Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We’re getting closer to release, and in this blog we will continue a tradition of ours; to tell you the full historical story behind a single player mission. As you may know, we follow history closely with these missions. The intention of the missions is not just to entertain, but to tell you a little bit about the hell that soldiers endured in ww2. We will also explain which elements will make the singleplayer missions in the Liberation DLC different from what you’ve experienced before.
Single player campaigns
As advertised, Liberation will come with a single player campaign for each of the US and German factions. These will offer 6 single player missions each. The US single player campaign will be augmented by the 4 skirmishes we will add to that faction, and these will be woven into the single player campaign. If you’re familiar with our work, you’ll probably anticipate these to be based on historical facts. That will indeed be the case! In this blog, we take a detailed look at one of the German single player missions.
Battle of the Bulge
In December of 1944, the Germans sprang a big surprise on the western front by launching a counteroffensive in the Ardennes region. The aim was to split the British and American forces, whilst advancing to Antwerp.
The allied bomber offensive had been targeting oil and fuel production facilities for quite a while. As a result, the German fuel situation had deteriorated so badly it was a logical thought for any field commander to try and capture allied fuel along the way to Antwerp.
The Böhlen synthetic fuel plant left in ruins after a 1944 aerial bombardment.
The fuel allocation might have just allowed the German forces to reach Antwerp, but if circumstances would have forced the German tanks to fight along the way and go offroad a number of times, the resulting higher fuel consumption would have put Antwerp out of range. This is what happened to the 116th Panzer division; they had to make a detour to find a bridge across the river Ourthe, and that’s where the story of our mission starts.
The tactical situation of December 20th that resulted in the struggle for Samrée and Dochamps. Note the dual objective for the 116th Panzer division
Samrée
In the CtA - GoH mission, you will be advancing through the Ardennes, commanding part of the 116th Panzer Division. Like every one of the German armored spearheads, your options are limited by your fuel situation. As you would expect, this makes fuel the first objective. Let’s quote the voice- over from the briefing video on this one; ”You will lead the spearhead of the 116th Panzer Division. You are advancing toward the towns of Samrée and Dochamps. The disposition of enemy units is unknown; what we do know is that we desperately need any fuel the Americans may have stocked in Samrée, if we want to achieve any of our offensive goals.” which is no surprise for most players, probably. Following the allied autumn offensive, extensive US army depots were set up behind the front lines. One of those depots had been established for the US 7th armored division. It sat in a small village just 25Km (15 Miles) north of Bastogne, a picturesque little village called Samrée.
Given the surprise that the offensive had sprung, it didn’t take long for the 116th Panzer Division to reach this little town, even though they had made a detour to find a usable bridge across the Ourthe river earlier. For most of the way, you’ve met little resistance; but any time now, you’ll run into the Americans. When you do, you must put the element of surprise to good use - you can’t hang about! First, you’ll send in your scouts. Given their superior FOW range, you will be able to see what you need to see and deploy your main force optimally.
As soon as you know what’s ahead, it’s time to blitz the defenses and take Samrée. You need that fuel! Find the dump, and refuel your tanks in a hurry; you never know how quickly the enemy will react. Your awareness of the situation in and around the town will give you the edge here. If the enemy counterattacks, where is that likely to come from? You need to get it right, because the Americans are not going to sit and wait until you come to them… Sure enough, here they are! Now it’s time to use your armor to your best ability. If you make sure the enemy doesn’t flank your tanks, you should be able to hold the line. A fierce battle ensues, and on paper your tanks should be able to deal with the enemy armor. But… defending wasn’t the plan, you need to advance!
As soon as you take back control of the situation, you can think about moving forward again. Which side of the village will you break out from, as soon as you’ve refueled? Well, if you want to drive to Antwerp, the general direction is north- west. The next village on the map is Dochamps; and all of the time, you will need to keep the US forces on the backfoot, and in a defensive posture. However, the enemy has obviously already anticipated your next move; where is that artillery fire coming from? And, more importantly, who is directing it?
As long as enemy artillery can take aim at this road, you can’t risk it. Something needs to be done about the artillery, or you’ll get stuck here! It seems they have a position somewhere roughly north- east of your own position. You will have to take that position sooner rather than later - get your men to sneak up on the enemy and silence their battery for good. Your own artillery officer has made it very clear; he will not risk counter- battery fire for the few guns he’s got left. That’s one more reason to take the enemy battery out first, and only then will he be willing to deploy his precious units in support.
So, your tactical prowess is indispensable. Your improvisation skills will decide the outcome; and as long as you act quickly enough, you’ll succeed in keeping the initiative. In other words, “Auftragstaktik” is key, it’s really up to you as a commander to push to Dochamps and do whatever is required to keep marching on Antwerp.
Now you know part of what happens in this mission; you’ll discover what follows when you play it yourself; we’ve revealed enough for now!
Mission scripter’s notes
Each of the singleplayer missions in the Liberation DLC will give the player a choice of doctrines before the mission starts. That means a variety of special units get added to your order of battle. Part of the Gates of Hell replay value comes from the realistic landscapes; these allow you to try different tactics every time you play the mission - and we know that most players will try more than once. The map we use for this mission is modeled after the real situation as usual, as a satellite versus minimap comparison shows. Another bit of replay value lies hidden in the subtle differences between the doctrines for singleplayer missions; which support units do they offer? Which one supports the tactical plan best? The answer to that question is very much a matter of taste and style on the part of the player, and trying the different options will make your mission feel quite different with each doctrine. Our aim is to make replaying the mission more varied than ever before.
As you can see, we are on our way to create a spectacular DLC. We may do another devblog like this one, to showcase another mission from the singleplayer campaign. Have you wishlisted Liberation yet? You can click in the image below to do that, and there’s zero risk involved. Just click below:
Thanks for stopping by; do you think you will like playing this single player mission? Is it something you expected to be in the campaign? Well, if you have an opinion on that, or if you have any questions, you’re always welcome to join our Discord. Join by clicking on the image below.
Time for another update! Sorry this one’s a bit late, I was caught up in writing and it completely slipped my mind.
Speaking of which... I’d say the script is about 2/3s done? I’ve written about 14k words so far, and I’m honestly not sure how much more there will be. Chapter 7 is the finale so there’s a lot to wrap up, including all the variations based on your actions throughout the game as well as the different endings. The main thing I want to ensure is that the endings are satisfying, and I will be working towards that. It just might take a while.
In the meantime, new characters!
The bunnoids aren’t the only one improving their weapons/armour tech, the GFE has some new toys too! Though depending on how things go... they might not be only pointed at the bunnoids.
That’s it for this update! I will try and finish the chapter by mid-late November, but will take the extra time for a satisfying ending if I feel the need to. Either way, look forward to another announcement then!
Yes it broke, from the looks of it probably a few months back. So if you are relatively new to the game and think you have seen the Labyrinth in all its splendor, you might want to visit it again!
All Bug Fixes in this patch: - Repairs a case where large features (such as blood furnaces in Birnui) were placed in rooms that are too small. - Fixes an issue where interaction with a feature from right next to it was inhibited by incorrect room IDs. - Knowing how to deal with a specific connection bug is no longer part of the secret of the secret tunnel. - Prey should spawn correctly at the ‘special’ roadhouse. - If Bir’s tomb doesn’t have the Frozen Flame, it does have a correctly spawning healing potion. - Invisibility and other conditions do not linger when you remove an item that causes them. Although if they are already lingering, they might require to equip and unequip the specific items first. - Charges of magic items are not accidentally fully filled upon reloading. - The free redraws for wearing regal equipment shows up correctly before a fortune test. - Restoring the Unformed Labyrinth to its true glory. - Making the ground around cave entrances leading down less awkward to navigate. - Travel gear no longer suggests it protects against cold when you are soaking wet. - The Sun Egg protects against cold even if you are wet. - The heartroot spirit indicates what it protects against in the travel gear panel. - Investigating a flag pole in sites tainted by the Empire does not result in a null-reference. - Skills and gear that provide protection against Lost work as intended once more. - Fixes a couple of text issues.
It's almost time for the spookiest day of the year, and we here at Golden Gloves VR are celebrating it as well! We've released an update full of new content, just in time for Halloween! Changes include:
We now have a setting to enable holiday assets! This means that during holidays (Halloween, Christmas, etc), if the setting is on, you may see holiday-themed textures, models, etc. This setting can be found under the 'Game' section of the pause menu.
Halloween assets are now in the game! These will be visible from Oct. 20th-Nov. 1st (if 'enable holiday assets' is switched on). Some things to look out for include mask-wearing boxers and special objects in the Fists of Fury minigame.
Added a setting to change glove color
Certain objects now change textures based on saved gym (including bout boxing rings and Fists of Fury mitts). (Note that holiday textures override saved gym textures.)
Dingle and slip bags have been added!
Added 'bag switcher' to gyms that allows you to swap out special bags (such as the cobra bag and dingle bag)
Fists of Fury mitts now give you points based on how closely you hit the center dot
Today's patch is the outcome of your Steam forum requests and comments in the reviews. We've read them all and decided to give it a try and propose significant changes to your Storages and Marketplaces so that managing villages becomes more convenient and intuitive.
Here are bullet points to keep it simple:
All of your storage huts (and the main Village storage) in the same biom (Sand land, Stone land etc.) are now linked together automatically, that means:
You can automate the production of food in the 'Village storage', than build another separate 'Storage Hut' that will provide food to your linked huts right away using resources from the 'Village storage'
You still need to take care of Carriers and hire enough employees, but you are no longer limited by max 15 buildings linked to one 'Storage Hut'
'Storage hut' no longer needs to be linked to 'Marketplaces' in the same biom.
Each 'Marketplace' has an access to all of the 'Storage huts' and vice versa in the same biom
You are no longer limited to link only 5 resources to a village in another land - you can build a second 'Marketplace', hire carriers and send more resources
From now on, you can send to other 'Marketplaces' not only resources but Tools as well (Knives, Axes etc.).
Added an option to restrict amount of each item you send between 'Marketplaces" instead of using only global settings (so that Carriers leave certain amount of each resource you choose in storage)
Added an option to restrict maximum amount of a resource to keep in the destination place (so that Marketplaces in other Lands won't be flooded with hammers if you only need a few there).
Thank you once again for every inquire on Steam, Discord and Google surveys. We've managed to release almost 20 patches of smaller and bigger changes from the initial release. The game is more stable and complete thanks to you!