Hell Let Loose - Wombat Medic
Hey everyone,

We’ll begin rolling out Patch 14.4 again from 3pm BST this afternoon!

Thank you all so much for your understanding and patience while we worked to determine the reason why only some servers were working when we first released the patch on Thursday last week.

What went wrong?

There were three unexpected issues that we ran into - two that were only affecting GTX hosted community servers, and another where seemingly at random, some users would hang on a loading screen when joining a map.

Working with the game server providers, we determined that two of these issues were the result of the same root cause - a misconfiguration of servers, where there was a missing certificate on the server.

We also found that GTX hosted servers had a single missing command line parameter compared to all other GSPs. These issues have now all been rectified and confirmed to fix the issues across all GSPs.

How are we making sure this can be avoided in the future?

As part of resolving these issues, we have since agreed with the GSPs to ensure certain tests and changes are carried out on a GSP Steam testing branch prior to releasing a patch or update to you.

Luftwaffe Eagles

The Luftwaffe Eagles DLC will be reactivated with Patch 14.4, and those who have already purchased the DLC will once again be able to re-access it in the game.

Nvidia Game Filters

Nvidia filters have been disabled on Hell Let Loose in response to consistent community feedback around the use of the filters to negate the intended darkness of night maps and have a better advantage against other players.

What does this mean?

We mentioned on Friday that there are still other factors to take into consideration to improve fairness when playing on night maps, however, players using these filters to gain an advantage will no longer be able to use them.

What doesn’t this mean?

We understand that there are some players in the competitive community who utilise these filters, and others who do not. We wanted to make it clear that this move does not mean that we aren’t looking to support the competitive scene.

While Hell Let Loose is not geared towards being a competitive title, we are enamoured to have such wonderful communities organising tournaments and events - having been growing their very own competitive scene.

In our Developer Interview and AMA earlier in the summer, we mentioned wanting to start looking at both feature improvements such as the in-game admin cam that players use to capture and cast tournament footage, as well as re-evaluate where and how we showcase and support competitive activity.

We are in the process of scoping admin cam improvements to a future update, and are working on plans to better formalise teams and tournaments, so that we can put together a schedule that highlights the amazing work these communities are doing, and will be reaching out to community leaders directly as part of this and inviting them to a separate Discord server where they will be able to help guide these conversations.


Patch 14.4 Changelog

In case you missed it the first time, here’s the final changelog for Patch 14.4!


Night Map Variants

[Added] Carentan Night Map

[Added] Sainte-Mère-Église Night Map



Player Locomotion

[Added] Dive to prone feature improved and re-implemented

[Improved] Vaulting

[Improved] Mantling



Nvidia Filters

[Disabled] Nvidia Filters



General Bug Fixes

[Fix Submitted] Player deploys with incorrect loadout and cannot switch

Lovingly known by all as the ‘loadout bug’, we believe our fix to be holding strong, and may finally have eradicated this particular bug. Like many fixes, we won’t know whether it has successfully prevented all instances of the loadout bug until it hits the live game - so we’ll be keeping a close eye on your feedback as you get hands on with Patch 14.4, so make sure to use the support link to report any issues.


[Fixed] Throwing last grenade will replay 'Equip grenade' animation after throwing

A last remanent of the grenade bug - animation support has been carried out to resolve an issue whereby the animation of equipping a grenade would briefly play while throwing the last grenade in your loadout, this has now been fixed.



[Fixed] Texture binding present on vehicle explosion VFX

[Fixed] When all gamemodes matches comes to an end the game will hang for an additional 9 seconds before showing results screen

[Fixed] Kar98 reload is partly missing on PS5 pad speaker

[Fixed] Weapons can be fired without any input after quick switching to a grenade.

[Fixed] [Additional Content Hub] The user cannot rotate the character using a controller on either PC or console

[Fixed] Player model has metal decals when shot

[Fixed] Voice communications don't work as VOIP is unable to reconnect.

[Fixed] Flamethrower emits excessive lens flares when firing on night maps



New Cosmetic DLC

[Added] [All Platforms] Luftwaffe Eagles

PlayStation 5 players will now be able to purchase this DLC!

Luftwaffe Eagles

As part of the German Luftwaffe forces, the Fallschirmjäger were the first paratroopers to feature in large-scale airborne based operations. The Fallschirmjäger were also known as the ‘Green Devils’ thanks to their forceful fighting spirit and tactical superiority. However, following the causalities in the Battle of Crete, they were mainly used as ground-based troops.

https://store.steampowered.com/app/2623000/Hell_Let_Loose__Luftwaffe_Eagles/

This downloadable content contains:

Fallschirmjäger Uniform (Available to the German Assault, Anti-Tank, Medic, Machine Gunner, Officer, Rifleman, Automatic Rifleman, Engineer and Support roles).

The M38 Fallschirmjäger helmet is featured in the promotional art, but it is not included with this DLC.
It is already present in the base game and is unlocked at Rifleman level 8.


Map Optimisations

With each patch, we’re striving to continue improving your experience with the existing maps, including by increasing stability through various map optimisations, such as LOD fixes and collision issues.

Some assets can be too dense in triangle complexity, meaning that the LODs set up for them are not switching effectively enough to keep the triangle complexity compared to the screen size optimal.

Mesh LOD optimisation involves ensuring that assets not only LOD in a manner that is not noticeable by the player, but are also crucial to ensuring that we minimise overdraw on complex meshes. Any amount of overdraw from complex meshes contributes to a strain on the GPU, which can affect performance and stability.

While these optimisations require time and manual attention, we are also working on capturing some of your reported issues - including LOD changes and invisible collision. You will hopefully see some improvements with each and every patch.


Foy

[Fixed] Wooden gate asset has no bullet penetration

[Fixed] [D1] A specific fence post is missing bullet and player collision

[Fixed] [D5] The player is unable to shoot through the wooden plank gaps with the tank



Utah

[Fixed] [G7] A bush at sector G7 exhibits a visible LOD change when viewed from a short distance



Remagen

[Fixed] The wooden stairs and floor of a specific building do not have bullet penetration

[Fixed] [F4] Small gap in rock cliff



Carentan

[Fixed] [B4] Misaligned wheat crops that float sideways



Hurtgen

[Fixed] Flames PFX are missing on some charred tree stumps



Sainte-Marie-du-Mont

[Fixed] Assets inside a barn have stone PFX and SFX

[Fixed] [D6] A fence presents draw distance issues from ~53m

[Fixed] [F2] A stone wall is misaligned with the ground

[Fixed] [H8] The player can get permanently stuck in a tree in the top left quadrant of H8 sector in SMDM village



Kursk

[Fixed] Two of the forward Garrisons are incorrectly placed and will be destroyed after the Attackers capture the 1st sector

[Fixed] Performance drops while looking at a heavy smoke through the binoculars


Cover & Banner Image by [233C] Chrysallia
Hell Let Loose - Wombat Medic
Hey everyone,

We hope you’ve all been enjoying Patch 14.4 Patch 14.3.

We wanted to make sure we could provide PC players an update on this, and can confirm that, today, we’ve been in talks with the various game server providers for Hell Let Loose and have been trialling a potential solution. However, to avoid as much disruption as possible, Patch 14.4 will not be re-released until we’re confident this solution has been effectively tested.

While this issue was unexpected, we’re already working on making sure this won’t happen again by collaborating with the GSPs to ensure certain tests and changes are carried out in a different environment before we then release a patch or update to you.


Nvidia Filters

Since posting the Patch 14.4 changelog yesterday, our contacts at Nvidia have since disabled the use of filters when playing Hell Let Loose, and while there are other factors to also take into consideration to improve fairness when playing night maps, it now means that players using the filter settings to improve their visibility on low-visibility intended maps, will no longer be able to use them. We will be exploring this matter further as we fine tune the experience.


Luftwaffe Eagles DLC

Those of you who have already purchased this DLC will regain access to it as soon as a new patch rolls out, however, we want to make sure everyone can play the game first and foremost, which is why our testing is still underway.

We’d also like to apologise for the confusion around this particular DLC.

Some players have mentioned the discrepancies between the Fallschirmjäger uniform shown in Developer Briefing #196, and the Luftwaffe Eagles DLC available in the Additional Content Hub.

Earlier this year, we endeavoured to keep our communication with you as transparent and authentic as possible, which included using Developer Briefings as a place to share our development progress, keeping you informed of new weapons, vehicles, tanks, forces, and maps, etc - where the assets that are shared are classed as work in progress. Because of this, it does mean that what is shared through these briefings won’t necessarily always be the final product upon release. Time constraints, design changes, and issues when testing the uniforms are just some things that can have an impact on the final outcome of a DLC.

The helmet shown in the Luftwaffe Eagles DLC artwork on the Additional Content Hub is the M38 Fallschirmjäger helmet, which already exists in the game and is unlocked through progression on Rifleman Level 8. This uniform has 8 slight variations - one for each of the infantry roles, two of which were shared in Developer Briefing #196.


Thank You

For now, we’d like to say a big thank you for your understanding and for bearing with us as we work to come to a solution, and will aim to provide a further update of progress no later than Monday, 23rd of October.


Cover & Header Images Provided by [233C] Chrysallia
Oct 19, 2023
Hell Let Loose - Wombat Medic
Hey everyone,

We’ve, unfortunately, been experiencing some issues with getting PC player servers back online after releasing Patch 14.4, and have been working with our partners to investigate why some servers are working, and others aren’t.

We believe the best thing to do here is rollback the patch, so you are able to get back into Hell Let Loose while we continue to investigate this.

Rolling back a patch has its risks, and this does, however, mean that anyone who has bought the new Luftwaffe DLC on PC will no longer be able to access it until we have completed our investigations and a new patch can be released.

This change will not affect Console players. We’re deeply sorry for any inconvenience this may cause you, and will endeavour to keep you as updated as possible while we continue to look into this.
Hell Let Loose - Wombat Medic
Hey everyone,

Patch 14.4 will be going live today, and will begin rolling out across console and PC from 2pm BST!

Please read on to find the changelog for today’s patch.

Hell Let Loose At TwitchCon Vegas

October 20th - 22nd

We’ll be over at TwitchCon Vegas this weekend, where you’ll be able to head on over and play Hell Let Loose as part of a 100-player LAN, plus, we’ll be on the front page of Twitch from 5pm PDT - we hope to see you on the frontlines!

Public Testing Feedback

We want to continue to make sure that it is your feedback that helps to guide development, and in order for that to remain the case, we’re going to be looking at re-evaluating when we hold PTE sessions so that we can better populate games for you to fully try out the latest fixes and new content.

This means that future public testing sessions will no longer be held on the weekend, and instead be condensed into a shorter time frame to encourage more 100-player lobbies.

Thank you to everyone who did join the PTE and provided feedback - we’ve taken a look at your responses, and have been able to make some adjustments prior to release. However, in order to get this patch out to you this month, we haven’t been able to address all feedback from the session at this stage - but it has prompted a much larger conversation around accessibility in Hell Let Loose.

Accessibility Conversations

Head-Bobbing

We mentioned in our last developer briefing that dive to prone had been reworked, and as part of that, had worked on camera improvements to prevent camera limitations as the dive ended - which were present with the initial dive to prone implementation.

As part of that work, the system that controls head-bobbing was also rewritten to be more versatile and allow for smoother transitions between profiles, while increasing visual quality.

By reworking this code, it has also made head-bobbing more noticeable to those who are sensitive to motion. Thanks to feedback from the PTE session, we have now made tweaks to this system to reduce the level of motion. While some players will be pleased to see head-bobbing working, we also want to make sure we’re supporting as many players as possible - and so will begin scoping what is possible in terms of improving accessibility settings.

Dive to Prone

Now that this functionality has tuneable parameters, we have been able to tweak these to address your previous feedback. Your responses from the PTE showed that over half of those who submitted feedback agreed that dive to prone now feels more realistic, that players were no longer able to dolphin dive, and the slide distance now feels ‘just right.’

Nvidia Filters

As many of you have pointed out, some players will use Nvidia filters to avoid being at a disadvantage on the purposefully-designed night modes. While these filters can be customised to provide more of a competitive edge, it can also deter players who do want to experience the maps as intended.

We’ve heard your feedback around this, and will begin the process of reaching out to Nvidia to understand how these filters can be disabled while playing Hell Let Loose - evening the playing field and allowing new strategies and ways of playing to form.

Ultrawide FOV Settings

While Hell Let Loose now officially supports ultrawide monitors, we understand that some players with particularly large monitors are now experiencing discomfort while playing due to the change in FOV - including for those who are visually impaired.

We will be looking to extend the FOV slider in video settings so that players are able to adjust the settings for improved accessibility, after Patch 14.4.

Vaulting & Mantling Improvements

Locomotion changes continue to equally divide opinion! From the feedback provided during the public testing session earlier this month, some players were pleased to see improvements to the responsiveness of vaulting and mantling, however, some felt the slightly more automated movement to feel restrictive.

#Discussions_QuoteBlock_Author
For this initial improvement, we wanted to focus on consistency: making sure vaulting and mantling work consistently, work in a way that’s consistent across different obstacles, and work in a way that’s consistent with our tuning values so that we’re able to reliably control and tune these mechanics and know that the values we’re setting will correctly correspond to what we see in-game. - James, Gameplay Programmer

As part of that work, and to maintain that consistency so you’re not getting stuck unable to complete an action, players will no longer be able to vault up onto an obstacle.

The short hop players see in-game actually had no specific animation, instead playing the regular vault animation while teleporting a player’s character to where it needed to be.

In Patch 14.4, vaulting will now consistently mean vaulting over something, and mantling will consistently mean climbing up onto something - values that are determined by a few factors, including:

The player will vault an obstacle if -
  • The obstacle ‘thickness’ (i.e., the distance from its near edge to its far edge in the direction of the vault) is less than 50cm
  • There is a suitable landing position for the vault (i.e., a player-sized space to land on the other side of the obstacle that’s at the same height the vault started from or lower.
If these values aren’t met, the player’s character will otherwise climb the obstacle.

#Discussions_QuoteBlock_Author
You’ll consistently vault over anything you can vault over and climb anything you can’t - and it’s now much more obvious which will happen before you actually do it. This should all improve consistency, reliability, and quality of the actions. - James, Gameplay Programmer

Patch 14.4 Changelog

Night Map Variants

[Added] Carentan Night Map
[Added] Sainte-Mère-Église Night Map

Player Locomotion

[Added] Dive to prone feature improved and re-implemented
[Improved] Vaulting
[Improved] Mantling

General Bug Fixes

[Fix Submitted] Player deploys with incorrect loadout and cannot switch

Lovingly known by all as the ‘loadout bug’, we believe our fix to be holding strong, and may finally have eradicated this particular bug. Like many fixes, we won’t know whether it has successfully prevented all instances of the loadout bug until it hits the live game - so we’ll be keeping a close eye on your feedback as you get hands on with Patch 14.4, so make sure to use the support link to report any issues.

[Fixed] Throwing last grenade will replay 'Equip grenade' animation after throwing

A last remanent of the grenade bug - animation support has been carried out to resolve an issue whereby the animation of equipping a grenade would briefly play while throwing the last grenade in your loadout, this has now been fixed.

[Fixed] Texture binding present on vehicle explosion VFX

[Fixed] When all gamemodes matches comes to an end the game will hang for an additional 9 seconds before showing results screen

[Fixed] Kar98 reload is partly missing on PS5 pad speaker

[Fixed] Weapons can be fired without any input after quick switching to a grenade.

[Fixed] [Additional Content Hub] The user cannot rotate the character using a controller on either PC or console

[Fixed] Player model has metal decals when shot

[Fixed] Voice communications don't work as VOIP is unable to reconnect.

[Fixed] Flamethrower emits excessive lens flares when firing on night maps


New Cosmetic DLC

[Added] [Xbox] [PC] Luftwaffe Eagles

This DLC is on it’s way to PlayStation 5 players, however, it will unfortunately not be available with the initial release of Patch 14.4. PlayStation players may notice a space for this DLC in the Additional Content hub, however, will not be able to purchase it just yet. We’ll let you know as soon as it becomes available!

Luftwaffe Eagles

As part of the German Luftwaffe forces, the Fallschirmjäger were the first paratroopers to feature in large-scale airborne based operations. The Fallschirmjäger were also known as the ‘Green Devils’ thanks to their forceful fighting spirit and tactical superiority. However, following the causalities in the Battle of Crete, they were mainly used as ground-based troops.

https://store.steampowered.com/app/2623000/Hell_Let_Loose__Luftwaffe_Eagles/

This downloadable content contains:

Fallschirmjäger Uniform (Available to the German Assault, Anti-Tank, Medic, Machine Gunner, Officer, Rifleman, Automatic Rifleman, Engineer and Support roles).


Map Optimisations

With each patch, we’re striving to continue improving your experience with the existing maps, including by increasing stability through various map optimisations, such as LOD fixes and collision issues.

Some assets can be too dense in triangle complexity, meaning that the LODs set up for them are not switching effectively enough to keep the triangle complexity compared to the screen size optimal.

Mesh LOD optimisation involves ensuring that assets not only LOD in a manner that is not noticeable by the player, but are also crucial to ensuring that we minimise overdraw on complex meshes. Any amount of overdraw from complex meshes contributes to a strain on the GPU, which can affect performance and stability.

While these optimisations require time and manual attention, we are also working on capturing some of your reported issues - including LOD changes and invisible collision. You will hopefully see some improvements with each and every patch.

Foy

[Fixed] Wooden gate asset has no bullet penetration
[Fixed] [D1] A specific fence post is missing bullet and player collision
[Fixed] [D5] The player is unable to shoot through the wooden plank gaps with the tank

Utah

[Fixed] [G7] A bush at sector G7 exhibits a visible LOD change when viewed from a short distance

Remagen

[Fixed] The wooden stairs and floor of a specific building do not have bullet penetration
[Fixed] [F4] Small gap in rock cliff

Carentan

[Fixed] [B4] Misaligned wheat crops that float sideways

Hurtgen

[Fixed] Flames PFX are missing on some charred tree stumps


Sainte-Marie-du-Mont

[Fixed] Assets inside a barn have stone PFX and SFX
[Fixed] [D6] A fence presents draw distance issues from ~53m
[Fixed] [F2] A stone wall is misaligned with the ground
[Fixed] [H8] The player can get permanently stuck in a tree in the top left quadrant of H8 sector in SMDM village

Kursk

[Fixed] Two of the forward Garrisons are incorrectly placed and will be destroyed after the Attackers capture the 1st sector
[Fixed] Performance drops while looking at a heavy smoke through the binoculars
Hell Let Loose - Wombat Medic
Hey everyone,

Thank you for bearing with us while we take in the news shared earlier this week.

We wanted to confirm that the planned PTE session for Hell Let Loose will still be going ahead today at 3pm BST, and will end on Monday the 9th, so you’ll have the weekend to provide feedback on some of the new night maps before they arrive in future patches, starting with Carentan and Sainte-Mère-Église, which will arrive in Patch 14.4, as well as vaulting and mantling improvements, the addition of an improved dive to prone, as well as help us identify any potential broader impact from the loadout bug fix.

However, we will now be moving back the planned release of Patch 14.4 to the 19th of October, a week later than originally planned.

This should not affect the planned release of part one of the British forces, which will arrive in Patch 14.5 in November.

Public Test Changelog

Night Map Variants
  • [Added] Night map variant added to the following existing Warfare maps:
  • Carentan
  • Sainte-Mère-Église
  • Utah Beach
  • Hill 400
  • Driel
  • Kharkov
  • Stalingrad
  • Omaha Beach (Dusk Map)
  • El Alamein (Dusk Map)
Player Locomotion
  • [Added] Dive to prone feature improved and re-implemented
  • [Improved] Vaulting
  • [Improved] Mantling
General Bug Fixes
  • [Fix Submitted] Player deploys with incorrect loadout and cannot switch
Additional Notes

There have been some issues with this build which is unfortunately why it was delayed, and the below bugs have already been identified, including:
  • Steam icons present on scoreboard
  • Map icons in server browser are displaying as white placeholder image
  • Map names in server browser are displaying placeholder names
What We’re Looking For

This PTE session aims to test the impact of some fixes, as well as get your feedback on the new night maps planned for future patches, including:

1). Any inadvertent impact from the loadout bug fix

2). Your experience with the improved dive to prone functionality

3). Your experience with the improved vaulting and mantling

4). Your thoughts on the visibility of the night maps

How to Take Part

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the items in the above changelog and share your feedback using the below forms:

Submit Feedback: https://forms.office.com/e/Zn7yLrX7u6

Share Bug Reports: https://forms.office.com/e/TJ7Mh0ihYS

Please note:

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.

We look forward to seeing you in this session!
Hell Let Loose - Wombat Medic
Hey everyone,

We were hoping to get you all up on the PTE today testing the new night maps, as well as the vaulting and mantling improvements, plus the addition of the improved dive to prone, however, we’ve experienced an issue when going through some final checks.

A new bug has occurred on the Public Testing branch that now means a player’s level is being registered as Level 1. Because of the way the PTE branch is set up, we believe this issue is now occurring as a result of the code required to fix the loadout bug.

We know many of you are eager to jump on and be the first to play the new night maps, as well as the Dusk variants for El Alamein and Omaha, however, if we were to open the PTE with this bug, players would not be able to test out:

Commander Role
  • As this requires players to be Level 30
  • Without a Commander, this would affect Armour as additional vehicles wouldn’t be able to be spawned
All Loadouts
  • You would be defaulted to the Level 1 loadout
Flare Guns
  • Useful on night maps, players would not have access to these as they require Spotter Level 3
We still want to get your feedback, so while we work on fixing this bug, we’ll be moving this weekend’s planned testing session to next weekend, instead. This shouldn’t affect the release of Patch 14.4, however, we will keep you updated on our progress.

We’re sorry for any inconvenience this may have caused.

Loadout Bug: 1
Devs: 0 (for now)

In the meantime, here are some of the other night maps that you can look forward to testing next week:


Omaha at Dusk


Hill 400 at Night


Utah at Night
Hell Let Loose - Wombat Medic
Hey everyone,

With Patch 14.3 now behind us, we know you’ll be keen to learn more about what will be coming to Hell Let Loose as we head into October!

Your feedback has been invaluable to us over these last few months, and we’ve been able to focus our efforts into tackling some of the game’s most prevalent issues.

As of today, we can confirm a fix for the loadout bug has been submitted, and will be available for you to stress-test in a PTE session this Friday, on the 29th of September.

We know there’s still a long way to go to optimise and improve Hell Let Loose, and while we’re continuing to focus on bug-fixing and making good on the British forces, we also don’t want to leave you waiting too long for new content.

To find out what you can expect to see from Hell Let Loose for the rest of this year, please read on!

Patch 14.4 - October

New Night Maps

Our environment tech-art team have been working on bringing night variants to a number of the existing maps, including:
  • Carentan
  • Sainte-Mère-Église
  • Utah Beach
  • Hill 400
  • Driel
  • Kharkov
  • Stalingrad
  • Omaha Beach (Dusk Map)
  • El Alamein (Dusk Map)
Each of these maps will be available for testing in the PTE this Friday, and the Carentan and Sainte-Mère-Église night variants will be the first to land in Patch 14.4 early next month on the 12th of October, alongside general bug fixing.

Offering more diverse gameplay, with opportunities to re-strategise on your approach, the night map versions will sport atmospheric lighting that will put heavy reliance on communication and coordination to obtain the win.

These new night map variants have been fine-tuned, from adjusting the skylight to allow for more bounce and directionality, to introducing a star field to create an even more dramatic night-time skyscape.


Carentan at Night


Sainte-Mère-Église at Night

Fallschirmjäger Cosmetic DLC

Considered an elite airborne unit, the Fallschirmjäger - German paratroopers - were also known as ‘The Green Devils’ thanks to their forceful fighting spirit and tactical superiority.

The distinctive uniform featured several safety features, in order to avoid injury during a hard landing. The jump smock ended at the mid-knee, preventing any entanglement with the parachute lines, and was partnered with knee pads that aimed to protect a soldier’s knees through extended periods of crawling or kneeling. Ammunition pouches were also designed to be worn securely around the neck, rather than the standard belt.

This DLC will be available for players to pick up from the Additional Content Hub with the next Patch, 14.4, and use on Infantry and Recon roles!


Fallschirmjäger Uniform DLC (1)


Fallschirmjäger Uniform DLC (2)

Dive to Prone

Reworked and evolved, the new version of Dive to Prone will also be available for testing this Friday!

A lot of time has been spent fine-tuning and polishing the dive to prone feature - to not only ensure it’s not exploitable - but also give it a much more realistic and tactile feel, by utilising tuneable parameters including:

Ground Friction Parameters

Players will now carry momentum throughout, which means you’ll be unable to change direction mid-dive, and instead only able to control direction once friction with the ground is gradually re-established on landing.

Animation Queue System

Players can no longer dive while jumping - instead, the new animation queue system is used to begin the dive when the player lands from a jump.

Stance Change Timer

This ensures players aren’t able to dolphin dive, by including a cooldown that prevents the action from being carried out too soon after completing a dive.

Additional Ground Friction

The duration and speed of the slide has been tuned down to feel more realistic, and is now impacted by whether you are entering dive to prone from standing vs crouched.

Camera Improvements

In the previous version, there was a camera limitation as the dive ended, which was a result of the system that controls head bobbing under locomotion switching between profiles. This system has now been rewritten to be more versatile, and now has the capability to smoothly transition between profiles, and visual quality is increased.

Forward Speed

The new dive to prone will properly conserve momentum by using the speed that the player was travelling on dive initiation as the start speed, rather than using the stance’s maximum speed.

Additional Parameters

We have also disabled aiming-down the sights for a duration on landing, as well as introducing a camera shake that is triggered on contact with the ground.


Public Testing Session - Friday, 29th of September

We will be holding a PTE session from this Friday, the 29th of September until the 2nd of October, where you’ll be able to jump on and try out each night map variant, the new dive to prone functionality, as well as help us assess any inadvertent impact from the loadout bug fix, plus share feedback on initial mantling and vaulting improvements.

A changelog for this session will be shared on Friday, alongside the feedback and bug reporting forms!


Patch 14.5 - November

New Variants for El Alamein and Driel

While night variants offer more ways to enjoy your favourite maps, we’re also introducing a new dusk variant map for El Alamein, in November, which you’ll also be able to try out in the PTE this Friday.

Rather than the cool, low-light tones of the night maps, this variant will feature darkened lighting, gently lit with a fading glow that not only provides a new atmosphere, but also offers an initial reduced visibility variant for El Alamein that players can utilise to navigate the vast, open terrain.


El Alamein at Dusk

Driel will also be receiving a night map version with Patch 14.5 - providing the cover of night to give you opportunity to explore new manoeuvres.


Driel at Night

Part One of The British Forces Rework

Also landing with Patch 14.5, players will be able to get hands on with the initial improvements to the British forces, including updated desert uniforms for both German and British soldiers, as well as new British tanks, and new British weapons to replace the previous loadouts.

You’ll be able to test out the rework in a PTE session before Patch 14.5 goes live in November!

We’ll be going into more detail on the rework soon, but for now, here’s a little teaser on progress:


British Desert Uniform]


British Helmet with Chinstrap


German DAK Desert Uniform


British - Stuart Honey Tank - High Poly


Lee Enfield No.1 MkIII Rifle

Erbsenmuster Pattern 44 Uniform DLC

During our AMA in July, we mentioned wanting to continue to support Hell Let Loose delivering a historically accurate and authentic World War Two experience - aiming to maintain unprecedented attention to detail in the historical depiction of the uniforms, weaponry, and tactics of period military units, however, we also recognise the brutality of armed conflict on a global scale and the unique atrocities which occurred, on all sides, during the Second World War. We also understand that many players have a deep passion for the history of particular units, as well as their uniforms and equipment - and we want to facilitate this passion, while encouraging that we all remain respectful of the events that occurred and the enormous human toll it had.

For Patch 14.5, we are working on introducing the Erbsenmuster Pattern 44 uniform as a paid DLC, which will only be available to infantry and recon roles.

Take a look at the work in progress:


Erbsenmuster Pattern 44 Uniform WIP

Free Weekend

There will also be a free weekend in November for you to enlist friends to take the frontlines and try out these new map variants and part one of the British forces rework!

Patch 14.6 - December

Stalingrad & Kharkov Night Maps

Cooling down for Christmas, both Stalingrad and Kharkov will receive their night map variants, and the patch will primarily focus around general bug fixing.


Stalingrad at Night


Kharkov at Night

The Future Focus

For the remainder of this year and into next, we want to continue improving your experience with Hell Let Loose, and you will find that we are continuing to release patches rather than updates.

We consider updates to be significant content drops, which would include new maps, modes, and forces. Patches are now our smaller releases that focus on game improvements, community requests, bug fixes, and smaller pieces of content, such as map variants.

During our AMA and Dev Interview, we talked about the many things that we know the community would like to see implemented, and we will continue working towards these while delivering smaller content releases. There will be larger content updates next year and we’ll talk more about those, including Mortain and part two of the British rework, soon. Until then, we’ll see you all on the frontline!

Vivox Maintenance

Vivox will be holding maintenance between 7pm BST and 8pm BST tomorrow, Thursday, 28th of September. You may experience downtime with VOIP, but services should resume before the time has elapsed.

Community News & Events

Community Leaders and Event Organisers

Help us to help spotlight your events and tournaments!

We know there are many communities across Hell Let Loose that take part in organised play, whether that’s roleplaying, custom games and events, or tournaments. We want to help showcase some of these and are working on the ways in which we can support them.

A form collecting details on your community and event participation has been sent round our PC and Console War Arrangers on the official Discord, however, we want to make sure all community leaders have had opportunity to submit their details to us.

If you are a community leader and have not already completed the form, please use this link: https://forms.office.com/e/BLF0bbH35W


Only one representative from each community should complete the form.

TAW Campaign: The Battle of Normandy

Having started earlier this month, TAW Hell Let Loose Division have begun a campaign that occurs every Sunday at 19:45 BST in the TAW EU Campaign server where players can take part as two rival teams clash in a relentless struggle for supremacy.

In this campaign, maps are treated as sectors, each a game-changer, where conquering these sectors earns the teams supply points. With these points, new weapons, equipment, and commander manoeuvres can be unlocked.

To find our more and take part, please visit:

Discord: https://discord.gg/tawhll
TAW: https://taw.net/



War Correspondent, Content Creator, and Community Videos

Make sure to post your videos in the #hll-videos channel in the Official Hell Let Loose Discord for a chance to be shown in future Developer Briefings!

SoulSniper’s SOF | Community Clips Vol. 2

Your average Hell Let Loose experience summed up in one video using clips from SoulSniper’s Soldiers of Fortune server: https://youtu.be/JzZQbbtSr9o

18 Players With One Satchel

When luck and strategy come together to give you an 18-person satchel kill, shared to Reddit by u/VittorioJedi!

After working with the squad to breach the outer layer of fortifications, a carefully placed satchel takes out the last German nest on Carentan Town centre: https://reddit.com/r/HellLetLoose/comments/16kzd7d/18_with_one_satchel/

Infantry Support With Tanks Wins Games

This video from The Fresh Baked Goods shows how tanks can be used to support infantry movement from the backlines until it is time to help break through on the last point: https://youtu.be/2A-N-_E-bls?feature=shared

Join the Conversation

Submit clips and artwork by joining the Discord for a chance to be shown in a future dev brief!

Discord https://discord.gg/hellletloose

Facebook https://www.facebook.com/HellLetLoose/

Twitter https://twitter.com/hell_let_loose

YouTube https://www.youtube.com/c/HellLetLoose

Reddit https://www.reddit.com/r/HellLetLoose/

Instagram https://www.instagram.com/hellletlooseofficial/

Steam http://steamcommunity.com/groups/HellLetLoose
Hell Let Loose - Wombat Medic
Hey everyone,

The hotfix for Patch 14.3 will have now begun rolling out.

Hotfix Changelog

Console players will also be receiving a hotfix later this week, as some of these fixes will need to go through a separate process.

Fixes are underway for the below items:


VOIP Disconnect Fix
  • [Fixed] Vivox Error 1019 when connecting to channels
We believe we may have fixed an ongoing VOIP issue where players can find themselves getting disconnected randomly and then being unable to reconnect.

Steam Achievements
  • [PC] [Fixed] All Practice Range achievements are not unlocking
Ultrawide Monitors
  • [Fixed] Character previews scale incorrectly
  • [Fixed] Fix for tank driver seat FOV
  • [Fixed] Fix for Sherman doubled-up scope
  • [Fixed] Tank scope offset on certain resolutions
  • [Fixed] Tank cross hairs incorrectly aligned

Hell Let Loose did not previously offer ultrawide support - although it did have compatibility - and those using ultrawide monitors played with a cropped and highly scaled version of the game that cut off the character model's hand and majority of the weapon, as well as cropped tank scopes. Compared to those playing on a 16:9 resolution, the sights were far more zoomed in and appeared larger, giving ultrawide players somewhat of an advantage.

Ultrawide support was highly requested by the community, and Patch 14.3 introduced this support, which now provides the same 16:9 game resolution for ultrawide monitors.

This does mean that, for those used to the zoomed-in appearance, this change can now feel somewhat jarring, and the distortion of the peripheral edges - standard on 16:9 - may feel increased.

Depending on your settings, some players may have tried to compensate for the previous lack of ultrawide support by increasing their FOV to 120, and maintaining Y axis.

With the added support, we recommend changing these settings to the below in order to reduce any fish-eye effect:
  • FOV 90
  • Maintaining X axis


Cover Image by [233C] Chrysallia
Hell Let Loose - Wombat Medic
Hey everyone,

Thank you for sharing your feedback with us while getting hands on with Patch 14.3!

Loadout Bug

Since releasing Patch 14.3 yesterday, we have been reviewing the logging that was activated with this patch, and believe we have now finally identified the cause of the loadout bug.

It would seem that every so often, we lose the cached stats data for a player, and aren’t able to validate their loadout, which means they are instead reset to default.

We’ll try not to get too excited about the fact we may very well have identified the cause - and are now preparing a fix - and will keep you updated on our progress!

VOIP Disconnect Fix
  • Fix for Vivox Error 1019 when connecting to channels
We also believe we may have a fix for the ongoing VOIP issue - the one that has been plaguing many players in Hell Let Loose, where you can often find yourself getting randomly disconnected and then being unable to reconnect.

A fix is now being worked on that we hope will make some improvements to this, however, we won’t know if it will fix all VOIP issues or just some, until it is tested at scale in a live build.

Rather than make you all wait for the potential fix and try it in a PTE, we’re keen to get this out to you as soon as possible, in the hotfix on Monday, 18th.

Hotfix Changelog

Our wonderful player support team have been sorting through your reports, and have identified some items we would like to tackle in a hotfix, planned for PC on Monday, 18th of September.

Console players will also be receiving a hotfix on Thursday, the 21st of September, as some of these fixes will need to go through a separate process.

Fixes are underway for the below items:

Steam Achievements
  • [PC] All Practice Range achievements are not unlocking
Ultrawide Monitors
  • Character previews scale incorrectly
  • Fix for tank driver seat FOV
  • Fix for Sherman doubled-up scope
Players on ultrawide will have found that their FOV was incorrectly extending tank cockpits, rather than just the environment in view. Now having ultrawide compatibility, reducing FOV to 90 from 120 will correct this, however, a fix is being worked on that will ensure players will not need to change this value every time they enter a vehicle.

If you’ve also noticed a fish-eye effect across the game while using ultrawide, this may be due to having previously toggled maintaining Y axis for a better FOV. With the new ultrawide compatibility, you may now want to look at changing this setting so you are maintaining X axis, instead. This option can be found under your Video settings.


Video Settings - Switch to Maintaining X Axis


The final hotfix changelog for these fixes will be shared on Monday!
Hell Let Loose - Wombat Medic
Hey everyone,

You can expect Patch 14.3 to drop today, at 2pm BST!

After PTE feedback confirmed less stuttering, we are hopeful this patch will improve performance, while we continue working on bringing optimisation updates with each new release. With this patch, you’ll be able to get hands on with the Practice Range, as well as the initial improvements to the stability of the British force’s firearms. We’re getting closer to an official timeline for the re-work of the British forces, which will include new, more accurate weapons, tanks, and uniforms - so make sure to keep an eye on future dev briefs!

There were some players confused by the time it took the last relatively small patch for Patch 14.2 to install on their PCs. Like all game updates on Steam, updates are downloaded and then patched, which depending on your hardware, may take some time while Steam readjusts the file structure.

Check out the changelog below, and we’ll see you on the 27th for the next Developer Briefing!

Patch 14.3 Changelog

Additional Logging

In this patch, we’ll also be turning on additional logging, which we hope will help prove our theory on what is causing the loadout bug. We have identified a number of potential failure points in the stats code, and the logging we have added will verify if any of these are happening. That additional info will help us determine a fix in the near future!

New Environments
  • Basic Training
  • Additional Content Hub
  • Practice Range
Practice Range

Thank you so much for sharing your feedback on the Practice Range during the Patch 14.3 PTE, it was exceptionally useful and we are pleased that a lot of the feedback aligned with what we want to explore implementing in the future - including moving targets, the re-spawning of vehicles and helmets, renaming of garrisons, improved direction and hints, and, of course, having the ability to test each faction.

The first iteration of the Practice Range has been built within the game’s existing functionality which has meant that some of the above suggestions are not something we can introduce just yet, without risking adaptive changes inadvertently affecting live play.

The Practice Range was designed to be a way for players to test out the things they wouldn’t normally be able to do in a live game, rather than act as a tutorial environment. There is much work to be done to help onboard new players, and a tutorial is certainly something we would like to explore in the future.

For Patch 14.3, we have been able to begin actioning some of your feedback, including:

  • Extending the shooting range to 500m - although you won’t be able to traverse this additional distance, the extension of the shooting range means players wanting to test out the Sniper role will have the ability to practice landing shots on targets up to 500m away.
  • Additional obstacles and irregular terrain in the driving range - while there were some great ideas in the feedback from the PTE, we’ve been able to action a few of them by ensuring players have the opportunity to navigate driving past buildings, trenches, and slight inclines/declines in the terrain.
  • Player-placed garrison spawning - players will now be able to build a garrison within the Building Yard, and spawn in on it.
  • Added the US Half-track - which can also be used as a way to test redeploying on.
  • Scarecrow target head shots - headshot SFX will now play when hitting the head, not just the helmet

Optimisation
  • Performance improvements to a range of maps
  • Some LOD fixes to address transition issues
General Improvements
  • Improved micro-stutters
  • [Increased] Commander Level Requirement from 10 to 30
  • [Added] [PC] Additional ultrawide screen support
We are continuing to work on optimising ultrawide support, and are working on resolving the following issues for a future patch:
  • Some UI and menus leave blank spaces on either side of the screen when playing on an ultrawide display
  • Character previews in the Select Your Role menu may appear too large when playing in ultrawide
  • The tank commander’s periscope overlay is scaled up in ultrawide resolutions, resulting in a significantly larger field of view
  • Seams can be seen at the top and bottom of the screen when in the gunner's seat of the Stuart light tank on an ultrawide display
  • Seams can be seen at the top and bottom of the screen when in the gunner's seat of the BA-10 recon vehicle on an ultrawide display
  • Black bars are visible on the left and right sides of the screen in ultrawide when gunning the Panzer IV medium tank
British Forces Improvements
  • [Fixed] British weapons have increased sway when ADSing

    While most weapons have now been tackled, the P14 and No.4 Mk1 are still in need of improvements. For more information on what new weapons will be introduced as part of the British forces rework, please click here.

  • [Fixed] British recon tank will pull to the last turned direction when driving straight
  • [Fixed] British Lewis Gun MG shots appear to be slightly off-centre from sights
  • [Fixed] Zeroed British Weapon Sights
  • [Fixed] All Lee-Enfield variants have a stuttering animation and are misaligned while reloading from a TPP
  • [Fixed] Ping is off-centre when using the British binoculars
  • [Fixed] Sten gun dropping off at 100m
Removed
  • Legacy game analytics potentially causing performance issues

Player Locomotion
  • [Fixed] Players can dive to prone by going in the prone position while jumping
This bug allowed players to essentially glitch into the prone position while jumping- and has previously been used as both a way to get out of sticky situations, as well as access normally inaccessible areas, such as rooftops and other platforms to gain an unfair advantage on the battlefield.

We understand that some players have provided feedback regarding the removal of this unintended bug, both during the Patch 14.3 PTE and since, as well as understand that while prone jumping can give players an unfair advantage, it could also be used to traverse the vaulting system when it fails, and add a degree of verticality into their playstyle.

However, with it’s removal in Patch 14.3, we have started the process of laying the ground work that, together with your feedback, will support bringing back a revised version of the Dive to Prone functionality. As part of that work, we have fixed prone jumping - to prevent certain conflicts with the actions, ensuring there are no unintended exploits or behaviours when using it.

We’re still making some final tuning adjustments to the new version, and have had to make sure that Dive to Prone couldn’t be used in mid-air, and have also made adjustments to the cooldown for changing stance too soon after diving, added more friction to reduce the slide distance, as well as limited direction change mid-dive, plus introduced a floor-impact shake. We’ll bring you all the details about these changes in a future developer briefing!

Improvements to the vaulting system are also underway to make it more responsive, which includes ensuring vaulting and climbing operate consistently in accordance with height and distance parameters.

This should mean that vault will be used only for vaulting over things, and climb will only be used to climb onto things, and the system should no longer play the wrong animations causing players to glitch and get stuck, particularly when vaulting through windows.

We’re also carrying out work to make sure vaulting won’t trigger in error for any obstacle below a certain height. Improvements to the third-person vaulting animations has also been carried out across both code and animation to address certain issues.

We hear your feedback, and are making progress with these locomotion improvements, but first want to make sure we remove any issues that can cause conflicts with Dive to Prone.

You’ll soon be able to get hands on with the new Dive to Prone, plus improved vaulting, in a PTE session, so please keep an eye out on future dev briefs and in the #telegrams channel on Discord!


General Bug Fixes

[Fixed] FOV issues in tanks for players with ultrawide monitors

[Fixed] The Panther heavy tank has a faster reload time

[Fixed] Doubled up explosion VFX

[Fixed] Animation issue for Nagant M1895 when reloading

[Fixed] MGs clip through the player model when shooting while being prone and while looking up

[Fixed] Player's left hand becomes unattached from two handed weapons when sprinting in TPP

[Fixed] [PC] Many servers are not appearing in the "All Servers" tab of the Enlist Screen

[Fixed] Player's hand appears offset from their equipped weapon or tool, becoming increasingly offset as FoV is increased

[Fixed] Bullet impact VFX will remain stationary while factory machinery is moving

[Fixed] Broken animation can be observed when going prone while ADS-ing the M97 Trench Gun

[Fixed] There is no mention of the Kharkov map in the Field Manual

[Fixed] MG42 shooting SFX is quieter when single firing

[Fixed] Stone PFX and SFX are present when shooting a German Outpost

[Fixed] US Smoke grenade SFX are delayed and do not match VFX

[Fixed] Flashlight attached to M1941 Summer Field Jacket does not move realistically with body

[Fixed] Pistols are misaligned from characters hand on the Front End and Change Role Menu

[Fixed] No SFX is heard when equipping the Anti-Tank wrench

[Fixed] Weapon displacement appears when stood leaning left and aiming down sights with certain weapons across all factions

[Fixed] Field Manual entry for Driel is incorrect

[Fixed] 'Panther' tank has misspelled name when showing the end game score

[Fixed] Destroyed Cromwell tank is awarded as 'Sherman Destroyed'

[Fixed] Shotguns play bullet drop SFX

[Fixed] Flare guns play bullet drop SFX

[Fixed] All Lee-Enfield variants have a stuttering animation and will be misaligned while reloading from a TPP

[Fixed] British weapons have increased sway when ADSing

[Fixed] No ejecting empty cartridge cases animation when reloading Rifle No.4 Mk1

[Fixed] Kharkov map is missing in the Field Manual

[Fixed] British recon tank will pull to the last turned direction when driving straight



Remagen

[Fixed] Supply boxes cannot be placed (almost) anywhere on the Ludendorff bridge

[Fixed] Canvas covered assets use canvas bullet penetration values, allowing all types of bullets to shoot through them

[Fixed] [F9] Sheds present wooden PFX and SFX

[Fixed] Grey canvas covered boxes display stone PFX, SFX and bullet mark decals

[Fixed] [E3] Sandbags around an artillery gun have improper bullet FX



Kharkov

[Fixed] [F6] Large Rubble pile has improper collision which allows the player to enter it in some areas

[Fixed] [F5] Player can hide inside a column in the St Mary’s Church

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] Bridge supports have stone PFX

[Fixed] Wooden planks display stone PFX and SFX

[Fixed] A pile of planks presents stone PFX and SFX

[Fixed] [F5] Stone Stairs in Church Entryway Have Wood PFX

[Fixed] Yellow brick house model has metal SFX and PFX

[Fixed] Wooden assets have stone SFX and PFX

[Fixed] [F4] Stone fence inside of St Mary's Church has no bullet collision

[Fixed] A well asset presents stone PFX and SFX

[Fixed] Bullet decals are not present on train wagons

[Fixed] An interior lantern presents laser beam instead of flame

[Fixed] Metal pot has wood PFX

[Fixed] Destroyed Recon vehicle has Stone PFX/SFX

[Fixed] Snowdrifts present dirt SFX and PFX

[Fixed] [E9] A metal pot hanging from a tree branch present in sector E9, presents wood PFX and SFX instead of metal when shot

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX.

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] Wooden planks display stone PFX and SFX.

[Fixed] [F5] Stone Stairs in Church Entryway Have Wood PFX

[Fixed] A pile of planks presents stone PFX and SFX

[Fixed] An interior lantern presents laser beam instead of flame

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX.

[Fixed] [F5] Player can hide inside a column in the St Mary Church



El Alamein

[Fixed] Tessellation issues are present in multiple sectors while ADSing

The LOD on the landscape changes based on the amount of screen space it takes up, and when we ADS, the weapon takes up a big part of the screen space meaning the landscape takes up less. This can sometimes trigger the LOD to change and create a landscape-warping effect.

To fix this, we need to tune the minimum screen value to a point where we can ADS without triggering the LOD. Unfortunately, a side effect of this change involves adding more triangles to the landscape.
Sometimes, we may need to do this manually, rather than let Unreal choose where we tessellate, and set it up on the landscape shader where we only tessellate within a set distance from the player.
This can then be used to gradually reduce the amount of tessellation, and are able to only add this detail where it is needed around the player.

[Fixed] The terrain surrounding the trenches were misaligned with the environment

[Fixed] Destroyed trucks have stone PFX and SFX

[Fixed] Palm Trees present LoD transition issues

[Fixed] [B4] Corner Sandbag asset appears discoloured

[Fixed] [J5] Multiple mudbanks are misaligned near an artillery

[Fixed] [I5] Stone well sand presents tessellation issues

[Fixed] [G5] Sandbags are misaligned in sector G5 on El Alamein

[Fixed] [D5] Village has multiple instances of misalignment with terrain and z-fighting

[Fixed] Incorrect penetration value in the front area of a preplaced covered truck

[Fixed] Pre-placed destroyed artillery asset has the incorrect bullet penetration value

[Fixed] Pre-placed artillery covered with camouflage net has the incorrect bullet penetration value

[Fixed] Palm Tree asset has incorrect bullet penetration value

[Fixed] The terrain surrounding the trenches is misaligned with the environment

[Fixed] [A7] Misaligned mudbanks are present near a trench in sector A7.

[Fixed] [A7] Hedgehog is misaligned with ground compared to alternate Hedghehog

[Fixed] [J5] A metal barrel is clipping with a vehicle wheel

[Fixed] [J8] Snow Material is present on a number of barrels in this sector

[Fixed] [F4] - The terrain near a trench in sector F4 is misaligned

[Fixed] [C8] The corner of the building found in sector C8 is misaligned

[Fixed] Climbing on a specific tank asset will set the player on fire

[Fixed] [B3][D8] The outpost can be placed inside the water well in multiple sectors on El Alamein

[Fixed] [I5] Multiple misaligned rubble piles present in sector I5

[Fixed] [F8] Misaligned sand border from a trench is present in sector F8

[Fixed] [F8] Floating building structure is present in sector F8

[Fixed] [H7] Plane is clipping into floor

[Fixed] [C4] Floating rock pile located in sector C4

[Fixed] Loading into El Alamein displays multiple locations while the map renders

[Fixed] Boxes cannot be placed anywhere on the metal platforms of the military watchtower

[Fixed] [H6] Planes switch to a grey texture when viewed from 60m away

[Fixed] Boxes cannot be placed anywhere on the metal platforms of the military watchtower

[Fixed] Destroyed trucks have stone PFX and SFX

[Fixed] El Alamein's loading screen dates are incorrect

[Fixed] Incorrect penetration value in the front area of a preplaced covered truck

[Fixed] Palm Trees present LoD transition issues

[Fixed] Tessellation issues are present in multiple sectors while ADSing

[Fixed] [I5] Stone well sand presents tessellation issues

[Fixed] Palm Tree asset has incorrect bullet penetration value

[Fixed] Pre-placed artillery covered with camouflage net has the incorrect bullet penetration value

[Fixed] Pre-placed destroyed artillery asset has the incorrect bullet penetration value



Carentan

[Fixed] [C6] Player will fly into the air when vaulting over a specific wall

[Fixed] [J6] Concrete Pipe and Wall have missing textures



Hurtgen

[Fixed] When bullets penetrate the Guard House asset, bullet entry and exit location decals are not observed.

[Fixed] Fire particles on trees have LOD issues on Hurtgen Map

[Fixed] Sandbags show metal SFX and PFX when part of ruined AT gun trench asset.

[Fixed] [I8] Multiple haystacks and hay bales present stone SFX and PFX

[Fixed] [B6] Trees in the middle of the trench block player's path

[Fixed] [F4] Wooden board is not aligned with the terrain



Sainte-Marie-du-Mont

[Fixed]
Feathers VFX are visible when shooting the buckets

[Fixed] There is a low quality tree asset which can be observed throughout the map

[Fixed] [E8] The floor of a building asset presents dirt PFX and SFX



Purple Heart Lane

[Fixed] [C3] LOD transition issue present on a Tree Trunk asset

[Fixed] [E7] Multiple branch assets in sector E7 exhibits abrupt LOD change

[Fixed] [C3] Wooden fence asset presents stone PFX and SFX in Sector C3

[Fixed] Wooden floor of multiple house assets has incorrect bullet penetration value

[Fixed] [F2] Potted plants asset has no bullet penetration

[Fixed] Three canvas covered boxes present the incorrect PFX

[Fixed] Stone house asset with wood PFX/SFX



Kursk

[Fixed] There is an LoD transition issue with the crop field at about 70 meters

[Fixed] Certain bush asset changes size on different video settings

[Fixed] Wooden poles present stone PFX and SFX

[Fixed] [F8] Invisible player collision present in trench

[Fixed] Certain bush asset changes size on different video settings

[Fixed] Wooden poles present stone PFX and SFX

[Fixed] Invisible player collision present in trench



Foy

[Fixed] [D3] There is a LoD transition issue with a destroyed artillery asset when viewed from a distance of 33m.



Driel

[Fixed] Flowers from wooden pots have bullet penetration

[Fixed] [D6] Bullets decals remain stationary on the moving gear wheel found in the factory in D6

[Fixed] [H9] [Console] FPS drops below 50 FPS in H9 sector on Driel map

[Fixed] Plant pot besides well asset has metal PFX/SFX

[Fixed] The level of water decreases whenever the player approaches

[Fixed] Brick pile beside well asset has incorrect & unusual PFX / VFX

[Fixed] Driel's loading screen dates are incorrect

[Fixed] Tree asset appears to be missing leaf textures

[Fixed] Trees will enter a low LOD Level when viewed from a distance, but then increase when ADSing



Utah

[Fixed] Multiple boat assets present metal PFX



Stalingrad

[Fixed] [B6] A pile of rubble is floating above the ground

[Fixed] [E3] A pillar is clipping through a building

[Fixed] [F8] A water pump asset is misaligned from the terrain

[Fixed] [F8] A locker asset is misaligned with the ground

[Fixed] [F8] A rock pile is misaligned with the ground

[Fixed] [G5] A pile of concrete slabs is misaligned with the ground

[Fixed] [I8] Misaligned rubble texture located in sector I8

[Fixed] [I7] Misaligned rubble texture located in sector I7

[Fixed] [D7] Misaligned tree trunks can be seen along the road

[Fixed] [C7] Misaligned debris pile



Sainte-Mère-Église

[Fixed] [B8] Cart wheel clipping through terrain in sector B8

[Fixed] [C8] Players can get stuck in between a house and a large bush



Hill 400

[Fixed] Bullet impact VFX will remain stationary while factory machinery is moving



Omaha

[Fixed] Kill volume for 'turn back' warning is too small and can be bypassed
...