Hello Everyone,
Update 18 is almost here, and will deploy across all platforms tomorrow on Tuesday 7 October.
With this update, we’ve returned to one of our favourite legacy maps, Stalingrad, giving it a major refresh. We’ve also rolled out the first phase of our highly anticipated armor rework, alongside several quality-of-life improvements and important bug fixes.
Update 18 marks the first of two major updates planned before the end of 2025, with Update 19 arriving in November. We can’t wait to hear your feedback and see you back on the battlefield of Stalingrad.
Thank you, as always, for your continued support.
After reviewing the map and filtering through player reports and community posts across various platforms, the most contentious problems with the map were identified. The main goal was to fix performance, making the map accessible to people on various platforms.
Adjusted the player spawners balancing the HQs
Adjusted the scale and placement of the capture point’s hard caps
General map-wide cover pass where needed (making sure to retain the legacy map’s openness)
General map-wide VFX pass
General terrain adjustments
General destruction pass
Updated roads meshes
Updated the consistency of buildable behaviour when trying to place objects inside buildings
Addressed floating assets
Added five new lighting scenarios
Skirmish set up
The intention behind Stalingrad’s map refresh was to balance and enhance gameplay, expanding on the legacy map’s existing theme and retaining what makes Stalingrad so iconic.
Alternative routes across embankments (new player paths)
Additional road-side cover to block long lines of sight (helps with defending and approaching)
Added more destroyed buildings in empty lots


Opened up various fences and brick walls to provide alternative player routes
Reviewed and addressed vehicle routes throughout the factory, unblocking previously blocked paths
Added trench bridges to provide alternative player routes
General cover pass around the factory and throughout the trenches
Added more destruction to the factory building as a whole to aid theme
Added a trench network and cover to combat the dominance of the enterable 3 storey building with roof top access


Opened up various fences to provide alternative player routes
Additional cover along the roads to block long lines of sight
Added more destroyed buildings to aid the theme and provide cover
Added a trench network to the outskirts (helps with defending and approaching)


Added a trench network to the south east of the point to aid defenders of the point
Added cover within the ravine that players can dip in and out of
Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes


Added destroyed vehicles to the central open field - creating cover and alternate player paths (while creating more destruction and adding to the maps overall demolished theme)
Additional road-side cover to block long lines of sight (helps with defending and approaching)
Added trench networks to provide cover from the wide open areas
Added a new point of interest building to the outskirts creating a distinctive landmark that is based on real-world reference


Added cover along side the road to address long lines of sight
Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes
Added cover and a trench networks on the approach to the central two storey building to combat the dominance of it’s position


Added new carriages, adding more destroyed variants, scattering some in disarray to emphasise the maps theme
Added a new variation of the carriages - flat carriages that provide different levels of cover via ammunition crates
Added new trench networks to provide more verticality to the area
Blocked long lines of sight along the train tracks


Reworked the layout of the carriages creating a variety of player routes and also providing covered sightlines within the carriages to combat the high ridge towards the west
Added rubble near the bottom of some carriages to provide players full cover in some areas to combat the dominant position to the west
Added more destruction to aid the map's theme
Extended the carriage theme towards both capture points to the North and South making the rails feel cohesive
Opened up various brick walls to provide alternative player routes
Added rubble within the trench to provide cover whilst within them


Added a destroyed non-enterable train station building to provide cover to the open area - this also creates landmark, enhances the capture point’s theme and adds visual interest to the area
Extended the existing trench network bringing it around defending the train station building
Added additional destroyed buildings to the area
Opened up various brick walls to provide alternative player routes
Continued the theme and added new carriages, adding more destroyed variants
Blocked long lines of sight that looked into the capture point to the north
Added trench bridges to provide alternative infantry and vehicle routes


Added a variety of trench networks to combat the dominant position within the large enterable building at the centre of the point - this also provides more verticality to the open area
Addressed long lines of sight to aid approaching and defending the capture point
Added cover along side the road to address long lines of sight
Opened up various brick walls to provide alternative player routes
Added more destroyed buildings to aid the theme and provide cover


Added more enterable buildings to allow for cross fire with the two existing Pavlov buildings and combat the two large enterable apartment blocks to the east
Replaced the Pavlov’s House building with a similar apartment block asset to balance gameplay - this new building provides sightlines that are less dominant and the new building also complements the gameplay strategies with the new surrounding buildings
Added large trench networks throughout the open courtyard that interlink with many buildings providing an alternative strategy to fight the large enterable buildings - this also provides more player routes and allows for cover from the courtyard


Added an enterable building to the capture point to provide cover and assist with capture point’s theme
Added cover utilising more thematic assets added to emphasis the capture point’s original theme
Added new trench networks to help with the capture point's defense and also provide more verticality to the area
Opened up and added various brick walls to provide alternative cover and player routes


Added cover along side various roads throughout the capture point to block extremely long lines of sight

Added cover scattered along side the roads to address long lines of sight and provide the Soviet side a safer route to approach the capture point from their HQ
Added a trench network to the area to add alternate covered routes from various longer lines of sight


Added more buildings to the area to provide cover and
Added various trench networks to allow for different strategic approaches
Reviewed and adjusted barbed wire in the central area to create a vehicle route
Opened up brick walls to provide alternative cover and player routes


Two Skirmish mode scenarios have been created for Stalingrad. In this mode, players must fight over the ‘Carriage Depot’ capture point. Skirmish mode comes with the following lighting scenarios:


Five new lighting updates have been added with the night setting updated. Volumetric fog has been enabled throughout with the addition of atmospheric pockets of fog throughout the map.





This rework marks the beginning of a longer process, not only for tanks but for every role affected by armor.
The new systems and structures introduced below provide greater flexibility to adjust, balance and iterate in the future. The goal is to create a fairer, more enjoyable experience for all players, and this will take time. Player feedback is invaluable in refining armor.
We hope you enjoy the changes in this release and look forward to the upcoming plans.
All light, medium and heavy tanks have had a balance pass for the following factions:
Any entry in green is a buff
If in red is a nerf
And in grey means it remains unchanged.

Furthermore, the Jumbo 75 Sherman has had a considerable increase in HE (High Explosive) splash radius. This coupled with the decrease in reload speed, reduction in fuel cost and lower armor penetration than other heavy tanks, makes it more of a focus towards an anti-infantry tank.



Tank movement has been updated to incorporate terrain-based modifiers. Track friction and speed now dynamically adjust depending on surface type. Environments like mud, snow and sand provide a more accurate performance variation, while remaining balanced within the world of Hell Let Loose. These changes are subtle but will make all the difference while trying to race towards the strongpoint.
The physical model of each armored vehicle has been individually updated and refined. Tanks can now more reliably cross trenches, gaps and other terrain features they are designed to handle on the battlefield. The improved physical model is key in ensuring that tanks can traverse over uneven landscapes and small obstacles with greatly reduced physics-based issues. Tanks now react to hitting large obstacles such as walls and buildings more realistically.
Maps in Hell Let Loose are large and sprawling, and contains legacy collision issues that affect vehicle navigation. Work will continue to improve the tank driving experience in future updates.
Tank firing from its main turret now includes a slight recoil effect. When a shell is fired, the tank will experience a small knockback to better reflect the force of the shot. Coupled with this are new camera shakes for light, medium and heavy tanks to further emphasise the force applied when firing.
To deepen the armor gameplay experience, the repair system has been overhauled.
Previously, the act of repairing a vehicle had an order of priority for which components should be repaired first. The engine was given the highest priority, but could be repaired by using the torch on any area of the tank, likewise with the hull, tracks and turret. A prompt would be displayed to the user to show which component was being repaired, but there was no way for the player to decide which component to repair first.
With this improvement, an Engineer or Tank Crewman can - for example - prioritise the tracks to make a quick retreat, or focus repairs on the turret to fight back in a last-resort combat effort.
Each team may field a maximum of two heavy tanks at any given time. Their buffs make them a significant threat to both armor and infantry. Taking one down requires strong coordination and resource investment, all the while this limitation reinforces the importance of medium and light tanks throughout the match. The cooldown timer on all heavy tanks has been increased from 5 minutes to 10 minutes, preventing any early-game strategies using a heavy tank.
With increased tank health, anti-tank capabilities have been rebalanced. The Panzerschreck, Bazooka and PIAT damage has been slightly reduced, allowing some heavy tanks to survive longer. This is to emphasise their toughness without impacting medium and light tanks. Meanwhile, the anti-tank rifles, PTRS and Boys AT, have received a small damage buff when firing at the hull and turret, making them slightly more effective against tanks.
The following table shows how many shots it takes to destroy each tank. These values are using prime conditions; correct armor penetration and full damage applied to the hull.

Alongside the tank updates, the Crewman role now features a new addition: the Technician loadout. This new variant of the role provides engineering capabilities, allowing players to construct barricades, repair stations and a new deployable ammo depot. This new depot refills tank shells in limited quantities. These additions enable armor squads to establish forward positions for resupply and repair without needing to return to HQ.
A new Salvage mechanic allows infantry to remove vehicle wreckage from the map. By using the hammer to interact with a destroyed vehicle for a set duration, the wreckage is cleared and a portion of fuel is returned to the friendly Commander. This applies to both enemy and allied vehicles and can be performed by any player equipped with a hammer. In conjunction with this, all recon loadouts have been given a hammer, allowing these units to salvage enemy vehicles in hostile territory before others can reach them.
Armor cosmetics are now available alongside the soldier customization system. Players who purchase a cosmetic item for a vehicle can use the Exterior Customization tool to apply it in gameplay. While previewing, other players will also see the previewed cosmetic, so armor squads can decide on their tank’s visual style.
Once applied, tank cosmetics are locked to that particular instance of the vehicle, and would have to be reapplied to other vehicles of that type in the same match. Once a player is previewing cosmetics on a tank, other players will not be able to interact with it. Players will also be prevented from previewing and applying cosmetics when the tank is occupied.
This update, the audio changes have been mainly focused around the armour rework quality of life fixes. The updates are as follows:
Tank shell impact and deflections have had increased attenuation and volume
A volume level pass of tank engine interior/exteriors so they are more consistent throughout
Increased the attenuation of tank tracks SFX for all armoured units
Added occasional gear grinding SFX when changing gears inside tanks
Added SFX for when changing/applying customization cosmetics
Fixed an issue where MGs fired by the tank driver and gunner simultaneously could sound out of phase and unnatural
Commanders for all factions have a new ability called ‘Artillery Strike’, this allows them to place up to three artillery clusters (per turn) on the battlefield, at the expense of Munitions.
Each stack of the ability costs 100 Munitions
Note: This is part 1 of the artillery meta rework, with part 2 releasing in Update 19.
In admin camera, as well as being able to see players from both forces in the game world, server owners and admins will now be able to see players from both forces on the tac-map as well.
Invite only locked units can now be created, which block requests for others to join your squad. The pre-existing locked unit type and open units remain.
This is a quality-of-life improvement that allows players to adjust their field of view (FOV) while aiming down sights (ADS). This matches the experience of aiming from the hip, with adjustable FOV settings. ADS and hip-fire have independent values, with separate settings in the options menu.
ADS FOV is not allowed to exceed the current base FOV value, to prevent visibility exploits that would produce an unfair advantage.
Players who are playing as the Support role can now pick up and redistribute their supply box should they wish to be relocated. Once a supply box is placed down and the cooldown has started, the player can interact with the box to resupply them back into their inventory. The cooldown the supply box will also be reset.
Note:
Only the player who placed down the supply box can pick them back up
Other team members cannot pick up friendly supply boxes
The supply box cannot be picked up if any of the supplies have been used (subject to change)
This does not affect Commander supply drops or supply truck drops
If a percentage of supplies have been used, a portion of the cooldown is reimbursed to the player relative to the amount of supplies remaining
An enemy supplies marker has been added to the list of available markers

This is visible to the entire team on the tactical map

The icon has also been added to the non-verbal communications wheel

The ‘killed in action’ screen has been revamped, with players now given the following information:
Who killed the player (blue text for friendly, red text for enemies)
Which faction they belonged to
Cause of death
How long the player was alive prior to death
A redeployment screen has been added, fixing the issue where players were incorrectly informed that they were 'killed in action'. It also includes a breakdown of how long the player was alive since their last deployment.
The following network connection icons are available on the HUD:
The Network Latency icon: displayed when client latency is above a threshold
The Packet Loss icon: displayed when losing an amount of network packets that would be detrimental to gameplay
Strict NAT Type: displayed when NAT type is strict, which may impact networked gameplay performance
The technical art has begun to address game-wide VFX improvements. The key area of initial focus was around vehicle explosion VFX. This was broken down by vehicle type, with explosions scaled to match each one. Some randomization was also added to the effect, making each explosion appear unique.
Dynamic sandstorms are now available in El Alamein Warfare and Offensive maps.
Dynamic rain storms with lightning are now in Driel Offensive maps.


Featured in the pack:
U.S. Forces - Hell on Wheels Sherman
German Forces - Großdeutschland Panzer IV


We’re thrilled to share some exciting news with you this week. First up, we’ve officially announced our collaboration with the Royal Armouries for Hell Let Loose: Vietnam. You can read all the details in our dedicated blog post here: Royal Armouries Collaboration Announcement
That’s not all! Our Community Manager Ben B will be going live on Tuesday, 7 October alongside Adam, one of the Stalingrad developers, to stream the latest Update. Join us on our official Twitch channel to catch the action: Twitch: Hell Let Loose Official
We also have just set up our brand new Hell Let Loose TikTok account, so be sure to drop us a follow over there as well: @PlayHellLetLoose on TikTok.
With excitement around Update 18 of Hell Let Loose, and Hell Let Loose: Vietnam, we can’t wait to keep sharing more with you in the weeks to come.
As always, our War Correspondents have been hard at work creating some incredible community content.
One special highlight this week is the launch of the HLL Armor Hub; your go-to source for everything armored in Hell Let Loose. Whether you’re just starting out or you’re a seasoned tanker, this site has you covered with ranging guides, tactical breakdowns, and detailed tank penetration data, all in one place.
Made by RazBora in collaboration with Winston, TheFreshBakedGoods, and the Beer Clan, the Armor Hub is an invaluable resource for anyone looking to master armored warfare.
Visit the HLL Armor Hub
Stay tuned for more updates, and thank you for being such an integral part of our community.

ADS triggers multiple Read/Write requests of input.ini file
Aiming with a controller causes Lag and FPS Drops
Barrels in merged assets using M_WoodenAssetsORM01_Inst are corrupted
Player not informed when experiencing Packet Loss and Lag
US and British flamethrowers shoot lower than the German flamethrower
\[FPP] Vaulting after a jump while sprinting may cause jittering
\[Winstore] Mouse sensitivity options are missing from the Options menu
\[Bipod] Ping is off-center to Lewis Gun sights
\[BIPOD]\[Utah Beach] Barbed wire fences present extended collision with the MG mounting
\[Carentan] \[I4] Water volume isn't flush with a canal boat lock asset
\[CARENTAN] \[OMAHA] Church backside windows miss collision allowing the players to vault over them
\[EBR] \[D2] \[D3] Snow piles have partial collision
\[El Alamein] \[H7] Missing collision present in one of the H7 sector hangars
\[HILL 400] \[G5] Bunker does not render past 100 meters
\[Kursk]\[D5] Barrels present incorrect texture
\[PS5] \[Xbox] Vote Kick interface lacks button functionality
\[PS5] \[XBOX]Focus loss after pressing OK on the ban prompt
\[PS5] \[Xbox]The confirmation prompt when leaving a unit or the server lacks functionality on the cancel button
\[XBOX] \[PS5] Focus loss during the "Leave unit" confirmation prompt
\[Xbox] \[PS5] The player loses focus after pressing the Reset to Defaults button in the options menu
Sainte-Marie-du-Mont
\[SMDM] \[H8] Halftrack can be driven inside the church
\[SME] \[E5] Player can get on building's roofs near the church
\[SME]\[D5] Missing collision on wall in the Cafe de Normandie building
\[SME]\[D5] The player is able to go through the rooftop on Cafe de Normandie
\[STA]\[WIP]Gap present between two building assets on Stalingrad map
\[18.0] \[Stalingrad] \[Explore] The old version of Stalingrad is present as the Explore Mode version
\[18.0] \[Stalingrad] BP_Apartment_01_Destroyed features multiple misaligned wall textures, missing wall textures and Z-fighting
\[18.0] \[Stalingrad] Some LODs not loading across the Stalingrad map
\[18.0]\[Stalingrad] Capturing the Stalingrad Skirmish control point causes three other capture points to spawn on the tac map
\[Stalingdrad] \[D3] Misaligned dirt pile in numpad 3
\[Stalingdrad] \[D3] Misaligned dirt pile next to burned building in numpad 5
\[Stalingrad] \[A3] A crate asset is floating
\[Stalingrad] \[A3] A tree asset is clipping through the road next to German HQ 1 in numpad 5
\[Stalingrad] \[A3] Barrel is misaligned with the ground
\[Stalingrad] \[A3] Misaligned ground in sector A3.
\[Stalingrad] \[A3] Multiple fireplaces have misaligned ground textures at their bases
\[Stalingrad] \[A3] Road presents multiple visual issues
\[Stalingrad] \[A4] A destroyed bench is missing player collision
\[Stalingrad] \[A4] A dirt and bricks pile asset presents a misalignment issue
\[Stalingrad] \[A4] A sheet metal is floating
\[Stalingrad] \[A4] A small part of a pile of rubble is misaligned
\[Stalingrad] \[A4] A small rock rubble asset is missing a face
\[Stalingrad] \[A4] A table asset is floating
\[Stalingrad] \[A4] Ash pile assets are misaligned with the ground
\[Stalingrad] \[A4] Brick rubble from a destroyed building presents a misalignment issue
\[Stalingrad] \[A4] Destroyed house rubble is clipping with a trench
\[Stalingrad] \[A4] Destroyed house rubble is slightly misaligned with the ground
\[Stalingrad] \[A4] Dirt pile slightly misaligned
\[Stalingrad] \[A4] Dirt road is misaligned with the wood on the ground.
\[Stalingrad] \[A4] Misaligned mud pile under a wood fence
\[Stalingrad] \[A4] Misaligned rubble from a destroyed house
\[Stalingrad] \[A4] Mud asset and pile of bricks presents misalignments issues
\[Stalingrad] \[A4] Mud asset is missing textures
\[Stalingrad] \[A4] Multiple dirt and ash assets are misaligned with the ground
\[Stalingrad] \[A4] Pile of bricks and stone is misaligned
\[Stalingrad] \[A4] Rubble asset is slightly misaligned
\[Stalingrad] \[A4] Rubble pile is slightly misaligned with the ground
\[Stalingrad] \[A4] Slightly misaligned dirt road
\[Stalingrad] \[A4] Small rubble asset is missing a face
\[Stalingrad] \[A4] The road is misaligned with the ground in multiple places
\[Stalingrad] \[A4] Trench presents multiple misalignment issues
\[Stalingrad] \[A6] A pile of rubble asset is floating in German HQ2
\[Stalingrad] \[A6] A specific ash pile is misaligned with the terrain in sector A6
\[Stalingrad] \[A6] Rubble is clipping with artillery shells
\[Stalingrad] \[A6] The mudbank is misaligned with the environment in sector A6
\[Stalingrad] \[A7] Transparency issue on corrugated iron fence
\[Stalingrad] \[A8] Yellow house presents z-fighting issue
\[Stalingrad] \[B3] A burned house presents inconsistent bullet decals when shot
\[Stalingrad] \[B3] A chopped wood pile has multiple visual issues
\[Stalingrad] \[B3] A chopped wood pile has rendering issues
\[Stalingrad] \[B3] Graffiti phases in and out of view
\[Stalingrad] \[B3] Multiple road issues present in the entire sector
\[Stalingrad] \[B3] Red brick building presents entrance stairs with render issues in numpad 3
\[Stalingrad] \[B3] Sand pile clips through a fence unrealistically
\[Stalingrad] \[B3] Two buildings present z-fighting in numpad 8
\[Stalingrad] \[B4] Ash pile is misaligned with the ground
\[Stalingrad] \[B4] Debris asset is misaligned with the ground
\[Stalingrad] \[B4] Dirt inside a trench is missing a texture face
\[Stalingrad] \[B4] Dirt road presents misalignment issue inside a courtyard
\[Stalingrad] \[B4] Mud asset is missing a texture face
\[Stalingrad] \[B4] Mud asset under a cart presents a misalignment issue
\[Stalingrad] \[B4] Mud assets are misaligned with the ground
\[Stalingrad] \[B4] Mud from a trench presents 2 small misalignment issues
\[Stalingrad] \[B4] Mud piles in gardens are missing collision
\[Stalingrad] \[B4] Mud under a fence presents multiple visual issues
\[Stalingrad] \[B4] Pile of sand and debris presents a misalignment issue
\[Stalingrad] \[B4] Piles of dirt and ash are misaligned in destroyed buildings
\[Stalingrad] \[B4] Rubble from a destroyed building is misaligned with the ground
\[Stalingrad] \[B6] A debris pile asset is partially floating above the ground
\[Stalingrad] \[B6] A pile of bricks debris is misaligned with the ground
\[Stalingrad] \[B6] A specific trench is misaligned with the environment
\[Stalingrad] \[B6] Cart asset is clipping with the ground.
\[Stalingrad] \[B6] Flickering posters can be seen on Nail factory building
\[Stalingrad] \[B6] The asset is floating above the ground in sector B6
\[Stalingrad] \[B6] The road is floating above the ground in sector B6
\[Stalingrad] \[B6] The roof of a yellow house is missing collision
\[Stalingrad] \[B6] The trench is misaligned with the terrain in sector B6
\[Stalingrad] \[B7] Wooden bucket asset presents metal VFX and SFX
\[Stalingrad] \[B8] Dirt pile is misaligned with the terrain
\[Stalingrad] \[B8] Misaligned mound in numpad 8
\[Stalingrad] \[B8] Multiple assets misaligned with the ground at the edge of the road in numpad 3
\[Stalingrad] \[B8] Wood fence asset presents vehicle collision in numpad 4
\[Stalingrad] \[B8] Wood pile is clipping through the terrain
\[Stalingrad] \[BP] STA_BrickBuilding_03_O has excess collision on its interior doorways and stairs, causing gameplay issues
\[Stalingrad] \[BP] The user is unable to vault through the windows of STA_BrickBuilding_01/02/03_O
\[Stalingrad] \[C3] A small part of the trench edge is misaligned with the ground in numpad 6 near Dolgiy Ravine
\[Stalingrad] \[C3] Dirt pile presents a small misalignment in numpad 6
\[Stalingrad] \[C3] Floating rubble pile present on the road in numpad 6
\[Stalingrad] \[C3] Multiple roads are unmarked on the tactical map
\[Stalingrad] \[C3] Small road misalignments with the ground
\[Stalingrad] \[C3] There are multiple instances of floating crate assets
\[Stalingrad] \[C4] Debris asset from a destroyed building presents a misalignment issue
\[Stalingrad] \[C4] Mud asset is missing a texture face
\[Stalingrad] \[C4] Mudbank presents a misalignment issue
\[Stalingrad] \[C4] Multiple parts of the road present misalignment issues with the ground
\[Stalingrad] \[C4] Pile of rubble from a destroyed building presents misalignment issue
\[Stalingrad] \[C4] Piles of rubble present misalignment issues
\[Stalingrad] \[C4] Rubble from destroyed buildings present misalignment issues
\[Stalingrad] \[C5] A barrel is partially floating
\[Stalingrad] \[C5] A green house is presenting culling issues at 325m
\[Stalingrad] \[C5] Debris under some assets is misaligned
\[Stalingrad] \[C5] Floating metal boxes
\[Stalingrad] \[C5] Mud form a shell hole is misaligned
\[Stalingrad] \[C5] Mud from a trench is misaligned
\[Stalingrad] \[C5] Mud pile is misaligned with the ground
\[Stalingrad] \[C5] Mud pile is missing a texture face
\[Stalingrad] \[C5] Pile of rubble inside a shell hole
\[Stalingrad] \[C5] Rubble from a destroyed building is misaligned
\[Stalingrad] \[C5] Rubble pile is misaligned with the ground
\[Stalingrad] \[C5] Small seam on the ground
\[Stalingrad] \[C5] Some debris from a debris pile is misaligned
\[Stalingrad] \[C6] A misplaced/floating small electrical box is present
\[Stalingrad] \[C6] Misaligned rubble pile present in sector C6
\[Stalingrad] \[C6] The player is able to get stuck between a ruined silo and a barbed wire fence
\[Stalingrad] \[C7] Brick rubble asset is misaligned with the ground
\[Stalingrad] \[C7] Floating mud under a cart
\[Stalingrad] \[C7] Floating rubble pile next to destroyed house
\[Stalingrad] \[C7] Floating sandbag asset is present in a trench
\[Stalingrad] \[C7] Missing player collision with the window frames in a house
\[Stalingrad] \[C7] Mud from a trench is misaligned
\[Stalingrad] \[C7] Rubble from a destroyed house is misaligned
\[Stalingrad] \[C7] Rubble pile is misaligned with the environment
\[Stalingrad] \[C7]Mud from a shell hole is misaligned
\[Stalingrad] \[C8] A pre placed broken artillery is misaligned with the environment
\[Stalingrad] \[C8] Komsomol HQ CP buildings' interior has no collision
\[Stalingrad] \[C8] The trench is misaligned with the ground in multiple locations in sector C8
\[Stalingrad] \[D3] Floating rubble pile in out of bounds
\[Stalingrad] \[D3] Grass assets present on the road in numpad 6
\[Stalingrad] \[D3] Misaligned dirt pile at the edge of a trench in numpad 1
\[Stalingrad] \[D3] Misaligned rubble pile in a ruined building foundation in numpad 1
\[Stalingrad] \[D3] Ruined factory presents misaligned turbine asset in numpad 8
\[Stalingrad] \[D3] Two ash piles misaligned with the ground in numpad 2
\[Stalingrad] \[D4] Debris asset is misaligned with the ground
\[Stalingrad] \[D4] Inconsistency between the game and tactical map
\[Stalingrad] \[D4] Misaligned ground near a pillar in D4
\[Stalingrad] \[D4] Misaligned mud pile
\[Stalingrad] \[D4] Mud and wood planks at a dugout position are misaligned
\[Stalingrad] \[D4] Multiple Ruin rubble piles misaligned with the ground
\[Stalingrad] \[D4] Partially floating wooden barrels
\[Stalingrad] \[D4] Pile of bricks rubble presents a misalignment issue
\[Stalingrad] \[D4] Pile of stone rubble presents a misalignment issue
\[Stalingrad] \[D4] Road misaligned with the ground in numpad 4
\[Stalingrad] \[D4] Rubble from a destroyed house presents misalignment issues
\[Stalingrad] \[D4] Sandy rubble pile lightly misaligned with the ground in numpad 4
\[Stalingrad] \[D4] Two stone rubble piles misaligned with the ground by the road in numpad 4
\[Stalingrad] \[D4] Wood planks are floating
\[Stalingrad] \[D4]Pile of rubble from a destroyed building presents a misalignment issue
\[Stalingrad] \[D6] Floating electricity pole asset is present in sector D6
\[Stalingrad] \[D6] Misaligned orange brick pile in the middle of the road
\[Stalingrad] \[D6] Misaligned terrain is present in sector D6
\[Stalingrad] \[D6] Multiple misaligned orange brick piles next to destroyed house
\[Stalingrad] \[D6] Multiple misaligned rubble piles next to destroyed house
\[Stalingrad] \[D6] Multiple misaligned terrain issues next to destroyed building
\[Stalingrad] \[D6] Smoke emanated from a burning building presents placeholder textures
\[Stalingrad] \[D6] The player gets stuck while in prone position by going up the stairs in the POI building
\[Stalingrad] \[D7] Floating terrain asset is present near a trench
\[Stalingrad] \[D7] Misaligned assets are present in a pit near a destroyed house
\[Stalingrad] \[D7] Misaligned rubble pile is present near a destroyed house
\[Stalingrad] \[D7] Misaligned terrain is present in a rubble pile
\[Stalingrad] \[D7] Misaligned terrain is present in a rubble pile near a destroyed house
\[Stalingrad] \[D7] Misaligned terrain near a trench in sector D7
\[Stalingrad] \[D8] Misaligned dirt is present next to fences in sector D8 of the Stalingrad map
\[Stalingrad] \[D8] Misaligned dirt mound is present in sector D8 of the Stalingrad map
\[Stalingrad] \[D8] Misaligned rubble next to destroyed house is present in sector D8 of the Stalingrad map
\[Stalingrad] \[D8] Multiple misaligned foxholes are present on the hill overlooking the railroad in sector D8 of the Stalingrad map
\[Stalingrad] \[D8] White brick rubble pile asset misaligned with the ground in numpad 4
\[Stalingrad] \[E3] \[F3] Road missing on the tactical map
\[Stalingrad] \[E3] A rubble pile is misaligned with the ground in numpad 4
\[Stalingrad] \[E3] An ash pile is misaligned with the ground in numpad 6
\[Stalingrad] \[E3] Ash pile is misaligned with the ground by the roadside ditch in numpad 6
\[Stalingrad] \[E3] Ash pile is misaligned with the ground in numpad 4
\[Stalingrad] \[E3] Brick rubble pile is misaligned with the ground in numpad 7
\[Stalingrad] \[E3] Misaligned ash pile in numpad 1
\[Stalingrad] \[E3] Missing road on the tactical map
\[Stalingrad] \[E3] Multiple instances of the road being misaligned with the ground
\[Stalingrad] \[E3] Rubble pile asset presents a missing face in numpad 3
\[Stalingrad] \[E3] Rubble pile presents a misalignment with the ground in numpad 9
\[Stalingrad] \[E3] The edge of a building presents a few misaligned assets numpad 6
\[Stalingrad] \[E3] Tree misaligned with the road in numpad 3
\[Stalingrad] \[E4] Burned wood pile misaligned with the surrounding assets in numpad 1
\[Stalingrad] \[E4] Burnt wood pile misaligned with the ground by a ruined building in numpad 8
\[Stalingrad] \[E4] Dirt piles misaligned with the ground by a collapsed building in numpad 4
\[Stalingrad] \[E4] Large rubble pile presents misalignment with the ground in numpad 7
\[Stalingrad] \[E4] There is a floating pile of rubble present on the map
\[Stalingrad] \[E4] Vegetable patch is misaligned with the ground in numpad 7
\[Stalingrad] \[E5] Wood asset is floating
\[Stalingrad] \[E6] A pile of rubber is misaligned in an artillery crater
\[Stalingrad] \[E6] Significant performance drop observed in a specific area
\[Stalingrad] \[E6] The crater is floating above the ground in sector E6
\[Stalingrad] \[E6] The ground rocks are clipping through a concrete floor
\[Stalingrad] \[E6]\[E7] The ground beneath the train tracks is misaligned
\[Stalingrad] \[E7] Visible gap between sand pile and ground present in sector E7
\[Stalingrad] \[E8] Misaligned rubble mound is present next to train tracks in sector E8 of the Stalingrad map
\[Stalingrad] \[E8] Misaligned rubble pile is present near a wall in sector E8 of the Stalingrad map
\[Stalingrad] \[E8] Multiple misaligned rubble piles are present near destroyed buildings in sector E8 of the Stalingrad map
\[Stalingrad] \[E8] There is a misaligned pile of rubble present at the edge of the map
\[Stalingrad] \[F3] Crater asset misaligned with the road and ground in numpad 3
\[Stalingrad] \[F3] Floating rubble piles on the road in numpad 4
\[Stalingrad] \[F3] Road misaligned with the ground in multiple places and presenting seams
\[Stalingrad] \[F3] Ruble piles misaligned with the road in numpad 4
\[Stalingrad] \[F4] Sign/Poster appears in front of boxes from distance
\[Stalingrad] \[F4] Tank asset misaligned with the ground in numpad 2
\[Stalingrad] \[F4] Unfinished walls and misaligned barrel in numpad 9
\[Stalingrad] \[F5] Tree branches clip through the brick wall
\[Stalingrad] \[F6] Misaligned mud asset in numpad 3
\[Stalingrad] \[F7] The hangar's door is clipping with an covered wooden pallet
\[Stalingrad] \[F8] EF_FancyBrickWall_Short_03 wall asset is misplaced on the map with collision.
\[Stalingrad] \[F8] Floating assets in out of bounds
\[Stalingrad] \[F8] Multiple piles of rubble are floating on the edge of the map.
\[Stalingrad] \[G3] Ash pile misaligned with the ground by the roadside in numpad 3
\[Stalingrad] \[G3] Ashy ruble pile is misaligned with the ground in numpad 8
\[Stalingrad] \[G3] Brick pile misaligned with the ground in numpad 3
\[Stalingrad] \[G3] Brick rubble pile asset at the base of a broken brick wall is misaligned with the ground numpad 1
\[Stalingrad] \[G3] Brick rubble pile misaligned with the ground outside of factory ruin in numpad 3
\[Stalingrad] \[G3] Brick ruble pile is misaligned inside apartment block in numpad 2
\[Stalingrad] \[G3] Burned down house presents an ash pile that is misaligned with the ground in numpad 6
\[Stalingrad] \[G3] Crater edge is misaligned with the ground in numpad 2
\[Stalingrad] \[G3] Floating fern asset present in numpad 1
\[Stalingrad] \[G3] Floating table in numpad 5
\[Stalingrad] \[G3] Ground asset is missing a face in numpad 3
\[Stalingrad] \[G3] Large ash pile is misaligned with the ground in numpad 3
\[Stalingrad] \[G3] Large house floating and clipped through a building out of bounds next to numpad 8
\[Stalingrad] \[G3] Misaligned brick rubble asset in numpad 1
\[Stalingrad] \[G3] Misaligned dirt asset in numpad 1
\[Stalingrad] \[G3] Misaligned dirt asset in numpad 1
\[Stalingrad] \[G3] Missing road on the tactical map between numpad 1 and 4
\[Stalingrad] \[G3] Mud trench edge asset misaligned with the ground in numpad 4
\[Stalingrad] \[G3] Multiple assets present lod issues
\[Stalingrad] \[G3] Multiple instances of seams present on the top road of the sector
\[Stalingrad] \[G3] Red brick rubble pile is misaligned with the ground in numpad 8
\[Stalingrad] \[G3] Rock pile asset is misaligned with the ground in numpad 3
\[Stalingrad] \[G3] Rubbish asset is largely misaligned with the ground in numpad 1
\[Stalingrad] \[G3] Rubbish pile is misaligned with the ground in numpad 9
\[Stalingrad] \[G3] Rubble pile is misaligned with the ground in numpad 8
\[Stalingrad] \[G3] Rubble piles overlapping a crater asset inside ruined factory in numpad 3
\[Stalingrad] \[G3] Trench edge is misaligned with the ground in numpad 3
\[Stalingrad] \[G3] Trolley pole is misaligned with the ground
\[Stalingrad] \[G3] Yellow gate asset is clipping through a white wall in numpad 3
\[Stalingrad] \[G5] Flipped tram asset is missing vehicle collision
\[Stalingrad] \[G5] Grass mesh is floating above the ground
\[Stalingrad] \[G5] Player can't vault over/climb over the window frames of a destroyed house
\[Stalingrad] \[G6] A big pile of brick rubble is misaligned
\[Stalingrad] \[G6] A destroyed building's rubble is misaligned
\[Stalingrad] \[G6] All metal pillars inside a building are floating
\[Stalingrad] \[G6] Brick rubble asset has very low quality textures
\[Stalingrad] \[G6] Gravel mesh clips through the ground
\[Stalingrad] \[G6] Mud from a shell hole is misaligned
\[Stalingrad] \[G6] Mud inside a trench is missing texture faces
\[Stalingrad] \[G6] Multiple misaligned rubble and brick piles inside a building
\[Stalingrad] \[G6] Multiple rubble assets from a destroyed building are misaligned
\[Stalingrad] \[G6] Pile of brick rubble is misaligned with the ground
\[Stalingrad] \[G6] Pile of debris is misaligned
\[Stalingrad] \[G6] Pile of dirt is misaligned
\[Stalingrad] \[G6] Pile of rubble is misaligned
\[Stalingrad] \[G6] Small part of a pile of brick rubble is misaligned
\[Stalingrad] \[G6] Some mud from a trench is misaligned with the ground
\[Stalingrad] \[G6] Some parts of a rubble pile are misaligned with the rest of the asset
\[Stalingrad] \[G6] Stone debris is misaligned
\[Stalingrad] \[G7] A pile of logs is misaligned in sector G7
\[Stalingrad] \[G7] A small pile of rubber is slightly misaligned with the ground in sector G7
\[Stalingrad] \[G7] A trench with multiple logs is misaligned with the ground in sector G7
\[Stalingrad] \[G7] Gravel pile is misaligned with the ground, leaving a visible gap underneath
\[Stalingrad] \[G7] Terrain has extended collision
\[Stalingrad] \[G8] \[D6] Multiple yellow brick piles preset LOD issues
\[Stalingrad] \[G8] Ash pile presents misalignment issue
\[Stalingrad] \[G8] Gap between concrete floor and terrain near building exit
\[Stalingrad] \[G8] Large brick rubble asset presents misalignment issue
\[Stalingrad] \[G8] Multiple dirt pile assets present misalignment issues
\[Stalingrad] \[G8] Multiple rubble misalignment issues under a destroyed house
\[Stalingrad] \
\[Stalingrad] \
\[Stalingrad] \
\[Stalingrad] \
\[Stalingrad] \
\[Stalingrad] \[H4] Misaligned terrain near a trench
\[Stalingrad] \[H4] Misaligned terrain sector H4 near a white pillar
\[Stalingrad] \[H4] Multiple road misalignment issues present in the sector
\[Stalingrad] \[H5] A trench is misaligned and overlaps with a placeholder asset in Pavlov's House CP
\[Stalingrad] \[H5] Ash pile from a destroyed building is misaligned with the ground
\[Stalingrad] \[H5] Debris from a destroyed building is misaligned
\[Stalingrad] \[H5] Destroyed block building is not present on the tac map
\[Stalingrad] \[H5] Dirt asset is misaligned with the terrain
\[Stalingrad] \[H5] Dirt pile misaligned with a trench
\[Stalingrad] \[H5] Multiple areas of the trench present blending issues
\[Stalingrad] \[H5] Multiple clipping issues can be seen in the trench
\[Stalingrad] \[H5] Multiple misaligned small assets present in and around the trench
\[Stalingrad] \[H5] Multiple misalignment issues present between the trench and the terrain
\[Stalingrad] \[H5] Multiple objects that are placed in a long dirt mound asset are missing player collision
\[Stalingrad] \[H5] Part of a rubble asset is misaligned inside a block building
\[Stalingrad] \[H5] Railroad asset is misaligned with the ground
\[Stalingrad] \[H5] Rubble from a destroyed building is misaligned
\[Stalingrad] \[H5] The road is misaligned with the ground
\[Stalingrad] \[H5] The shadows of various assets inside and around the trench present LOD issues
\[Stalingrad] \[H5] White gate is missing vehicle collision
\[Stalingrad] \[H6] Debris pile misaligned with the ground
\[Stalingrad] \[H6] Destroyed building's rubble presents misalignment.
\[Stalingrad] \[H6] Dirt asset is visible from one angle, but not from the opposite side
\[Stalingrad] \[H6] Foxhole misaligned with the ground
\[Stalingrad] \[H6] Multiple debris pile misalignments
\[Stalingrad] \[H6] Placeholder barrels present
\[Stalingrad] \[H6] Placeholder bridge texture present
\[Stalingrad] \[H6] Placeholder crates present
\[Stalingrad] \[H6] Placeholder sandbags and crates present
\[Stalingrad] \[H6] Placeholder textures present on crate and barrel asset
\[Stalingrad] \[H6] Placeholder textures present on sandbags and trench assets
\[Stalingrad] \[H6] See-through trench
\[Stalingrad] \[H6] The same destroyed building asset is placed two times in the same location
\[Stalingrad] \[H6] Tram asset is missing vehicle collision
\[Stalingrad] \[H7] Bench asset has no collision, player can walk and shoot through it
\[Stalingrad] \[H7] Multiple artillery crater assets are misaligned with the ground
\[Stalingrad] \[H7] Multiple rubble assets are misaligned with the ground
\[Stalingrad] \[H7] The brick rubble pile asset is misaligned
\[Stalingrad] \[H8] Artillery craters presents misalignment issues
\[Stalingrad] \[H8] Dirt pile misalignment issue in H8
\[Stalingrad] \[H8] Misaligned dirt pile in sector H8
\[Stalingrad] \[H8] Misaligned mud pile under wooden fence
\[Stalingrad] \[H8] Multiple misaligned brick rubble piles next to destroyed building
\[Stalingrad] \[H8] Multiple misaligned piles of rubble present in H8
\[Stalingrad] \[H8] The line of train tracks running across the sector is not aligned with the terrain
\[Stalingrad] \[I3] Debris piles misaligned
\[Stalingrad] \[I3] Mudbanks misaligned with the ground
\[Stalingrad] \[I3] Multiple farming raised beds misaligned
\[Stalingrad] \[I3] Sand pile clips through trench wall
\[Stalingrad] \[I3] The road is misaligned with the ground in multiple places
\[Stalingrad] \[I3] Tree trunks misaligned
\[Stalingrad] \[I4] Asset clipping through building floor
\[Stalingrad] \[I4] Brick walls are see-through at the base
\[Stalingrad] \[I4] Multiple misaligned assets present
\[Stalingrad] \[I4] Placeholder trench and sandbag asset present
\[Stalingrad] \[I4] Sand pile clipping through building foundation
\[Stalingrad] \[I4] Wooden pile floating
\[Stalingrad] \[I5] Asset presents extended collision
\[Stalingrad] \[I5] Destroyed brick wall asset is clipped through a building
\[Stalingrad] \[I5] Electricity pole missing vehicle collision
\[Stalingrad] \[I5] Multiple misaligned assets
\[Stalingrad] \[I5] The door asset of Grudinin's Mill building is getting aggressively culled
\[Stalingrad] \[I5] The windows assets of Grudinin's Mill building are getting aggressively culled
\[Stalingrad] \[I5] Trench misaligned with the ground
\[Stalingrad] \[I5] Two placeholder meshes are present
\[Stalingrad] \[I5]\[G5] Cyrillic writing decal can be seen floating
\[Stalingrad] \[I6] Extended collision from barbed wire entanglement blocks player on top of brick pile
\[Stalingrad] \[I6] Major ground misalignment
\[Stalingrad] \[I6] Multiple misaligned debris and mud piles
\[Stalingrad] \[I6] Multiple trench misalignments
\[Stalingrad] \[I6] Player can access an off-limits building by climbing nearby bricks and assets
\[Stalingrad] \[I6] Z-fighting present on the corner of a building
\[Stalingrad] \[I7] Barbed wire fence blocks the road and needs removing
\[Stalingrad] \[I7] Brick debris asset is floating and misaligned inside damaged block
\[Stalingrad] \[I7] Wallpaper asset on a building presents LOD issues
\[Stalingrad] \[I8] A placeholder mesh is visible in place of a bridge
\[Stalingrad] \[I8] A section of the concrete base of the retaining wall disappears
\[Stalingrad] \[I8] Bridge is misaligned
\[Stalingrad] \[I8] Building shadow disappears at a distance and only appears when aiming or standing close
\[Stalingrad] \[I8] Dirt pile asset is missing a face, leaving a visible gap underneath
\[Stalingrad] \[I8] Gravel and brick piles are misaligned with the ground, leaving a visible gap
\[Stalingrad] \[I8] Gravel pile is not properly aligned with the ground surface
\[Stalingrad] \[I8] Gravel/dirt mound assets are not properly aligned with the ground
\[Stalingrad] \[I8] Misaligned brick pile
\[Stalingrad] \[I8] Misaligned brick pile at the base of a wall
\[Stalingrad] \[I8] Misaligned brick pile present on the map
\[Stalingrad] \[I8] Misaligned trench mud bank
\[Stalingrad] \[I8] Multiple Brick/Rock pile asset is misaligned and appears to be slightly floating above the ground
\[Stalingrad] \[I8] Placeholder textures on sandbags and trench assets present
\[Stalingrad] \[I8] Placeholder textures on sandbags and trench assets present
\[Stalingrad] \[I8] The road is slightly lifted at the edge, creating a visible gap between it and the terrain
\[Stalingrad] \[I8] The rock formation is misaligned with the ground
\[Stalingrad] \[I8] The table and chairs asset is floating above the ground
\[Stalingrad] \[I8] Wood and rock pile is misaligned with the ground, leaving a visible gap
\[Stalingrad] \[J3] Road spline overlaps the warehouse floor
\[Stalingrad] \[J4] \[J5] Multiple assets severely misaligned
\[Stalingrad] \[J4] Barrel floating over ground
\[Stalingrad] \[J4] Multiple debris piles misaligned near the road
\[Stalingrad] \[J4] Shell hole is misaligned with the ground
\[Stalingrad] \[J5] Blending issue present with road splines
\[Stalingrad] \[J5] Blending issues present with rubble pile
\[Stalingrad] \[J5] Blending issues present with specific asset
\[Stalingrad] \[J5] Misaligned cart with barrels on pile of dirt with ground
\[Stalingrad] \[J5] Multiple assets are misaligned with the ground
\[Stalingrad] \[J5] Multiple piles of rubble are misaligned and present blending issues
\[Stalingrad] \[J5] Multiple rubble assets present no vehicle collision
\[Stalingrad] \[J5] Rubber pile misaligned with ground
\[Stalingrad] \[J5] Specific asset is misaligned with the ground
\[Stalingrad] \[J5] Wood planks floating above ground
\[Stalingrad] \[J6] Floating crate
\[Stalingrad] \[J6] Misaligned cliff asset
\[Stalingrad] \[J6] Multiple floating debris piles
\[Stalingrad] \[J6] Multiple misaligned debris piles and road assets
\[Stalingrad] \[J6] Small seam in the ground
\[Stalingrad] \[J7] Gravel pile is misaligned, leaving a visible gap from the ground
\[Stalingrad] \[J7] Ground asset with tree base is misaligned with the terrain
\[Stalingrad] \[J7] Multiple assets in close proximity present misalignment with the terrain
\[Stalingrad] \[J7] Multiple floating objects are not aligned with the ground, leaving large gaps
\[Stalingrad] \[J7] The brick pile asset is misaligned with the ground
\[Stalingrad] \[J7-J8] Road edge is misaligned with the terrain across two sectors
\[Stalingrad] \[J8] A brick pile is misaligned with the wall
\[Stalingrad] \[J8] A brick pile is slightly misaligned with the ground
\[Stalingrad] \[J8] Misaligned wall texture in a destroyed building
\[Stalingrad] \[J8] Multiple dirt piles are floating and misaligned, with noticeable visual issues
\[Stalingrad] \[J8] Pile of rocks and sand is not aligned with the ground, leaving a visible gap
\[Stalingrad] \[J8] Road edge is misaligned with the ground, leaving a visible gap
\[Stalingrad] \[J8] Road segment is misaligned with terrain, leaving a visible gap under the road
\[Stalingrad] \[J8] Two electrical junction boxes are not properly attached to the wall
\[Stalingrad] \[J8] Visible gap between bricks and ground in a specific location
\[Stalingrad] \[PS5] FPS drop to 55 while looking eastward from the center Capture Points
\[Stalingrad] \[Skirmish] Loading screen artwork is not present
\[Stalingrad] A Brick Wall asset features LOD popping
\[Stalingrad] A Burnt House asset features prominent LOD popping
\[Stalingrad] A charred pile of wooden boards asset features prominent LOD popping
\[Stalingrad] A Destroyed Transport Truck asset features LOD popping
\[Stalingrad] A pile of wooden branches and logs does not present vehicle collision
\[Stalingrad] A rectangle variant of the Brick Building asset is not enterable
\[Stalingrad] A sandstorm mist appears after deploying
\[Stalingrad] A small concrete wall does not present any vehicle collision
\[Stalingrad] A specific green house has no bullet collision
\[Stalingrad] A specific train wagon type asset features prominent LODs at a close distance
\[Stalingrad] A square variant of the Brick Building asset is not enterable
\[Stalingrad] A stack of bricks asset features prominent LODs at a close distance
\[Stalingrad] A Stacked Crates asset features prominent LOD popping
\[Stalingrad] A tool shed's iron door presents wood VFX & SFX
\[Stalingrad] A Wood Pallets asset features LOD popping
\[Stalingrad] Ash and rubble pile presents with missing bullet collision
\[Stalingrad] Ash piles are missing player collision
\[Stalingrad] Assets floating on the wall in USSR HQ 2
\[Stalingrad] Big pile of rocks does not present vehicle collision
\[Stalingrad] Boxes covered in a cloth have extended bullet collision
\[Stalingrad] BP_Apartment_01_Destroyed features bullet collision issues
\[Stalingrad] BP_Apartment_01_Destroyed features collision issues regarding player movement
\[Stalingrad] BP_Apartment_01_Destroyed features MG mounting issues
\[Stalingrad] BP_Apartment_01_Destroyed presents placeholder wall textures on three floor walls
\[Stalingrad] Brick pile and wooden barrel assets are missing vehicle collision
\[Stalingrad] Brick wall presents metal bullet decal/SFX/VFX
\[Stalingrad] Broken machinery is missing bullet decals and presents wood VFX
\[Stalingrad] Buildings cull when observed from long distances
\[Stalingrad] Burned house beams present sparks VFX and bullet collision issues when shot
\[Stalingrad] Cart asset is missing vehicle collision
\[Stalingrad] Collapsed house with metal beams presents stone VFX when shot
\[Stalingrad] Covered wooden gate presents ground SFX instead of wood
\[Stalingrad] Debris pile and wooden gate asset is missing vehicle collision
\[Stalingrad] Destroyed bench assets are missing player collision
\[Stalingrad] Destroyed brick wall is missing vehicle collision
\[Stalingrad] Destroyed green door has extended bullet collision
\[Stalingrad] Destroyed red brick building asset presents bullet collision issues in multiple sectors
\[Stalingrad] Destroyed red brick building presents no bullet decals when the walls are shot
\[Stalingrad] Destroyed shed presents extended bullet collision
\[Stalingrad] Destroyed wall presents collision issues
\[Stalingrad] Destroyed yellow building has multiple player collision issues across the map
\[Stalingrad] Driving over train tracks causes various collision issues
\[Stalingrad] Floating graffiti on invisible wall by USSR HQ 2
\[STALINGRAD] Game crashes in the Enlist menu when loading into a server with the Stalingrad map on Xbox Series S/X
\[Stalingrad] GPU increases by ~1-2 ms when aiming down sights on Xbox Series X/S on WIP build.
\[Stalingrad] Green electricity box has no bullet decals when shot at
\[Stalingrad] Ground texture permanently changes while navigating the Stalingrad map
\[Stalingrad] Invisible collision over a pile of wooden pallets
\[Stalingrad] Izba interior shutters have a material issue
\[Stalingrad] Izba roof beam has missing player collision
\[Stalingrad] Loading screen artwork is not present across any game modes
\[Stalingrad] LOD issues can be observed inside destroyed house.
\[Stalingrad] LOD issues on interior of building found throughout the map
\[Stalingrad] Long pile of dirt and rubble is missing vehicle collision
\[Stalingrad] Long pile of rubble is missing vehicle collision
\[Stalingrad] Memory usage is too high when loading into the map
\[Stalingrad] Metal gate asset presents no bullet collision and has wood SFX
\[Stalingrad] Metal sheets from a fence have extended collision
\[Stalingrad] Mud bank asset has multiple graphical issues across the map
\[Stalingrad] Mud tracks asset features LOD popping
\[Stalingrad] Multicolor lights present after deploying
\[Stalingrad] Multiple assets in a rubble pile present no bullet collision
\[Stalingrad] Multiple chopped wood piles assets present rendering issues
\[Stalingrad] Multiple red brick buildings experience texture flickering
\[Stalingrad] Multiple wood assets on a pile of rubble are missing vehicle collision
\[Stalingrad] Northern & eastern distant landscapes will disappear if the user is not within the most northern row of the map
\[Stalingrad] Orange metal gate presents with stone VFX and SFX
\[Stalingrad] Performance drop at Train Station CP when aiming down sights in specific directions
\[Stalingrad] Performance drops when looking east between Railway Crossing and Carriage Depot
\[Stalingrad] Placeholder crate asset present in multiple locations
\[Stalingrad] Player can clip through walls inside a specific house around the map
\[Stalingrad] Players are able to place AT guns on the last floor in some buildings
\[Stalingrad] Railway buffer is missing vehicle collision
\[Stalingrad] Red and Uncovered train wagons have incorrect VFX and SFX across the entire Stalingrad map
\[Stalingrad] Red brick building presents bullet collision issues and the wrong SFX
\[Stalingrad] Red train carriage has extended bullet collision
\[Stalingrad] Rubble from a destroyed building is partially missing vehicle collision
\[Stalingrad] Ruined house wooden beams have stone VFS & SFX
\[Stalingrad] Ruined wooden fence is missing vehicle collision
\[Stalingrad] Rusted wheels assets are missing vehicle collision
\[Stalingrad] Severe performance drops on Consoles across large areas of the map
\[Stalingrad] Skirmish game mode lacks preview image and map name in enlist screen
\[Stalingrad] Small collapsed house with metal beams presents with stone VFX
\[Stalingrad] Small debris asset is missing vehicle collision
\[Stalingrad] Small shelter with a metal roof asset is missing vehicle collision
\[Stalingrad] Stone supports for wooden poles have wood VFX and SFX across the entire Stalingrad map
\[Stalingrad] Tall destroyed brick walls have extended bullet collision
\[Stalingrad] Tanks have collision difficulties while driving over various terrain elevations
\[Stalingrad] The destroyed portions of a white brick wall has wood vfx, sfx and bullet decals
\[Stalingrad] The destroyed walls of a brick building have extended bullet collision
\[Stalingrad] The doors of a warehouse have extended bullet collision
\[Stalingrad] The player can clip through assets
\[Stalingrad] The roof of a destroyed building has extended bullet collision
\[Stalingrad] The walls of the trench line running across Railway Crossing CP are misaligned
\[Stalingrad] The wood floors and ramp of a brick building have extended bullet collision
\[Stalingrad] There is an LOD transition issue with the posters of a specific yellow house
\[Stalingrad] Title crashes during map change
\[Stalingrad] Train wagon features prominent blockout LOD popping
\[Stalingrad] Tram post asset is missing vehicle collision
\[Stalingrad] Tree trunk with metal cauldron presents no vehicle collision
\[Stalingrad] Two posters placed on house wall present culling issues across the entire map
\[Stalingrad] Vehicle can pass through the dirt pile with wheelbarrow
\[Stalingrad] Vehicles are able to go through a yellow gate
\[Stalingrad] Wall assets present no bullet decals when shot
\[Stalingrad] Wherever the roads at the end of the spline tool meet a blending issue will be seen
\[Stalingrad] White paint tree asset features chunky LODs
\[Stalingrad] White wooden windows on the village houses have stone SFX and VFX
\[Stalingrad] Wood planks and logs on top of a rubble pile are missing vehicle collision
\[Stalingrad] Wood storage shed is missing vehicle collision
\[Stalingrad] Wooden Barrels asset on a mud pile are missing vehicle collision
\[Stalingrad] Wooden electricity poles have stone VFX and SFX across the entire Stalingrad map
\[Stalingrad] Wrong thumbnail used on enlist screen for STA_1942_OffensiveGER
\[Stalingrad] Yellow house (Izba_3) has noticeable LOD transition at ~90m
\[Stalingrad] Yellow house asset (Izba_2) presents LOD setup issues
\[Stalingrad] Yellow Metal Door has stone SFX /bullet decals/ VFX
\[Stalingrad]\[A5] Excess rock asset sticking out above a wooden bridge.
\[Stalingrad]\[A5] Floating rubble pieces are present in sector A5
\[Stalingrad]\[A5] Multiple misaligned terrain pieces in sector A5 as part of crater trench
\[Stalingrad]\[A5] Terrain sculpting required on a few pieces of landscape that were previously covered by low use embankments.
\[Stalingrad]\[A5] There is a road issue present in this area
\[Stalingrad]\[A6] A mud pile is slightly misaligned with the terrain
\[Stalingrad]\[A6] There are road issues present in this area
\[Stalingrad]\[A6] Z-fighting on the wooden barricades next to artillery trench
\[Stalingrad]\[A6]\[B5] A floating wooden box is present in sector A6
\[Stalingrad]\[A6]\[I6] Artilleries from both factions are floating in the middle HQ
\[Stalingrad]\[A7] There are road issues present in this area
\[Stalingrad]\[A7] Wooden pallets are missing bullet collision
\[Stalingrad]\[A8] Terrain sculpting required on a couple of landscape areas previously covered by a low use embankment.
\[Stalingrad]\[A8] There are road issues present in this area
\[Stalingrad]\[A8] White house asset presents LOD issue
\[Stalingrad]\[B3] Big red fence connects to a building by severely clipping through its perimeter foundation
\[Stalingrad]\[B3] Floating piece of foliage
\[Stalingrad]\[B3] Unsightly hole in the fence because of the removal of Izba01_LowPoly 41 & 42
\[Stalingrad]\[B4] Terrain sculpting required on a couple of landscape areas previously covered by low use embankments
\[Stalingrad]\[B5] A building is duplicated and clipping itself
\[Stalingrad]\[B5] A pile of dirt and rocks is misaligned with the ground
\[Stalingrad]\[B5] A pile of dirt is misaligned with the ground
\[Stalingrad]\[B5] A pile of rocks is misaligned with the ground
\[Stalingrad]\[B5] A preplaced tank shell is clipping with a bowl
\[Stalingrad]\[B5] Crops assets are misaligned with the ground
\[Stalingrad]\[B5] Multiple rock assets are misaligned with the basement ground
\[Stalingrad]\[B5] The end of a road has a sharp ending and is misaligned
\[Stalingrad]\[B5] There are road issues present in this area
\[Stalingrad]\[B6] A dirt pile is misaligned the trench near Nail Factory Capture point
\[Stalingrad]\[B6] A pile rocks is misaligned with the ground in sector B6
\[Stalingrad]\[B6] A sand pile with wooden fences is misaligned with the muddy ground
\[Stalingrad]\[B6] A wooden log is clipping through a window inside a house
\[Stalingrad]\[B6] An ash pile asset is misaligned with the ground
\[Stalingrad]\[B6] Missing crater asset
\[Stalingrad]\[B6] The mud under a fence is misaligned with the ground
\[Stalingrad]\[B6] There is a floating box present near broken brick walls
\[Stalingrad]\[B6] There is a road issue present in this area
\[Stalingrad]\[B6]\
\[Stalingrad]\[B7] A green house and the assets inside present incorrect collision
\[Stalingrad]\[B7] A pile of rocks extends above the ground, causing a misalignment
\[Stalingrad]\[B7] A pile of rocks is misaligned with the ground
\[Stalingrad]\[B7] An electrical box is clipping with a fallen light pole
\[Stalingrad]\[B7] An electricity pole is clipping with a concrete wall
\[Stalingrad]\[B7] Ash pile with wooden fence asset is misaligned with the ground
\[Stalingrad]\[B7] Missing crater asset
\[Stalingrad]\[B7] Multiple ruble assets are clipping though a hole
\[Stalingrad]\[B7] Multiple wooden planks are clipping though a fallen factory chimney
\[Stalingrad]\[B7] The side of the trench is misaligned with rest of the trench
\[Stalingrad]\[B7] There are multiple ruble piles misaligned with the ground
\[Stalingrad]\[B7] There is a road issue present in this area
\[Stalingrad]\[B7]\[A7] Multiple mud pile assets are misaligned with the ground inside a small ditch
\[Stalingrad]\[B7]\[B5] A chimney is clipping with wooden planks and logs
\[Stalingrad]\[B8] There is a road issue present in this area
\[Stalingrad]\[BP] EF_FactoryChimneyRubble bottom piece of chimney is octagonal while the rest of it is rounded
\[Stalingrad]\[BP] Several merged brick buildings have spotlight light actors inside of them
\[Stalingrad]\[C4] Missing crater asset
\[Stalingrad]\[C5] Missing crater assets
\[Stalingrad]\[C5] There are graphical issues present on the roads in the area
\[Stalingrad]\[C6] Missing crater assets
\[Stalingrad]\[C6] The trench is misaligned with the environment in multiple places
\[Stalingrad]\[C6] There are road issues present in this area
\[Stalingrad]\[C7] Holes in endings of a few trench assets after removal of low use assets
\[Stalingrad]\[C7] There are road issues present in this area
\[Stalingrad]\[C8] A pile of rubber is misaligned with the environment
\[Stalingrad]\[C8] The rubble pile is misaligned with the terrain
\[Stalingrad]\[C8] There are road issues present in this area
\[Stalingrad]\[C8] Trench asset ending missing a polygon that was previously covered by a low use asset
\[Stalingrad]\[D3] Missing crater assets
\[Stalingrad]\[D4] Missing crater asset
\[Stalingrad]\[D5] Building is partially covered by terrain
\[Stalingrad]\[D5] Floating rubble pieces are present
\[Stalingrad]\[D5] Missing crater assets
\[Stalingrad]\[D5] Terrain dips missing crater assets.
\[Stalingrad]\[D5] There road on the East of the sector has graphical issues
\[Stalingrad]\[D6] Floating electrical pole missing some of its collision and partially blocking a road
\[Stalingrad]\[D6] There are road issues present in this area
\[Stalingrad]\[D7] A tree and multiple railway assets present culling issues when looking south
\[Stalingrad]\[D7] Out of bounds Warehouse Front Wall presents Culling issues at over 312 meters
\[Stalingrad]\[D7] There are road issues present in this area
\[Stalingrad]\[D7]Misaligned rubble asset is present in sector D7 on Stalingrad
\[Stalingrad]\[D8] Missing crater asset
\[Stalingrad]\[D8] Slightly floating rubble asset revealed after removal of a low use asset
\[Stalingrad]\[E3] Missing end polygon on a trench asset after removal of a low use asset
\[Stalingrad]\[E3] Rubble pile clipping through trench entrance
\[Stalingrad]\[E4] Stacked wood assets present culling issues at over 135 meters
\[Stalingrad]\[E5] Brick pile clipping through a crater asset
\[Stalingrad]\[E5] Misaligned texture dirt pile
\[Stalingrad]\[E5] Terrain clipping through
\[Stalingrad]\[E6] End of a brick wall is missing polygon faces and is slightly floating
\[Stalingrad]\[E6] The mud pile is slightly misaligned with the environment
\[Stalingrad]\[E6] There are road issues present in this area
\[Stalingrad]\[E7] A big rock pile asset is misaligned with the ground in a basement house
\[Stalingrad]\[E7] A rock pile asset is clipping in a basement
\[Stalingrad]\[E7] A rubble pile asset is misaligned with the rest of the pile assets
\[Stalingrad]\[E7] Brick wall asset presents culling issues at 205m
\[Stalingrad]\[E7] Fallen bricks on the ground are clipping with a bricked wall
\[Stalingrad]\[E7] Multiple metal rods and train tracks are clipping through a building wall
\[Stalingrad]\[E7] Multiple misaligned texture are present in a ruble pile
\[Stalingrad]\[E7] Multiple wooden logs are clipping inside a building
\[Stalingrad]\[E7] Two floating bricks are present inside a hole
\[Stalingrad]\[E7] Wooden planks are clipping though a broken factory machine
\[Stalingrad]\[E7] Wooden roof is clipping through a brick house
\[Stalingrad]\[E8] Brick pile asset missing a backface polygon, previously covered by a low use asset
\[Stalingrad]\[E8] Several rubble piles are slightly floating after removal of a low use asset covering them
\[Stalingrad]\[E8] There is a road issue present in this area
\[Stalingrad]\[F3] A floating tree stump near the ruined building
\[Stalingrad]\[F3] Dirt pile missing face texture
\[Stalingrad]\[F3] Ending of a trench asset is missing a polygon face that was previously covered by a low use asset
\[Stalingrad]\[F3] Floating barrel is present
\[Stalingrad]\[F3] Floating rubble pile previously covered by a low use asset
\[Stalingrad]\[F3] Gap between brick wall and terrain
\[Stalingrad]\[F3] Misaligned textures at the base of a fireplace asset
\[Stalingrad]\[F3] Missing face texture on brick wall
\[Stalingrad]\[F3] Terrain clipping through the sandbags
\[Stalingrad]\[F4] Dirt pile stretched texture
\[Stalingrad]\[F4] Dirt wall missing face texture
\[Stalingrad]\[F4] Misaligned texture dirt pile
\[Stalingrad]\[F4] Missing face texture on brick wall
\[Stalingrad]\[F4] Multiple floating assets
\[Stalingrad]\[F5] Dirt wall missing face texture
\[Stalingrad]\[F5] Misaligned texture dirt pile
\[Stalingrad]\[F6] Floating wooden planks and rubble asset
\[Stalingrad]\[F6] Metal gate has inconsistent collision issues with tanks
\[Stalingrad]\[F6] Misaligned texture dirt pile
\[Stalingrad]\[F6] Rubble pile assets are clipping through a crater asset
\[Stalingrad]\[F6] Train Carriage is being culled while still visible to players
\[Stalingrad]\[F6] Train segment is being culled while still visible to players
\[Stalingrad]\[F7] A small part of the road is floating next to a railroad
\[Stalingrad]\[F7] Floating crater
\[Stalingrad]\[F7] Hangar Building asset presents LOD issues
\[Stalingrad]\[F7] Misaligned texture dirt pile
\[Stalingrad]\[F8] Misaligned texture dirt pile
\[Stalingrad]\[F8] Performance drop while looking through binoculars
\[Stalingrad]\[G3] Trench ending missing a polygon that was previously covered by a low use asset
\[Stalingrad]\[G3]\[18.0] Performance drop when using binoculars in certain directions
\[Stalingrad]\[G4] Artillery crater is misaligned with the road
\[Stalingrad]\[G4] Floating brick rubble piles
\[Stalingrad]\[G4] Ground protrudes through the hangar floor
\[Stalingrad]\[G4] Misaligned white brick wall with the ground
\[Stalingrad]\[G4] Missing rubble pile collision
\[Stalingrad]\[G4] Multiple floating ruble piles in G4
\[Stalingrad]\[G5] Dirt pile stretched texture
\[Stalingrad]\[G5] Electrical box floating near brick wall
\[Stalingrad]\[G5] Floating train railroad on one side
\[Stalingrad]\[G5] Misaligned texture dirt pile
\[Stalingrad]\[G5]\[I5] House's interior presents LOD transition issue when observed from 103m
\[Stalingrad]\[G7] Multiple craters are slightly misaligned with the terrain in sector G7
\[Stalingrad]\[G7] Multiple rubber piles are misaligned with the ground
\[Stalingrad]\[G8] There are visual issues with the road
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\
\[Stalingrad]\[H4] \[H5] Misaligned destroyed brick wall
\[Stalingrad]\[H4] Floating rubble pile
\[Stalingrad]\[H4] Misaligned broken machinery asset
\[Stalingrad]\[H4] Misaligned house rubble
\[Stalingrad]\[H4] Misaligned rubble pile
\[Stalingrad]\[H4] Misaligned rubble pile with the ground
\[Stalingrad]\[H4] Misaligned rubble piles
\[Stalingrad]\[H4] Missing polygon in dirt of a trench asset, previously covered by a low use asset
\[Stalingrad]\[H4] Overlapping dirt rubble piles
\[Stalingrad]\[H4] Rubble pile floating slightly above ground
\[Stalingrad]\[H4]\[H5] Metal window grill is missing collision
\[Stalingrad]\[H5] Three wooden barrels stuck in the ground.
\[Stalingrad]\[H5] User gets awkwardly stopped mid-way through going under a trench bridge
\[Stalingrad]\[H6] The LOD distance set on a wooden plank bridge over a trench is set too low
\[Stalingrad]\[H6] The railroad track is placed inside the road
\[Stalingrad]\[H7] Railroad track comes to a sudden stop and is floating
\[Stalingrad]\[H7] The road is slightly floating above the terrain in some areas
\[Stalingrad]\[H8] There are road issues present in the area
\[Stalingrad]\[H8] There is a building fence going through the building
\[Stalingrad]\[I4] Floating electricity pole
\[Stalingrad]\[I5] Charred wooden pallet culling issue
\[Stalingrad]\[I5] Players can place down AT Guns on top in the Grudinin's Mill building
\[Stalingrad]\[I6] There are road issues present in this area
\[Stalingrad]\[I7] Burned house wall clipping and shooting through
\[Stalingrad]\[I7] Dirt pile missing face texture
\[Stalingrad]\[I7] Misaligned texture dirt pile
\[Stalingrad]\[I7] Multiple floating assets
\[Stalingrad]\[I7] Part of the road shows stretched textures at a turn
\[Stalingrad]\[I7] Stretched dirt pile texture
\[Stalingrad]\[I7] There are metal support beams in the middle of a road
\[Stalingrad]\[I7] There is a road with a hard edge that is not aligned with the ground at the edge of the sector
\[Stalingrad]\[J3] Terrain sculpting required on a piece of terrain that was covered by a low use embankment before
\[Stalingrad]\[J4] Cliff asset is missing terrain covering, revealing lack of backface geometry. Due to removal of a low use asset
\[Stalingrad]\[J4] Misaligned artillery crater
\[Stalingrad]\[J4] Small electrical wall plugs are misaligned with the wall
\[Stalingrad]\[J6] The wall writing from a house model asset presents an LOD issue from 40m away
\[Stalingrad]\[J6] There is a road issue present in this area
\[Stalingrad]\[J7] Houses with interior have occlusion issues on the inside
\[Stalingrad]\[J7] There is a road with a hard edge end that is floating
\[Stalingrad]\[J8] Dirt mound asset is misaligned, visible hole or see through from one side
\[Stalingrad]\[J8] Road disappears at distance, appears only when close or aiming (LOD)
\[Stalingrad]\[J8] There are floating planks on top of roads
\[Stalingrad]\[J8] There are road issues present in the area
\[Stalingrad]\[J8] Unusual shadow artifacts appear when aiming from east to south
\[Stalingrad]\[Skirmish] Out of bounds volumes are setup incorrectly on both Skirmish variants of the refreshed Stalingrad map
\[Stalingrad]\[XSS] Softlock encountered during the loading screen when the map is being changed to Stalingrad as well as when joining Stalingrad from the Enlist menu
\[Stalingrad]\[XSS]\[A6] Performance issue near HQ 2 (GER) when facing East
\[Stalingrad \[A7] Misaligned terrain is present in multiple locations in sector A7
\[Stalingrad \[A8] Misaligned terrain is present in multiple places in sector A8
\[Stalingrad \[D7] Misaligned terrain is present in sector D7
\[17.0] \[TOB] \[WEATHER] The sandstorm disappears when you are in a vehicle
\[TOB] 8th Army Churchill heavy tank gets unrecoverably stuck on telegraph poles
\[Utah] Deployable equipment and constructibles can't be placed on bridges
\[Utah Beach] Multiple dead cow assets are placed throughout the map
As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:
https://youtu.be/VC3hjb3gMqI?si=leppq3Xk0gZCzckv
We are excited to announce Smolensk, the newest map coming to Hell Let Loose in Update 19. This is will be our latest addition to the Eastern Front, taking players to Western Russia along the Dnieper River.
Smolensk was created in direct response to community requests for more urban Eastern Front battlefields. It also happens to be the largest urban map in Hell Let Loose so far, offering a scale and intensity that sets it apart from anything we have released before.
Please note: the Smolensk images shared below are in-engine renders. An upcoming Smolensk dev brief will feature the first in-game screenshots, offering a more accurate look at the map’s gameplay environment.
Smolensk - Hell Let Loose In-Engine Render
Set in 1943, Smolensk captures a pivotal moment in the Suvorov Operation, where Soviet forces launched a major offensive to retake the city from German control. Smolensk had previously fallen in 1941 during the early stages of Operation Barbarossa, the German Forces invasion of the Soviet Union.
The battle depicted in our map took place between 7 August and 2 October 1943
The Battle for Smolensk was a turning point in the war on the Eastern Front. Not only did it mark the beginning of the end for Germany’s plans to occupy the Soviet Union, it was also a critical victory for the Red Army. The city itself was a strategic objective, and its liberation helped split German forces from other battles including the Battle of the Dnieper, weakening their defensive hold across the region.
When designing Smolensk, one of our key goals was to deliver variety in gameplay. The map blends several distinct environments, encouraging players to adapt their tactics as the battle shifts from one area to another.
The northern sector places you in the city’s industrial core, filled with warehouses, train lines, and heavy structures that create opportunities for both close-quarters combat and armoured pushes. Heading further south, you enter the urban heart of Smolensk, where narrow streets and residential blocks set the stage for intense city fighting. Beyond the city, the map opens into rural terrain along the Dnieper River, with accessible bridges upriver allowing forces to cross between the banks.
Together these contrasting environments create a battlefield that is as diverse as it is challenging.
What truly sets Smolensk apart is the way its features reshape how battles unfold. The train tracks and the Dnieper River both cut vertically through the map instead of running across it, creating new lanes of movement and forcing teams to think carefully about positioning and flanking.
At the same time, the introduction of three-storey buildings, fortified walls, and an overpass brings vertical combat into sharper focus. Players will need to look up as often as they look ahead, with enemies able to position themselves in ways not seen before in Hell Let Loose.
At the core of the map lies the city centre of Smolensk. Players can expect a mix of intact and destroyed buildings, warehouses, and industrial areas woven into a network of crossroads. The urban setting offers both wide avenues ideal for vehicle combat and narrow side streets perfect for close-quarters infantry action. Tram tracks running through the city add another layer of atmosphere and tactical consideration.
Smolensk - Hell Let Loose In-Engine Render
The Dnieper River forms a natural barrier running through the southern part of the map. Unlike many rivers in Hell Let Loose, this one can be crossed on foot almost anywhere thanks to its shallow depth. Vehicles are also able to pass through the shallow river as well, whilst bridges and pontoons remain convenient crossing options. Tree lines and remnants of old city walls along the banks create excellent opportunities for ambushes, and the varied elevation around the river adds a vertical dimension to combat.
Cutting across the map are train tracks, complete with a unique station building that will become a focal point of many engagements. The tracks run under road bridges and past warehouses, creating layered combat scenarios where infantry, armour, and artillery all play vital roles. Securing these positions can open up new flanking routes or deny the enemy critical movement options.
You’ll be able to experience Smolensk for yourself when Update 19 arrives in November. Alongside this new map, the update will introduce brand new armoured vehicles: Self-Propelled Artillery (SPAs). We will be sharing more about their role in the battlefield in a future Dev Brief, so make sure to follow our socials to stay up to date.
Smolensk - Hell Let Loose In-Engine Render
Before then, Update 18 will be launching across all platforms in early-October 2025. You can already catch a glimpse of what’s on the way through some of our recent Dev Briefs:
Thank you for reading, and we cannot wait to share more details about everything being included in our next update; the Update 18 Changelog. Stay tuned!
Refreshed Stalingrad Carriage Depot
Refreshed Stalingrad Brewery
We hope you’ve been enjoying all of our recent announcement content for Hell Let Loose: Vietnam including our latest Community Q&A Livestream where the team answered your questions about the upcoming release.
The excitement around this new game is just getting started, and we can’t wait to share more with you soon. Make sure you’re following us across our social channels to be among the first to hear the latest updates straight from the Vietnam team in the coming weeks.
Stay tuned, and thank you for being part of the community.
We’re excited to introduce IronHeart, the newest member of our War Correspondent programme!
Whether you’re looking for action-packed gameplay compilations or in-depth breakdowns of the latest updates, IronHeart Gaming is set to become your new go-to destination for Hell Let Loose content.
"I first jumped into Hell Let Loose in March 2020 and was hooked right away. It’s been my main game ever since. I love the teamwork, the chaos, but most of all I love the satisfying ding of a headshot." - IronHeart
To celebrate, IronHeart is running a DLC giveaway on his channel! Subscribe to his YouTube channel and check out his Community Posts for details on how to enter.

Welcome to the front lines, IronHeart. We’re thrilled to have you with us!
Check out IronHeart Gaming today
If you’re interested in becoming a War Correspondent yourself, head over to the Community page on the Hell Let Loose website to learn more and find out how to apply.
As always, our War Correspondents have been on the battlefields of Europe and North-Africa creating some incredible content. Check out some of their latest releases below:
https://www.youtube.com/watch?v=C5sOqucTN64
https://www.youtube.com/watch?v=PqR_M7bULw4
We are thrilled to announce our next chapter: Hell Let Loose: Vietnam.
Hell Let Loose: Vietnam is the first new entry in the Hell Let Loose franchise, transporting the series into the Vietnam War. It builds on everything that made our World War Two-based Hell Let Loose so popular, including large-scale 50 vs 50 battles, immersive realism, and deep strategic gameplay. This new title takes advantage of the change in setting to deliver fresh gameplay systems and new ways to fight. Expect era-specific weapons, environments, and challenges, from brutal jungle combat to tense tactical scenarios where success depends on coordination, strategy, and teamwork, reimagined for an entirely different battlefield.
To find out more about Hell Let Loose: Vietnam please read our 'Introduction to Hell Let Loose: Vietnam' blog, and discover more about our newest title in the franchise.
Find out more about Hell Let Loose: Vietnam
We know this announcement will spark excitement for many as the franchise expands into a new conflict. For others, it may also raise concerns about the future of Hell Let Loose.
Rest assured, the introduction of Hell Let Loose: Vietnam does not affect our ongoing development of Hell Let Loose. Team17 remains fully committed to the Hell Let Loose franchise.
To deliver Hell Let Loose: Vietnam, Expression Games has built a second dedicated team, ensuring that we will be able to support both titles simultaneously. One game will not come at the expense of the other. Our focus is on maintaining and growing both experiences for the community.
Running both games side by side also creates opportunities to share updates and improvements, enhancing each title. With the community continuing to support us, we will keep supporting both games.
Looking ahead, there’s a huge amount of content still to come for Hell Let Loose before the end of 2025, and we are already hard at work on our next roadmap Hell Let Loose in 2026.
The next big milestone for Hell Let Loose will be Update 18, which delivers a large refresh of Stalingrad, major changes to the armour system, and much more.
You can already catch a preview of what’s coming in our recent Dev Briefs:
Following that, Update 19 will introduce our next map, as well as the introduction of the Self-Propelled Artillery vehicle.
SPAs will be the newest vehicle coming later this year
There’s so much to look forward to in Hell Let Loose, and we’re excited to experience it together with our community.
- Team 17 and Expression Games
If you have questions about Hell Let Loose: Vietnam or what this means for Hell Let Loose, check out our FAQ page.
We’ll keep it updated as new questions come in, so you’ll always have the latest information.
See you on the front lines.
This Friday, our community manager Ben, will be going live on the Hell Let Loose Official Twitch channel alongside Hell Let Loose: Vietnam developers Matt and Kieran to answer some of the most frequently asked questions from the community.
If you have a question that you would like answered on stream, be sure to add them in the comments below, or head over to the Discord to submit your questions in the #hllv-livestream-qna channel.
Be sure to add the livestream to your calendars, and get ready to meet some of our Hell Let Loose: Vietnam dev team.
Time: 9am PST | 12pm EST | 5pm BST | 6pm CEST
Date: Friday 22nd August


Hello Everyone,
Welcome back to our next Dev Brief. This time, we are diving into the upcoming changes to the Armour class, which will make their first appearance alongside the Stalingrad refresh in Update 18.
This rework has been a much-requested feature from the community and something we have been eager to improve for quite some time. We are excited to finally share some details on what you can expect, and we hope to see many of you in our first Public Testing Environment (PTE) session for the updated Stalingrad on Friday 15th August.
As mentioned in last week’s Dev Brief #206, this PTE will be focusing on Update 18. Make sure to mark your calendars and join us on the frontlines in Stalingrad.
Friday 15th August: 8am PST | 11am EST | 4pm BST | 5pm CEST
As normal with our PTE’s we have a feedback form and bugs reporting form for those who participate to complete. These will be linked at the bottom of the dev brief and we cannot wait to hear back from you about the upcoming changes. In particular we will be extremely interested to hear feedbackhttps://forms.office.com/e/isJ48vTuXPon everything new coming to Stalingrad including new additions, performance, and more. We also are adding other changes such as the ability to pick up supplies, and of course what you came here to read about; Update 18’s Armour Rework.
Known Issues
You may experience some issues with the prone system during the PTE, including restrictive movement when prone.
We're currently working on a rework for the prone system that currently causes issues such as:
Peoples legs popping through walls
Going under the map when bipoding on inclines
And other frustrating prone bugs
What you will see is a work in progress version of the prone rework.
Stalingrad PTE takes place on Friday 15 August
Before we go into details on the upcoming armour rework, we must inform you that Hell Let Loose will be making an appearance at the Future Games Show starting at 11am PDT | 2pm EDT | 7pm BST | 8pm CEST. Don’t miss it!
Hell Let Loose will be featured at the Future Games Show 2025
In reworking the Armour class, we set out to deliver a more balanced and immersive tank experience. The changes include a refined tank profile system, improved overall balancing, the brand-new ‘Tinkerer’ loadout, and deeper immersion for every member of the Tank squad.
A T-34 rolls into Stalingrad
The first major element of this rework is a comprehensive overhaul of tank balancing. To enhance immersion, gameplay variety, and strategic decision-making, every tank in Update 18 has undergone an individual stat rework and balance pass. Our aims with these changes are to:
Emphasise the unique performance characteristics of each tank.
Encourage strategic diversity and highlight faction-based asymmetry, reflecting the nature of real-world historical warfare.
Reinforce the role of tanks as powerful, game-changing tools suited to a wide range of battlefield scenarios.
Improve the viability of Medium and Light Tanks, increasing their relevance and usage during matches. This change will complement the upcoming Heavy Tank Limitations, which we will cover later in this brief.
The aim of these changes is to create a clearer, more strategic comparison between tanks by emphasising their unique strengths and weaknesses. This system encourages players to consider a tank’s specific combat role and capabilities, promoting more varied and tactical gameplay.
By breaking down stats for example into three distinct, adjustable stat groups, we can better balance the tanks and provide players with meaningful choices based on their preferred playstyle and battlefield needs.
One of these stat groups focuses on a tank’s offensive capabilities. Each tank will now have specific stats assigned to its weapons, including muzzle velocity, shell drop-off distance, reload time, damage output for both armor-piercing (AP) and high-explosive (HE) shells, turret speed, depression and elevation angles, and the power of its coaxial machine guns.
Light and medium tanks will have their viability increased in Update 18
In addition to stat balancing, we are also updating and refining the following systems:
We are also improving how tanks interact with their environment. This includes enhancements to hit detection, the impact on objects, and most notably, better traversal over trenches. These changes aim to create a smoother and more immersive experience when navigating the battlefield.
Another major addition in this update is the introduction of condition-specific behaviour for tanks. Tanks will now respond dynamically to the surface they are driving on, with performance changing depending on terrain types such as muddy ground, urban streets, or open fields.
We are excited to see the tactics that emerge as Tank Commanders choose between the speed advantage of staying on roads or the element of surprise that comes with slower, off-road movement.
In addition to tanks reacting more dynamically to terrain, players will now have the ability to adapt their vehicles mid-match through Tank alterations using the new ‘Tinkerer’ tool.
Condition-specific behaviour will impact all tanks in Update 18
We are introducing a new interactive match mechanic that gives the Armour class, specifically the Crewman, access to a powerful new tool at higher levels: the Tinkerer Loadout (Work in Progress Title).
To Tinker means to augment an existing trait of a tank, allowing the crew to adapt or improve its performance based on the needs of the Tank Commander. This mechanic empowers armour squads to respond to:
Map-specific challenges
The current match state
Enemy behavior or gathered intel
The Tinkerer system supports a more dynamic and adaptive tank experience, where tanks are no longer locked into a fixed stat loadout for the entire match. Instead, crews can make real-time adjustments, enabling more strategic decision-making and greater battlefield flexibility.
Below are some examples of potential Tinker types and their effects and trade-offs:
With this upgrade, you will remove the heavy loads or armour to improve mobility. This will increase acceleration and faster turning speed, however in turn the tank will have decreased deceleration along with reduced armour and health.
Tuning the electronics or hydraulic systems will allow for faster turret movement including rotation speed and damage. By enacting this Tinker however you will trade speed for slower reload times and potential jamming, as the increased speed is temporary.
If you are under heavy fire, you may feel that applying additional armour or reinforcing existing armour plating will be your best move. In this approach you will gain increased armour on the front, side, or rear of the tank, however will give up on you speed with a decrease in top speed as well as slower turning.
Panzer IV surveys the battlefield
Rather than balancing all tanks into a uniform meta to match the power of Heavy Tanks, we are embracing their role as the strongest, but rarest and most impactful assets on the battlefield. In Update 18, Heavy Tanks are intended to be high-impact, game-changing power plays rather than early-game tools.
To achieve this, we will be increasing the cooldown period for spawning a Heavy Tank, with the timer now beginning only after the vehicle has been destroyed rather than when it is first deployed. In addition, the number of Heavy Tanks available in a match will be capped at two active units at any given time. We will closely monitor community feedback after release to determine whether this limit should remain in place or be adjusted in future updates.
The Panther and other heavy tanks will see limitations in Update 18
Alongside numerous mechanical changes and updates, we are exploring ways to enhance immersion as part of the Armour Rework.
As a deliverable for Update 18, we aim to update tank audio dynamically based on various factors, including the map currently being played. This will create a more immersive experience and requires close collaboration with the Audio team.
Keep your ears open when the update launches later in the year!
M4A3E2 76mm Sherman ready for a fight
Alongside all the updates to Stalingrad, as well as our extensive Armour upgrades, we are also adding a host of other features and changes to Update 18. We cannot wait to get your feedback on the following in this week’s PTE:
Players who are playing as the Support role can now pick up and redistribute their supply box should they wish to be relocated. Once a supply box is placed down and the cooldown has started, the player can interact with the box to resupply them back into their inventory. The cooldown the supply box will also be reset.
Note:
Only the player who placed down the supply box can pick them back up
Other team members cannot pick up friendly supply boxes
The supply box cannot be picked up if any of the supplies have been used (subject to change)
This does not affect Commander supply drops or Supply Truck drops
As always, please send your PTE feedback via the below forms:
Something new is rolling onto the battlefield later this year...
Introducing the Self-Propelled Artillery vehicle. Think of this new vehicle type as artillery on wheels, this is also just the first step towards the overall artillery rework coming to Hell Let Loose in 2025 which will allow squads of two to take the functionality of artillery and move it around the battlefield relatively freely.
SPAs will be the newest vehicle coming later this year
Hey everyone, Ben back with some community updates. The first is regarding our PTE this weekend!
Our incredible War Correspondents will be taking over our Hell Let Loose Official Twitch on Friday.
As the PTE kicks off at on Friday 15th August at 8am PST | 11am EST | 4pm BST | 5pm CEST, DasAltberg will be live with a livestream, admin-camming around the map and showing off everything new coming to Stalingrad.
Then at 2pm PST | 5pm EST | 10pm BST | 11pm CEST, RazBora and TheFreshBakedGoods will be diving deep into the armour rework with some tank gameplay!
Be sure to join the lobbies, tune into stream, and enjoy what’s coming in our new update.

Last week I was joined by the incredible SoulSniper as my co-host for Episode 4 of our Best of the Community series. If you missed the stream, there is no need to worry as the full VOD is now up on our YouTube channel!
Make sure you don't miss out on any future streams by following the Hell Let Loose Official Twitch channel.
If you would like to be featured in future episodes, be sure to submit your videos, artwork, or clips via our Discord at https://discord.gg/HellLetLoose
https://youtu.be/nT-vFFCXFA8?si=GGhUx0oWyf_tI1uu

Wednesday 20th August
11am PDT | 2pm EST | 7pm BST | 8pm CEST
Don’t miss it!
https://www.futuregamesshow.com/
#HellLetLoose #FutureGamesShow

Hello Everyone,
We’re excited to share more behind the scenes information from our upcoming update. In this Dev Brief, we’re taking a look at the work our Technical Art team has been doing to improve Visual Effects (VFX), particularly in the newly refreshed Stalingrad map, as well as some updates across our legacy maps.
Before we jump into some of the incredible work from the Technical Art team, we have an exciting announcement to share.
Our first Public Testing Environment (PTE) for the new and improved Stalingrad will be taking place on Friday 15th August.
Unlike previous PTEs, this session will run over a much shorter timeframe. Rather than spanning an entire weekend, we’ll be hosting a special extended play session. You may even see some of our dev team in the session as well, so mark your calendars and make sure you’re among the first to experience the refreshed Stalingrad firsthand!
Follow our socials so that you know when the event kicks off!
Stalingrad PTE will take place on Friday 15 August
One of the key changes our Technical Art team has implemented is the addition of new ambient VFX volumes to the Stalingrad map. These have been carefully tuned alongside existing volumetric fog settings to create a more cohesive blend with the updated lighting.
Work is also ongoing on a fire pass for the POI building in Stalingrad. Additional lighting has been placed using mesh distance field shadows on point lights, creating dramatic effects without increasing shadow cost.
Ambient VFX Improvements
Stalingrad is getting a refreshed look with significant improvements to lighting and exposure, as well as giving Stalingrad a much more dramatic skybox. Volumetric fog has also been enabled for use with the ambient VFX volumes adding to a more atmospheric smoggy look.
Directional light colours and intensity tuned
Skybox tuned to add more drama without blowing out the highlights (requiring an update to the skybox material to add more control)
HDRI lighting updated to better match the new skybox
Post processing to reduce the warmth and to add some contrast to counter the flatness sometimes experienced with a more overcast map
Lighting Tuned for Updated Skybox
The Technical Art team has been updating the lighting scenarios for the Russian and German Offensive and Skirmish levels. We’re actively collaborating with Art Direction and Level Design teams to finalise these scenarios. As always, we’d love to hear your feedback on which versions you like the look of.
Stalingrad - Morning
Stalingrad - Dusk
Stalingrad - Overcast
As outlined in our roadmap earlier this year, we’re working on delivering much-needed improvements to our vehicle explosion VFX. Our Technical Art team has begun prototyping enhanced and more varied explosion effects to bring greater visual impact and realism to the battlefield.
Please note that this is still a Work in Progress (WIP) and will continue to be developed before being introduced into the live game. In the meantime, we hope you enjoy this behind-the-scenes video from the team, showcasing what they’ve been working on so far.
WIP Vehicle Explosion VFX
The Technical Art team have been investigating ways to introduce localised fog to add more ambience and atmosphere to Stalingrad. This has led the Technical Art team to continue developing the new fog volume tool for adding localised fog, smoke and smog.
This tool will be expanded to use a variety of VFX, such as embers and fire particles to support additional features that will be seen in future maps.
Along with changes to lighting and VFX, we will also be adding our weather manager to the Stalingrad refresh.
Using our sandstorm setting created for Tobruk, we have adapted this to create dynamic fog and dust that will roll across the map throughout the battle duration.
Dynamic Fog and Dust added to Stalingrad
The weather manager will also continue to be rolled out to more of the legacy maps, which will now include Carentan. The lighting for this weather scenario has also been updated to better match the weather type.
Dynamic rain is now enabled for the following maps:
Carentan Offensive US
Carentan Offensive GER
Dynamic Rain added to Carentan Offensive Modes
Lighting Update to Match the Updated Weather Manager
We hope you’ve enjoyed this look behind the scenes at the VFX and lighting improvements coming in Update 18. Our Technical Art team is hard at work, and we can’t wait to show you more in the near future.
Stay tuned, and as always, we appreciate your continued support and feedback.
Hey everyone, Ben back with some community updates.
We will be returning with Episode #4 of our Best of the Community this week on Thursday 7th August 2025 on the Hell Let Loose Official Twitch channel. This episode we will be joined by the incredible SoulSniper as our co-host, and we cannot wait to watch some more phenomenal clips from the community.

If you missed any of the previous episodes, include our June show with co-host TheFreshBakedGoods, be sure to head over to our YouTube where you can find full VODs as well as clips from some of the previous “Best of Winners”.
Hell Let Loose YouTube Channel - Best of the Community
With Patch 17.1 dropping last month, our War Correspondents have been out on the frontlines creating some epic content for us all to watch. Be sure to check out some of their recent stuff via the links below:

Hello Everyone,
Patch 17.1 has been deployed on all platforms!
We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.
This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon!
Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support!
As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:
Full HP on revive
Medic bandage speed is now 2s (this also applies to self bandaging)
Revive speed for all Forces has been reduced to 2s
Medic revive XP increased from 30 to 75
Being revived by Medic XP increased from 30 to 75
Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive.
When downed, players can now request a Medic using the \[PING] keybind. The UI will update to confirm that this request has been sent.
Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.
The following UI Icons have been added to facilitate this new feature:
- Friendly player is injured
- Friendly player is downed
- Medic has been requested
- Medic is en-route
The loadouts for the Medic role have had a balance pass for the following factions:
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
M1 Carbine (Semi-Auto Rifle)
x3 (45)
+1 clip
M18 Smoke Grenade
x4
+2 Smoke Grenades
Corpsman
Weapon/Equipment
Ammo Count/Capacity
Adjustments
M18 Smoke Grenade
x6
+2 Smoke Grenades
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Kar98 (Rifle)
x8 (40)
+4 Clips
Nebelwerfer B39 (Smoke Grenade)
x4
+2 Smoke Grenades
Sanitater
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Nebelwerfer B39 (Smoke Grenade)
x4
+2 Smoke Grenades
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Mosin 91/30 (Rifle)
x8 (40)
+4 Clips
Nagant 1895 (Pistol)
x7 (49)
+1 clip
RDG2 (Smoke Grenades)
x4
+2 Smoke Grenades
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Nagant 1895 (Pistol)
x18 (126)
+2 Clips
RDG2 (Smoke Grenades)
x6
+2 Smoke Grenades
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
SMLE (Rifle)
x4 (40)
-2 Clips
Webley (Pistol)
x8 (48)
+4 Clips
No.77 (Smoke Grenades)
x4
+2 Smoke Grenades
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Webley (Pistol)
x21 (126)
+4 Clips
No.77 (Smoke Grenades)
x6
+2 Smoke Grenades
The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.
The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.
Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.
Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.
Based on feedback from the Explore Mode PTE, we've made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.
On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.
Explore Mode - Main Menu
Within the Basic Training menu, a new “EXPLORE” tab has been added.
Explore Mode - Basic Training Tab
Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.
Explore More - Map List
In Explore Mode, the player can:
Explore every section of the map
Play as any role
Use faction/role appropriate vehicles
Use faction appropriate artillery
In Explore Mode, the player cannot:
Gain XP
Win/Lose Matches
Capture any Capture Points
Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.
Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:
Player movements are tracked in real-time
Players can be target locked regardless of faction
If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective
Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).
2 Strip Colour Treatment
Bleach Bypass
Black and White (Red Filter)
Black and White (Blue Filter)
Modern 35mm
1940’s Colour
1940’s Colour (Variation)
These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.
The default keybinds have been updated to accommodate these new Admin Camera features:
Admin Cam Action
Key
Toggle Auto Move
1
Toggle Auto Rotate
2
Toggle Camera Roll
3
Toggle Filters
4
Cycle Filters
5
Lock to Target
G
Toggle POV
6 (only when in target mode)
Admin Cam Action
Key
Toggle Filters
Y / Triangle
Cycle Filters
X / Square
Lock to Target
A / X
Toggle POV
Left Thumbstick / L3 (only when in target mode)
Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:
Destroying Spawns
Destroying Garrisons: 100 XP
Destroying Forward Positions: 100 XP
Destroying Airheads: 150 XP
Destroying Outposts: 50 XP
Destroying Nodes: 100 XP
Dismantling Spawns
Dismantling Garrisons: 150 XP
Dismantling Forward Positions: 150 XP
Dismantling Airheads: 200 XP
Dismantling Nodes: 150 XP
This data is also broken down on the post-match screen. All XP is applied to both the players' career and role levels respectively.
*Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.
Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.
This behaviour has now been changed to allow Engineers to dismantle their own Nodes.

Note:
Friendly Commanders/Officers can also dismantle friendly nodes
No other roles than those listed can dismantle friendly nodes
In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.
This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.
The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance. The town building interiors have had more muck and scatter added to make it feel more lived in.



Following the overwhelmingly positive reception of Elsenborn Ridge, we're bringing the same winter tank camo style to the tanks in Foy and Kharkov.
The following features on those maps now have winter camo applied:
U.S. Forces
Ammo Depot
Repair Station
Sherman Jumbo 75mm (Heavy Tank)
Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)
Stuart (Light Tank)
M8 Greyhound (Recon Tank)
M3 Half-track (Half-track)
Willy’s Jeep (Jeep)
GMC Transport (Truck)
GMC Supply (Truck)
Foy - U.S. Forces Winter Variants
German Forces
Ammo Depot
Repair Station
Panther (Heavy tank)
Tiger I (Heavy tank)
Panzer IV (Medium tank)
Luchs (Light tank)
Puma SD.KFZ. 234 (Recon tank)
SD.KFZ. 251 Half-track (Half-track)
Kubelwagen (Jeep)
Opel Blitz Transport (Truck)
Opel Blitz Supply (Truck)
Foy - German Forces Winter Variants
Soviet Forces
Ammo Depot
Repair Station
IS-1 (Heavy tank)
T34_76 (Medium tank)
T70 (Light tank)
BA-10 (Recon tank)
M3 Half-track (Half-track)
GAZ-67 (Jeep)
ZiS 5 Transport (Truck)
ZiS 5 Supply (Truck)
Kharkov - Soviet Winter Variants
German Forces
Ammo Depot
Repair Station
Panther (Heavy tank)
Tiger I (Heavy tank)
Panzer IV (Medium tank)
Luchs (Light tank)
Puma SD.KFZ. 234 (Recon tank)
SD.KFZ. 251 Half-track (Half-track)
Kubelwagen (Jeep)
Opel Blitz Transport (Truck)
Opel Blitz Supply (Truck)
Kharkov - German Winter Variants
The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.
The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.
LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs
The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance
As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality
The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.
Barbed Wire - LOD Updates
Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowing many objects to render at distance without a performance hit.
However, problems arise when HLOD transitions occur too early, as the system relies on player to object distance without accounting for zoomed views through binoculars, scopes, or tank optics. In these cases, higher-detail models are not restored when expected.
Barbed wire assets, in particular, did not benefit from HLOD passes and appeared overly low poly at distance. The Technical Art team has addressed this by removing barbed wire from HLODs, allowing them to LOD more effectively on their own.
Original Barbed Wire HLOD Proxy
Barbed Wire Removed from HLOD Proxy
In response to community feedback, the Technical Art team is working to enhance flare gun effectiveness in night-time scenarios. We’re currently exploring ways to improve the spread of the particle light associated with the gun's visual effects (VFX) to increase its reach. Feedback is welcome as we continue refining this effect.
The Practice Range now allows players to sample all available loadouts, regardless of their current in-game role rank. This enables testing of every weapon within a safe, controlled environment.
Practice Range - All Loadouts Unlocked
Dynamic weather has been integrated into several legacy maps. The Technical Art team is currently evaluating appropriate lighting and weather conditions to incorporate effects such as snow, rain, and sandstorms across these maps. The new weather manager allows each map to deliver a distinct and immersive experience due to its flexibility.
The technical art team has now updated the Mortain overcast scenario from the older rain VFX to the newer dynamic rain.
Please note that server owners will have the option to disable dynamic weather with the launch of version 17.1.
Community feedback highlighted concerns over excessive fog and difficulty with sightlines on some of the newer night maps. It was found that Elsenborn Ridge (night) had an acceptable level of fog and lighting exposure which the team are using as a basis for improvements.
Based on evaluation and feedback, El Alamein, Omaha Beach and Hill 400 were found to have acceptable intensities of fog, with El Alamein’s fog intensity being welcomed in addressing overly long sightlines.
Kharkov, Sainte-Marie-du-Mont, Driel, Carentan, Sainte-Mère-Église, Utah Beach, and Stalingrad were found to be excessively foggy.
These have all been updated to leave longer sightlines.
Kharkov - Original Fog Settings
Kharkov - Updated Fog Settings
Sainte-Marie-du-Mont - Original Fog Settings
Sainte-Marie-du-Mont - Updated Fog Settings
Driel - Original Fog Settings
Driel - Updated Fog Settings
Carentan - Original Fog Settings
Carentan - Updated Fog Settings
Sainte-Mère-Église - Original Fog Settings
Sainte-Mère-Église - Updated Fog Settings
Utah Beach - Original Fog Settings
Utah Beach - Updated Fog Settings
Stalingrad - Original Fog Settings
Stalingrad - Updated Fog Settings
Stalingrad - Updated Fog Settings
Hell Let Loose on PC platforms now uses DirectX 12 as it’s rendering API, offering performance gains during gameplay. Due to the variety of PC setups, we understand that issues may arise with this change. Therefore, an option to switch back to DirectX 11 will be made available in the Video Settings section of the Settings menu.
Note: This update is for our Steam and Epic Games Store players. Since initial launch WinStore has been working on DX12.
New features have been added to RCON for Update 17.1. Server owners will now have the ability to change the following parameters for their servers, note that the changes will not be applied until the next match takes place, or the current map is reset:
The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:
Mode
Current Timer (Minutes)
New Timer Range (Minutes)
Warfare
90
30 - 180
Offensive
150
50 - 300
Control Skirmish
30
10 - 60
Note: The new timer range for Offensive mode is divided by 5 for each Capture Point phase, so a match timer of 300 minutes would give each Capture Point a 60 minute timer for example.
Mode
Current Timer (Minutes)
New Timer Range (Minutes)
Warfare
3
1-10
Control Skirmish
3
1-10
Note: Due to the way that Offensive mode “Warm-up” periods are dictated by its global spawn wave system, we have not yet added the ability to control this but it is something we are open to exploring with future RCON quality of life features.
German Forces - Field Division Uniform
German Forces - R.O.A Uniform
U.S. Forces - Rangers Uniform
(Admin Cam) The UI element from Admin Cam is not assigned while having a controller plugged
(Practice range) The loading screens for the practice range don't have fully visible characters when playing on a Ultrawide (21:9) resolution
The M1943 Winter Uniform is missing for US Automatic Rifleman
Skirmish Map Objective text appears very small
Freelook options are not translated in any language
The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role
EGS - Achievements give the incorrect amount of XP upon unlocking
The queue position is not longer shown when a player enters or leaves
MG's camera movement reduced or locked on bipod deployment and clipping through terrain
Bottom left UI click targets are not centered with the rest of the UI on ultrawide's & super ultrawide's.
Loading screen's for the Practice Range on super ultrawide are cut off incorrectly.
The 'Leave Queue' text is not localized in any of the supported languages.
TPP flamethrower's range does not match its fire stream VFX
Freelook will remain active after the user returns to the game from Alt+Tab
VOIP input is interrupted after death on keyboard.
(Practice Range) (RUS) Poor blending between snow texture and environment
(F6) Invisible wall present on Sainte-Mere-Eglise in sector F6
(B5) Road asset in sector B5 is visibly misaligned
Trees present extended collision across the map
Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants
(F3) LOD issues can be observed when looking at a house from 250m distance
(F1) Floating grass and plants in F1 sector on Kharkov
(F1) Assets are misaligned from terrain in Soviet HQ #02
(E6) Debris mound has incorrect collision and textures
(H10) Misaligned terrain near German HQ#3
A gap in the horizon is visible when looking through the binoculars
(F4) Shack building appears to be missing on tactical map
Building roofs change texture at a short distance
(D7) Roof changes appearance at a certain distance
(D1) Barrel assets present stretched textures
(F2) Tree collision extends too far
(D10) Snow misaligned with the ground has no player collision
Floating chest at German HQ #03
(D6) Misaligned snow asset on oil tank
(D2)(E2) Extended collision on broken stone fence sections
(16.0)(EBR) Small barn asset presents LOD issue from around 15m across the map
(C3) Snow bank laid along a trench is floating and the user can see through it.
(C9) Tree presents extended collision
(G6) Fallen tree moves and overlaps with the ground texture
(E10) Snow asset is misaligned with the ground
(E6) Floating tree asset
(C4) Floating assets near the road
(H3) Visual gap in trench wall texture
(H1) Partially missing collision on snow pile.
(G4) Slightly floating tree is present.
(C7) Couple of floating trees.
(E8) There is a well that the user can see doesn't connect to anything in the ground.
(E8) Missing polygon face on a snow mound by a farm house.
(E8) The user can see underneath a part of the road at a farmstead.
(E10) Backface polygon is missing on a couple of small roadside snow mounds.
(G9) Slightly floating boxes on pallets.
(F9) The user can slightly see underneath one of the shell holes in this field.
(F9) The user can see underneath a few snow mounds.
(D9) Floating snow pile misaligned with the ground.
(G9) The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP
(H2) Floating pair of tweezers
(F9) Sandbags floating.
HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.
(G5) Barbed wire does not render past properly 80 meters
(J5) Large gap in the map next to German HQ Spawn #2
(G8) Destroyed building has pink edges around windows
Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags
(G6) Visible gap in the floor of a building
(A3) Rock asset is missing a face
(B3) Misaligned rock asset is present in sector B3
(F8) Visibly misaligned terrain near mud-pile.
(E5) Visible seam on the road.
(D4) Road spline is visibly misaligned.
(A3) Multiple assets are floating
(G8) Reinforced concrete wall near the sea has extended collision
(F3) Misaligned grass asset
(C6) A rock asset is misaligned
(A5) Misaligned rock asset
(J5) Misaligned grass asset
(H5) Two destroyed tanks present stretched textures
(C5) Floating palm trees
(B7) Misaligned rock asset is present on a cliff.
(C4) Grass clipping with a building's floor
(F7) Grass clipping with a building's floor
(B4) Visible seam in a road
(C7) Misaligned rock asset is present on a cliff.
(D4) Floating palm tree asset
(C7) The bottom of a sandbag is see-through.
(C4) Rock asset missing faces
(E5) Rock asset has extended player collision
(C3) Rock asset missing a poly face.
(A4) Visible seam at the left edge of the Tobruk map
(B8) Small section has collision issue
(F4) Misaligned stone asset is present in sector F4 of the Tobruk map
(E7) Visible seam present South-West Church Grounds CP
(A4) A plane is marked on the tac map despite not being present in the environment
(F8) Visible seam present on the road
(C7) See-through cliff terrain is present in sector C7 of the Tobruk map
(B7) See-through cliff terrain is present in sector B7 of the Tobruk map
(E3) Misaligned terrain is present on a cliff in sector E3 of the Tobruk map
(F6) Sandbags under bridge are clipping with the ground
(E7) Visible seam is present on the ground.
(E7) Visible seams are present on the ground
(E5) A seam is present on the ground.
(D6) LOD issue present on the shadow of the barrel
(B3/B4) Gaps remain beneath the road
(A8) Sandbags are floating
(E7) Extended collision on church window
(B4) Floating bush in the sector
(C3) Visible seam between Dev Sectors A2 and B2
(A5) The road is misaligned with the ground in sector A5
(A6) Small rock has missing meshes on one face
(F5) (F6) The lighting of the lamp inside the house presents LOD issue
(I3) Road spline floating above ground
(H5) A visible seam in the terrain can be observed in sector H5
(J3) Truck asset is clipping with the ground.
(C3) A few assets are clipping with the ground.
(B4) Small rock formation is misaligned with terrain
(B4) Grass asset is floating, clipping with a tree.
(D7) Multiple assets next to a wall are floating
(A6) Wheelbarrow slightly floating
(D7) Box asset can be observed floating
(A3) Floating crates near the German HQ 1
(B4) A specific barrel is clipping with a wall in sector B4
(G8) Pile of boxes asset has collision issue
(J7) Sandbag assets clip through a building
(D7) Stone assets next to a wall are floating
(A7) Sandbag wall clipping north of German HQ 3
(D5) Foliage is present inside a house
(D7) Sandbags assets are clipping into a building
(B5) Floating box pallet near Guard Room
(C3)A wooden crate is floating above the ground in sector C3
(H8) There are sandbag assets clipping with window frames
(D6) Visible seam on the ceiling inside a house
(D7) Visible seam present on a ceiling
(A6)(B6) Multiple wood piles clipping through fence and terrain
(E3) Box asset is clipping with the ground
(D6) Player clips through floor while deploying MG inside house in D6
Missing Decals on staircase from the watch tower asset
Sand VFX can form a checkered pattern on user's screen when observed along jagged building edges.
(17.0) (TOB) (I3) Distant LODs of a tower asset are corrupted.
(E8) Sandbags clipping into a house wall slightly.
Crates nearby the docks have low shadow LOD
Barrel assets across the map have low shadow LOD
(D6) Sandbag clipping into the cement walkway.
(B6) Two floating tent pegs.
(J6) Part of the trench in the area appears low poly
(A6) Terrain layer & asset clipping.
(J6) The edges of the trench in the area has low poly textures
(D5) Terrain bump present.
(F7) There are power cable poles with no connections to houses in the area giving them no purpose
(J5) The user can see the road leading out of the map floating.
(F8) Seam is visible on the sea wall top texture.
(D6) Few building assets are slightly floating in a few places.
Allied Ammo, Vehicle & Fuel depot BPs have German set dressing
(E6) A building's interior has multiple texture seams in it
(I4) The trench in the area has blending issues with surrounding environment
Multiple places with misaligned terrain are present on the right edge of the Tobruk map
Jagged occlusion on Tobruk around various assets during sandstorm
(D6) Stone asset is floating above the ground surface
(F5) There is a visible seam in the middle of the map
(F8) The door frame is flickering in sector F8
(F8) A part of the wall presents missing player collision
(J5) Misaligned terrain is present near a trench.
(J5) Misaligned rock asset is present on a small cliff.
(J5) Visible seam on the road.
(A5) Fuel Can is clipping through the tent.
(I8) Small rock asset does not have player or bullet collision
(H8) Rock asset does not have player or bullet collision
(A5) A small gap is present in a rock.
(A4) Floating bush present in sector A4
There is a seam that the user can see between sectors F&E.
Barrel stack has an incorrect texture
(D5) Invisible collision on wooden planks
Hey everyone, Ben back with some community updates for the coming week ahead!

We are back with another livestream on our Hell Let Loose Official Twitch Channel on on Thursday 26th June. Starting at 8am PST | 11am EST | 4pm BST, we will kick off with the developers answering your questions & feedback on Patch 17.1 & our recent PTEs in a live Community Q&A.
This will be followed by 'Best of the Community - Episode #3', co-hosted by the wonderful; TheFreshBakedGoods.
Don't worry if you miss the stream whilst it's live, as we'll be sure to upload both the Q&A and Best Of episode directly onto our YouTube channel.
Coming this Saturday, the DraftHaus server are throwing a 'Tank Only' event that will be livestreamed on RazBora's Twitch channel. No infantry. No distractions. Just armor, firepower, and chaos in the cold. It should be a blast to watch!
Start: 10am PST | 1m EST | 6pm BST
Map: FOY — snowy streets, narrow flanks, and brutal tank engagements
Watch live: RazBora's Twitch

And as always, our War Correspondents have been creating some videos for us all to enjoy. Be sure to be on the lookout in the coming days as we're sure they'll be cooking up some excellent content for Patch 17.1.
Alpine Sniper
TheFreshBakedGoods
DasAltberg

















Original Barbed Wire HLOD Proxy
Barbed Wire Removed from HLOD Proxy
2 Strip Colour Treatment
Bleach Bypass
Black and White (Red Filter)
Black and White (Blue Filter)
Modern 35mm
1940’s Colour
1940’s Colour (Variation)
Kharkov - Original Fog Settings
Kharkov - Updated Fog Settings
Sainte-Marie-du-Mont - Original Fog Settings
Sainte-Marie-du-Mont - Updated Fog Settings
Driel - Original Fog Settings
Driel - Updated Fog Settings
Carentan - Original Fog Settings
Carentan - Updated Fog Settings
Sainte-Mère-Église - Original Fog Settings
Sainte-Mère-Église - Updated Fog Settings
Utah Beach - Original Fog Settings
Utah Beach - Updated Fog Settings
Stalingrad - Original Fog Settings
Stalingrad - Updated Fog Settings
Stalingrad - Updated Fog Settings






Objective Mode - El Alamein
Objective Mode - Brécourt Battery
Objective Mode - Danzig Post Office
Stalingrad Map Refresh - Capture Point - HQ Blockout
Stalingrad Map Refresh - Capture Point - Train Station
Stalingrad Map Refresh - Capture Point - Train Station
Stalingrad Map Refresh - Capture Point - Carriage Depot
Stalingrad Map Refresh - Capture Point - Carriage Depot
Basic Example of Material Reduction
Collision Improvements/Optimisation 30-6

