
Update 16 introduces Elsenborn Ridge, a new map set during the Battle of the Bulge - 71 kilometres north of Foy in the Büllingen region of Belgium set during that bitter winter in the closing months of the war.
As our most significant content release since Mortain, we’ve focused on delivering a map that balances performance and visual quality. As with preceding Black Matter maps, we have crafted a biome that reflects the terrain, settlements and the biting cold endured by the troops in this region.
The result is a map which offers an engaging gameplay experience and is visually distinct. We are extremely grateful to the members of our community who took part in our PTEs and have helped drive that vision forward.
Environment Art - Expression Games.












The technical art team have been investigating the introduction of a dynamic weather system to Hell Let Loose, in particular a way to convey the weather that affected troops in Elsenborn Ridge. Troops were subjected to freezing conditions and blizzards affecting visibility.
We needed a system that could change throughout and be as unpredictable as the weather at that time to reflect this.
A set of VFX particles were created consisting of various intensities of snow. As we needed this to be configurable, we decided on a set of presets utilising data assets. This made it easier to drive the intensity of each level of snow.
This meant we could tune each scenario easily in isolation. Each scenario includes parameters referenced from the VFX and lighting to allow us balance intensity and atmospherics.
The VFX scenario was broken down into a set of presets:
- Light snow
- Medium snow
- Heavy snow
- Blizzard snow
The data assets were then accessed by a singular blueprint placed in the map which would blend each preset over time (all of which could be tuned in terms of frequency, probability and transition length). We added the probability of when the transition between each stage would occur in order to add some randomness to it.
The snow VFX behaviour has been improved since the PTE and we have made some changes to each stage to make the snow intensity transition more noticeable. Light and medium snow presets have fewer particles and a lighter feel, while heavy and blizzard presets have a significant increase in intensity. The transitions are now longer and feel more natural with the flow between each stage ramping up and down and not as immediate.
This introduced some challenges for how we would implement this for the online player experience of Hell Let Loose. Changeable weather conditions would need to be consistent over time for each player. The code team worked hard to ensure the levels of snow remained synchronised and consistent throughout.
In addition, the team went through the map to do a series of optimisations including:
- Terrain layer density, reducing the amount of terrain materials used in any one sector to reduce the strain on memory and GPU
- Particle quality settings, adding performance scalability for particle spawning
- Reducing the material complexity of various meshes
- Optimising the number of meshes found in each sector through merging assets and using the Hierarchical LOD system as a proxy for assets further in the distance to reduce the strain on both draw and GPU
- Optimising shadow depths throughout the map
Technical Art - Expression Games
This is a very exciting update for the engineering team. Along with freelook, UI improvements and the weather system, we also took the opportunity to overhaul the VoIP system in Hell Let Loose. The game requires heavy communication, and we understand that reliable VoIP is paramount to successful gameplay for Commanders and Officers.
We have introduced fixes for longstanding VoIP connection issues. As a player, this will result in a much smoother and more reliable VoIP experience. To achieve this, we reimplemented the VoIP management system from scratch with an updated version of the Vivox SDK. This was a large piece of work, but we knew that it was the only way to ensure a polished VoIP experience for the community.
Engineering Team - Team17/Expression Games





















This meant we could tune each scenario easily in isolation. Each scenario includes parameters referenced from the VFX, lighting and audio files to allow us to easily tune rain intensity, atmospherics and audio. In addition, there are also controls for the frequency and occurrence of lightning for the extreme rain setting.
Each of these presets was made into a Data Asset that could then be accessed by the Blueprint to blend between over a set amount of time, all of which can be tuned in terms of frequency, probability and transition length. We added the probability of when the transition between each stage would occur for us to add a certain amount of randomness to it. Along with this the lightning that occurs in the extreme level of rain also has a probability factor of when and where it occurs adding to the immersion of the overall effect.
Technical Art team - Expression Games




















The team is proud to bring you the next variant for Mortain: Dusk! Set during the stunning warm, summer months of 1944 France, the dusk variant allows players to see the familiar map of Mortain in a completely different light. As we head towards night time the player will see that visibility is naturally reduced, and familiar tactics may no longer be applicable. This visually stunning theme will be rolled out to all game modes; Warfare, Offensive & Control Skirmish.


With this latest update, we've added a new feature to RCON! This new addition gives server owners the power to select which capture points are active during a match. Our goal is to ease the headache for server owners and competitive players who want to organize custom matches with specific capture points. Of course, there are a few limitations to keep in mind:
- To tweak the capture points, your server must be running the map you wish to make changes on. This will trigger a map restart.
- Custom map configurations will be deleted once the match has completed, or when the map is changed.
- You're unable to adjust the number of capture points. The quantity of capture points in Warfare/Offensive modes remains constant. You can't reduce it below the required number of capture point
We're excited to introduce a new filter function for the server browser alongside its console release. Players can now easily find servers based on specific criteria, including Map, Game Mode, Time of Day, and Weather. This enhancement streamlines the search process, allowing you to find matches that align with your preferences much faster than before. This quality-of-life feature will mean you spend less time scrolling through servers and more time enjoying the maps you love most.
