple shovel assets [Fixed] Mudbanks around trenches presenting LOD issues at close range [Fixed] Top half of a tree asset with no player collision [Fixed] [C2] Floating bale feeder [Fixed] [C2] Bush with extended collision box [Fixed] [C3] Missing barbed wire fence post [Fixed] [C3] Players unable to pass through hedges too close together [Fixed] [C3] Invisible object with functioning collision between two bushes [Fixed] [C4] Z-Fighting on wooden bridge planks [Fixed] [C4] Players unable to exit hedge [Fixed] [C7] Floating wire fence [Fixed] [C8] Floating fence [Fixed] [C8] Bush with extended collision box [Fixed] [C9] Floating assets [Fixed] [C9] Multiple floating hay assets [Fixed] [C10] Floating chair [Fixed] [C10] Floating stone wall and wooden fence [Fixed] [D2] Misaligned terrain [Fixed] [D2] Misaligned texture present on broken wall [Fixed] [D5] Floating fences [Fixed] [D8] Flickering texture present on paving stone floor [Fixed] [D9] Bush presents inconsistent collision boxes [Fixed] [D10] Trees growing through stone wall [Fixed] [D10] Misaligned mudbanks [Fixed] [E1] Misaligned terrain texture at edge of map [Fixed] [E2] Barn with extra door on existing closed doorway [Fixed] [E3] Misaligned tree [Fixed] [E4] Floating tree [Fixed] [E4] Misaligned mudbank texture [Fixed] [E4] Floating rock [Fixed] [E5] Misaligned mudbanks [Fixed] [E6] Fading lamp light when viewing at 15m [Fixed] [E6] Invisible wall alongside hedge [Fixed] [E8] Misaligned mudbanks [Fixed] [E9] Misplaced collision on a fence [Fixed] [E9] Misaligned mudbank [Fixed] [E9] Anti-tank gun clipping into wooden fence [Fixed] [E10] Floating fences [Fixed] [E10] Misaligned mud terrain [Fixed] [E10] Fence post floating near spawn [Fixed] [F1] Trees clipping through walls [Fixed] [F1] Players able to climb up on to the roof of a ruined house [Fixed] [F2] Wooden pickets clipping through stone post [Fixed] [F2] Duplicate doors in two doorways [Fixed] [F2] Multiple objects misaligned with the ground [Fixed] [F2] Clipping of milk can into building [Fixed] [F2] Floating assets [Fixed] [F2] Misaligned floating rubble assets [Fixed] [F3] Misaligned mudbank [Fixed] [F4] Misaligned terrain [Fixed] [F7] Players unable to walk through a tunnel [Fixed] [F7] Misaligned mud terrain [Fixed] [F7] Misaligned hedge that could be seen through [Fixed] [F9] Tree clipping into wooden fence [Fixed] [F10] Fence post clipping into a stone wall [Fixed] [F10] Fence clipping into barn [Fixed] [F10] Wire fence missing gatepost [Fixed] [F10] Players becoming stuck in a hedge [Fixed] [G1] Missing barbed wire post [Fixed] [G3] Misaligned mud terrain [Fixed] [G4] Misaligned trench mudbank [Fixed] [G5] Missing fence pole [Fixed] [H4] Tree clipping into fence [Fixed] [H5] Floating artillery gun [Fixed] [H5] Floating flak cannon [Fixed] [H7] Misaligned searchlight [Fixed] [H7] Players getting stuck in a specific tree [Fixed] [H8] Multiple visual issues [Fixed] [H8] Multiple misaligned ammo boxes [PHL Night] [Fixed] Burning AT gun wreck with LOD change issues [PHL Night] [Fixed] [H5] Burning flak cannon with LOD issues [PHL Night] [Fixed] [H7] Bunker with LOD issues at 83m
Omaha Beach
[Fixed] Curtains clipping through windowsills [Fixed] House with open window facing wall [Fixed] Curtain left inside house with removed windowsill [Fixed] Rocking chair found in the attic of certain houses clips with building roof [Fixed] Road texture extending into a house [Fixed] Plant stakes with no penetration value [Fixed] Misplaced electricity pole cables clipping through roof [Fixed] Players clipping inside walls on the US landing ships [Fixed] Static Transport Trucks look too similar to drivable trucks - new textures added to better differentiate between the vehicles [Fixed] Unnaturally bright light inside a house [Fixed] [A5] Multiple floating assets [Fixed] [A5] Players getting stuck on tree asset [Fixed] [A5] Misaligned mudbanks [Fixed] [B7] Stone wall clipping through into house interior [Fixed] [B7] Duvet clipping through mattress [Fixed] [B7] Floating terrain [Fixed] [B7] Small plant asset with player collision [Fixed] [B7] Multiple assets clipping [Fixed] [B7 & H3] Unnaturally bright lighting inside a room on the first floor [Fixed] [B8] White smoke coming from the ground [Fixed] [C5] Players spawning inside a building when deploying on an Outpost or Garrison [Fixed] [C5] Tyres clipping through a shed [Fixed] [D4] Tree clipping wall of a building [Fixed] [D4] Farm trough with rain PFX when not raining [Fixed] [D6] Player able to vault on top of a shed [Fixed] [D7] Rain effect on tractor [Fixed] [E5, I5] Floating rocks [Fixed] [E7] Hay bale clipping through house [Fixed] [F5] Exterior brick floor clipping into a house’s kitchen [Fixed] [F6] Ceramic pot clipping through wall of house [Fixed] [G5] Misaligned grass terrain [Fixed]
Player able to access top of a hedge [Fixed] [I4] Collision trap next to barbed wire [Fixed] [I6] Floating rocks [Fixed] [I7] Floating trees [Fixed] [I8] Misaligned stone well [Fixed] [J3] Player able to submerge under water and not drown [Fixed] [J4] Multiple floating seaweed assets [Fixed] [J7] Wrongly tilted boat
Remagen
[Fixed] Metal bucket with no bullet collision [Fixed] Multiple large trees missing player collision [Fixed] Players unable to place buildable items on the bridge or under the bridge [Fixed] [C5] Boat asset with no bullet penetration [Fixed] [C10] Invisible stairs with functionality near a building [Fixed] [D2] Floating hay bale [Fixed] [D3] Crate missing collision [Fixed] [D3] Misaligned assets near trench [Fixed] [D4] Road texture with visible gaps [Fixed] [D4] Misaligned trench [Fixed] [E4, F4, G4] Road texture with visible gaps [Fixed] [E4, G4] Multiple misaligned assets [Fixed] [E4] Terrain clipping through train tunnel [Fixed] [E5] Multiple visible gaps in dirt road [Fixed] [E5] Multiple misaligned textures [Fixed] [E6] Misaligned mudbank [Fixed] [E7] Players clipping into top of telegraph pole [Fixed] [E8] Large trees clipping through assets on the ground [Fixed] [E10] Misaligned sandbag [Fixed] [F2] Bucket misaligned with stone wall [Fixed] [F4] Multiple misaligned grass assets [Fixed] [F5] Invisible walkway on German side of the bridge [Fixed] [F6] Wooden box asset clipping into floor of the bridge [Fixed] [F6] Invisible collision present on the staircase of Bridge Tower [Fixed] [F7] Clipping issues between a house and vehicle [Fixed] [F10] Two trees clipping into destroyed logs asset [Fixed] [G3] Barrel with incorrect texture [Fixed] [G5] Multiple instances of trees clipping into other assets [Fixed] [G6] Fence clipping through a house [Fixed] [G6, H6] Players unable to place mines along the main road [Fixed] [G8] Gap above wooden doors with bullet collision [Fixed]
Floating barrels near trench [Fixed] [H5] Tree clipping into stone [Fixed] [H6] Misaligned terrain next to farmhouse [Fixed] [H6] Multiple misaligned assets [Fixed] [H7] Tree clipping into pile of logs
Carentan
[Fixed] Multiple house windows with LOD issues [Fixed] Deployable equipment unable to be placed on several bridges [Fixed] Sandbags with visible LOD issues [Fixed] Train carriages assets with LOD issues [Fixed] Multiple wooden pallets with LOD issues [Fixed] Lighting from lamps fade at about 15m [Fixed] Players able to climb on and fall behind crate becoming trapped [Fixed] Missing player and bullet collision on log barns [Fixed] Piles of burned pallets with visual issues [Fixed] Bridge with raindrop animations on texture with no rain present [Fixed] [A5] Low-quality texture on the edge of map [Fixed] [A5] Hay bale with LOD issues [Fixed] [A6] Wheel with incorrect texture [Fixed] [A6] Misaligned hay asset [Fixed] [A6, B6] Small tree and two bushes clipping through stone walls [Fixed] [A7] Multiple floating fences [Fixed] [A8] Tractor with LOD issues [Fixed] [B3] Floating box [Fixed] [B3] Collision issue on ladder asset [Fixed] [B4] Covered boxes with noticeable LOD change [Fixed] [B5] House with LOD issues [Fixed] [B6] Barrel with tyre texture [Fixed] [B7] Mudbanks with LOD transition issues at 30m [Fixed] [C7] Tree clipping into stone wall [Fixed] [C7] Multiple misaligned mudbanks [Fixed] [C7] Large rock with no player or bullet collision [Fixed] [C7] Burning AT gun with LOD issues [Fixed] [C8] Floating barbed wire fence [Fixed] [D7] Clipping present between fence and wooden drum [Fixed] [D7] Stone pillar missing texture [Fixed] [D8] Floating wood boards and wheel [Fixed] [D8] Floating well [Fixed] [E3] Player able to submerge under water and not drown [Fixed] [E4, I4, F3] Cloth-covered wooden pallets with incorrect PFX and SFX [Fixed] [E5] Invisible walls blocking alley exit [Fixed] [E6] Wall overextending inside a building [Fixed] [E7] Wooden table clipping through sandbags [Fixed] [E7] Floating brick asset [Fixed] [E8] Brush asset clipping through wall [Fixed] [E8] House windows with LOD issues [Fixed] [F5] Sudden LOD change on a house asset [Fixed] [F6, I6] LOD transition issue on house asset and wall [Fixed] [F7] Stones clipping through wall [Fixed] [F7] Player's ability to clip through some assets when getting out of any vehicle [Fixed] [G3] Floating fence [Fixed] [G3] Broken bridge floating above water [Fixed] [G5] Building with poor LOD transition at around 25m [Fixed] [G6] Extended collision on concrete pavement [Fixed] [G6] Some terrain missing collision [Fixed] [G7] Barn asset with PFX and SFX [Fixed]
Fence wires clipping through house [Fixed] [H4] LOD issues on gear wheels [Fixed] [H5] Players able to deploy inside a greenhouse [Fixed] [H8] Tank track decal placed in unnatural position [Fixed] [I3] Unusual texture covering haystack [Fixed] [I3] Invisible milk churn asset [Fixed] [I4] Players able to jump into a tree asset and become stuck [Fixed] [I5] Stone fence clipping through wall [Fixed] [I5] Brick pillar missing texture [Fixed] [I5] Inverted concrete wall texture [Fixed] [I5] Barn asset with LOD issues [Fixed] [I6] Milk barrel asset with hay texture [Fixed] [I6] Sandbag LOD with grey textures when viewed at 25m [Fixed] [I7] Misaligned pile of rocks [Fixed] [I7] Multiple floating barrel assets [Fixed] [J5] Misaligned tree [Fixed] [J6] Misaligned mudbank
Hill 400
[Fixed] Players being able to climb on the pipe on the roof of a factory asset giving an unfair advantage [Fixed] Burning AT gun wreck with noticeable lighting issues [Fixed] Multiple issues present on destroyed wooden wagon [Fixed] Multiple assets clipping into each other [Fixed] Multiple assets clipping through rocks [Fixed] Multiple tree trunk assets that are too glossy [Fixed] Tree asset that players could access from the ground [Fixed] Haystacks with rain cover having functional ladders [Fixed] [A3] Fallen tree stump clipping another tree [Fixed] [A6] Stack of barrels clipping into a building [Fixed] [A6] Invisible collision present on left side of stairs [Fixed] [A6] Lamp with LOD issues [Fixed] [C5] Mud clipping through building floor [Fixed] [C7] Unnaturally bright lighting inside a building [Fixed] [D4] Multiple assets clipping into rocks [Fixed] [D6] Player can get stuck inside a house [Fixed] [F3] Large trees clipping through rocks [Fixed] [F4] Misaligned tree [Fixed] [F7] Player able to walk through barbed wire without being slowed [Fixed] [G3] Misaligned mudbank texture [Fixed] [G5] Multiple instances of misaligned terrain assets [Fixed] [G8] Wagon with metal SFX and PFX [Fixed] [H4] Various plant assets clipping [Fixed] [I4] Misaligned tractor and pile of tyres [Fixed] [I4] Bush clipping through floor of a building [Fixed] [I6] Rubble pile with water PFX
Hürtgen Forest
[Fixed] Lamp lighting fading when viewed from 15m [Fixed] Multiple trees and bushes clipping through various assets [Fixed] Multiple misaligned tree trunks [Fixed] Multiple boat asserts with metal collision [Fixed] LOD issues with some lamps found inside buildings [Fixed] [A4] Misaligned mudbank [Fixed] [A7] Signpost clipping into fuel tank [Fixed] [B3] Floating rocks [Fixed] [B4] Misaligned trench texture [Fixed] [D5] Invisible wall next to bunker [Fixed] [E5, G7] Misaligned terrain [Fixed] [F3] Giant tank on railway [Fixed] [F6, H7] Multiple misaligned mudbanks [Fixed] [H7] Misaligned artillery shells [Fixed] [H8] Floating metal jug [Fixed] [I3] Invisible wall preventing player from crawling through tunnel [Fixed] [I7] Misaligned road [Fixed] [J6] Player can clip through pile of wood [Hurtgen Night] [Fixed] [F3] Burning jeep wreck with noticeable LOD change [Hurtgen Night] [Fixed] Burning AT gun wreck with noticeable LOD change
Utah Beach
[Offensive] [Fixed] Texture seam visible in the sky showing Warfare game mode texture [Offensive] [Fixed] [D5] Invisible wall on top of brick fence [Fixed] [D5] Gap in mud terrain at strong point [Fixed] [E7] Bush with extended collision boxes [Fixed] [F6] Piece of trench wall briefly raising players above the trench line [Fixed] [G3] Tree clipping through fence [Fixed] [G6] Clipping issues between a tower and bunker [Fixed] [H4] Door clipping through house [Fixed] [H5] Misaligned hedge [Fixed] [H5] Rock assets missing player collision [Fixed] [H5] Misaligned Belgian Gate asset [Fixed] [H8] Players able to climb onto roof of a damaged house [Fixed] [I3] Floating sand bank inside a crater
Sainte-Marie-Du-Mont
[Fixed] Burning AT cannons with abrupt LOD change [Fixed] Players becoming stuck between two collision boxes when climbing over a hedge [Fixed] Destroyed AT gun with lighting issues at 30-35m [Fixed] Multiple misaligned mud assets [Removed] [C2] Floating stuffed teddy bear in a column of smoke [Fixed] [C3] Multiple misalignment issues [Fixed] [C10] Misaligned rubble pile [Fixed] [C10] Misaligned rubble pile [Removed] [D2] Mural of the emblem of 506th Parachute Infantry Regiment “Easy Company” [Fixed] [D4] Building door with no player or bullet collision [Fixed] [D8] Poster at strongpoint stretched over a barrel [Fixed] [E9] Misaligned mudbank [Fixed] [F1] Misaligned ground texture [Fixed] [F3] Cattle sheds with LOD issues [Fixed] [F3, F4] LOD issues on two warehouse’s light fixtures from around 55m [Fixed] [F4] Misaligned stairs [Fixed] [F5] Misaligned stone wall [Fixed] [F6] Arm barrier cabins with clipping issues [Fixed] [F6] Multiple floating assets [Fixed] [F9] Dirt track requiring smoother road transition [Fixed] [G2] Terrain clipping through bunker wall [Fixed] [G2] Multiple assets misaligned with terrain [Fixed] [G8] Wooden crate clipping through wall [Fixed] [G8] Building with extended player collision box [Fixed] [G10] Floating wheel and barrel assets [Fixed] [H1, H2, F1] Misaligned trench mudbank assets [Fixed] [H10] Floating well
Sainte-Mère-Église
[Fixed] Players being able to get onto multiple rooftops and hide within chimneys [Fixed] Players being able to spawn inside buildings [Fixed] [C4] Missing player collision on stone wall [Fixed] [J3] Floating fence [Fixed] [D5] Electric pole detached from wall [Fixed] [I8] Missing wooden support beam for multiple barbed wire fences [Fixed] [A6] Misaligned dirt texture [Fixed] [B3] Wooden plank missing player and bullet collision [Fixed] [B8] Misaligned terrain [Fixed] [B5] Floating fence [Fixed] Players being able to spawn inside a building [Fixed] [E4, F4] Stairs missing collision [Fixed] [G8] Multiple misaligned dirt mounds [Fixed] [C4] Multiple assets clipping [Fixed] [A8, H6, J3, J4] Fence missing final pole [Fixed] [J4] Misaligned tree [Fixed] [D5] Burning AT cannon with abrupt LOD change