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Call to Arms - Gates of Hell: Ostfront News

Update 59: V 1.054.0 - Content Update 6

Content Update 6


This update brings many changes to both Conquest and Finnish missions and will likely break any current saves you have for both.

If you wish to continue playing through your current saves for these missions and Conquest, we recommend remaining on V1.053.0 until you complete them and are ready to start fresh on the new content.

To take full advantage of the new graphical improvements (HBAO, etc), it’s recommended that you delete the shader cache (Documents / my games / gates of hell / shader_cache)

If you switch to the new “Maximum” graphic preset and then revert to an older game version, your game will crash, because this new preset doesn’t exist in the older builds. If that happens, you will need to return to the newest game version and lower the preset back to anything other than ‘maximum’. That way, you can revert to the older versions

Change Log


[h2]Highlights[/h2]
  • Added update to Talvistoa DLC (Details below)
  • Added Update to human animations (Details below)

  • Added new Conquest Features
    1) Maps are now saved in each node of the Operation Screen (maps no longer change each time you play on the same place/node of the operation)
    2) Map destruction and construction Persistence between battles (building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more)
  • * Special note: Player placed mines, player built Finnish AA gun, and vehicles that are abandoned or simply damaged but repairable do NOT persist on purpose. There are several technical and gameplay reasons for this decision.
    3) Added to Conquest Operation "WIN" screen a new option to select your next operation size. (No longer forced into 'unlimited' operation)

  • Fixed hardcoded setting that should fixthe inconsistency of AA guns not shooting when AA guns are aiming at planes
  • Fixed minimap sometimes not responding to mouse clicks (left-side squad panel was overlapping)


[h2]Talvisota Update[/h2]
  • Added new Finnish Campaign mission 'Kollaa Kestää'
  • Added new and replaced existing Finnish human models and headwear with new ones that are: more optimized, better quality, and more historically accurate
  • Added 38 new helmets and fieldcaps with 150 variations of straps, emblems, foliage, etc
  • Added over 400 new Finnish human models, including Swedish volunteers. The models are modular, like other nations, allowing for easy modding of new combinations.
  • Added over 180 new Finnish soldiers for use in current and new squads
  • Added 13 new squads to Early War Finland
  • Added 13 new squads to Mid War Finland
  • Added 17 new squads to Late War Finland
  • Added 25 new squads to Conquest Finland

  • Added 6 new small arms weapons:
    - 650 KIV 96
    - 650 PK 21
    - 900 PIST 07 FN
    - Suomi KP/31 SJR (Stick Magazine)
    - Suomi KP/31 SJR (Drum Magazine)
    - Svkkr PM Grenade (Smoke)

  • Added 18 new vehicle models to Finland
    - Maxim MG 08
    - Maxim M/32-33
    - 25 PstK/37
    - 76 LK/13
    - 76 RK/27-39
    - 76 K/00
    - 114 H/18
    - 76 Itk/31
    - 155 K/17
    - 210 H/17
    - 300 Krh/42
    - Latil M2 TL6
    - Volvo LV 127D
    - Volvo LV 127D (20 Itk/40)
    - BAF C (Late)
    - T-26C
    - T-28E
    - Stu G 40 [Early version]

  • Added copies of existing vehicles to allow for time period ammo to Finland
    - 45 PtsK/32 (Mid) (upgrades from Soviet to Finnish AP shells)
    - 76 RK/27 (Mid) (upgrades from Soviet to Finnish AP shells)
    - 76 K/02 (Mid) (upgrades from Soviet to Finnish AP shells)
    - 76 K/02 (Late) (adds Finnish HEAT shells)
    - 76 K/02-30/40 (Mid) (upgrades from Soviet to Finnish AP shells)
    - 76 K/02-30/40 (Late) (adds Finnish HEAT shells)
    - 76 K/36 (Mid) (upgrades from Soviet to Finnish AP shells)
    - 76 K/36 (Late) (adds Finnish HEAT shells)
    - 114 H/18 (Mid) (adds Smoke shells 'WP')
    - 114 H/18 (Late) (adds HEAT shells)
    - BAF C (MID) (upgrades from Soviet to Finnish AP shells)
    - BT-5 (MID) (upgrades from Soviet to Finnish AP shells)
    - T-26B (MID) (upgrades from Soviet to Finnish AP shells)
    - T-26E (MID) (upgrades from Soviet to Finnish AP shells)
    - T-28E (Late) (adds Finnish HEAT shells)
    - T-34B (Late) (adds Finnish HEAT shells)
    - KV-1B (Late) (adds Finnish HEAT shells)
    - KV-1A (Late) (adds Finnish HEAT shells)

  • Upgraded many Finnish Mid and Late war vehicles with Finnish AP shells from Soviet ones
  • Updated Finnish soldiers with new weapons
  • Updated order of AP grenades in Finnish breeds so that longer range grenades are listed first to help AI choose to throw them first
  • Updated Finnish Panzer 4 J:
    - Added shields to the turret
    - Added/adjusted spare track links
    - Removed AA MG mount

  • Reset all humans in Finnish campaign missions/skirmishes to use new human models, headwear, and equipment/weapons
  • Added new vehicles to skirmishes and campaign missions where appropriate

  • Through Ice and Fire(1939_12_summa):
    - Replaced maxim_m1910_30 with maxim_m32_33
    - Replaced 76mm_k02_30_40 with 76mm_k02[N/E 1 position(easy)]
    - Replaced 76mm_m1927_fin with 76mm_lk13
    - Replaced Russian Mountain troops with Cavalry troops.

  • Through the Fire(1941_08_porlampi):
    - autoassign initial units via player# & zone, and NOT through zone operatable ONLY.
    - Replaced maxim_m1910_30 with maxim_m32_33

  • The Northern Gambit(1944_06_tali-ilhantala):
    - Replaced stug3g_fin with stug3g_fin_early
    - Replaced ft17_fin with t26c
    - Replaced 75mm_itk37 with 76mm_itk31
    - Replaced kv1_42_fin with kv1_42_fin_late
    - Replaced starting infantry(jaegers) with elite and anti-tank infantry.
    - Replaced Jaeger squad reinforcement BY [arm_jag] Armor Div Jaeger squad.

  • The Bridge Too Far(1944_10_tornio):
    - Replaced sdkfz251c_tarp with sdkfz251d_1
    - Replaced ford_v3000_ammo with ford_3ton_ammo
    - Replaced panzergrenadiers with Gebirgsjäger
    - Replaced t26e with t26e_mid

  • Honkaiemi(1940_02-fin_honkaniemi):
    - Added 25mm_pstk37 purchase doctrine allround at flag 1 & irregular doctrine at start.
    - Added 114mm_h18_how_early as purchase for irregular doctrine at flag 5, replaced 107mm_k10 on this doctrine
    - Replaced 76mm_m1927_fin with 76mm_lk13
    - Replaced ds39_stand_fin with maxim_m32_33
    - Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37

  • Petrozavodsk(1941_07-fin_petrozavodsk):
    - Added 25mm_pstk37 purchase doctrine allround at flag 1 & irregular doctrine at start.
    - Added 114mm_h18_how_early as purchase for irregular doctrine at flag 5, replaced 107mm_k10 on this doctrine. 107mm_k10 remains hero unit for defensive doctrine.
    - Replaced ds39_stand_fin with maxim_m32_33
    - Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37

  • Arctic Fox(1941_08-fin_polar_fox_alakurtti):
    - Replaced ds39_stand_fin with mg08_fin
    - Replaced 76mm_m1927 with 76mm_m1927_fin
    - Replaced heavy_mg_maxim_m1910_30 with maxim_m32_33
    - Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37

  • Ilomantsi(1944_07-fin_ilomantsi):
    - Replaced ds39_stand_fin with maxim_m32_33
    - Replaced 45mm_pstk32 with 45mm_pstk32_mid
    - Replaced 76mm_k02 with 76mm_k02_late
    - Replaced 122mm_m1910_fin with 114mm_h18_how_late
    - Replaced 150mm_h40 with 155mm_k17
    - Replaced 170mm_minewerfer with 300mm_krh42
    - Replaced 203mm_h17 with 210mm_h17
    - Replaced 75mm_itk37 with 76mm_itk31 (both hero unit(irregular) & regular purchase(defensive))
    - Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk31
    - Replaced ford_3ton_breda with volvo_127d_itk40
    - Replaced ford_3ton(tow truck) with volvo_127d
    - Replaced ba10_fin with ba10m_fin
    - Replaced t26_33_fin with t26_33_fin_mid
    - Replaced t26e with t26e_mid
    - Replaced t28_38_fin with t28e_fin_late
    - Replaced t3476_41_fin with t3476_41_fin_late
    - Replaced kv1_40e_fin with kv1_40e_fin_late
    - Replaced kv1_42_fin with kv1_42_fin_late


[h2]Conquest[/h2]
  • Added new Conquest Features
    1) Maps are now saved in each node of the Operation Screen (maps no longer change each time you play on the same place/node of the operation)
    2) Map destruction and construction Persistence between battles (building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more)
  • * Special note: Player placed mines, and vehicles that are abandoned or simply damaged but repairable do NOT persist on purpose. There are several technical and gameplay reasons for this decision.
    3) Added to Conquest Operation "WIN" screen a new option to select your next operation size. (No longer forced into 'unlimited' operation)

  • Added mission script to Conquest for AI bots to determine if hedgehogs are blocking the path, then place TNT to destroy them, and to open a path

  • Optimization for Conquest by reducing the amount of entities loaded into RAM to only those that are needed
  • Optimization for Conquest campaign screen and library by skipping the preload file (most not needed)

  • Increased "Unlimited" size Conquest operation to have 10 nodes/locations (use to be 6)

  • Fixed UI element blocking view of reward type/count on the map node tool tip of the operation screen of Conquest
  • Fixed inventories of few destroyed wrecks(contained all default inventories as if new tanks) on dcg_d_vyazma
  • Fixed vehicle-main.inc check for water level to be slightly delayed to stop Conquest vehicles from sometimes "drowning" if map coordinates 000 are underwater
  • Fixed conquest mission script related to at flag ignore
  • Fixed jagged texture on dcg_natramala_winter


[h2]Human animations Update[/h2]
  • Added animation blending feature to the game engine to allow for humans to play 'hit' reaction animations from bullets and blast damage
  • Added animation randomization feature to game engine for humans by allowing files to call an animation folder and any animation inside can be selected/played

  • Added new idle_gun animations (idle empty were added as well, but hidden for now)
  • Added new run, sprint, & walk locomotion animations
  • Added new weapon fire animations
  • Added new weapon reload animations (some vanilla anims retained)
  • Added new weapon misc. weapon animations/randomizations for further use
  • Added new animation variation/randomize source code
  • Added new cover animations with variations
  • Added new lie, squat & standing grenade throwing animations
  • Added new prone crawl animation
  • Added new hit reaction (flinch) animations
  • Added new lie and squat animations
  • Added new 'take' or equipping animations
  • Added new 'holdback' or obstructed animations
  • Added new walk-normal (Direct Control) animations, as they are sufficient for use.
  • Added new lying MG reload and firing animations
  • Added new pistol equip animations
  • Added prone crawl gun_01 and gun_02 with randomization

  • Increased human stance change speeds to be faster and more responsive (from prone, squat, to stand and vice-versa)
  • Increased grenade throw animation speed to be faster and more responsive


[h2]Single Player[/h2]
  • Mortain Counterattack(1944_08_mortain)
    - fixed beginning clips and setup so that player cannot flank around map to prepare for part2 before completing task1.
    - fixed part2 beginning(panther) scenarios so that moment between where sherman is destroyed and rest of scenarios play is smooth transition and not camera stuck in ground for moment.

  • Bloodshed at Seelow Heights & Arctic Fox
    - fixed Guards Marines soldiers being inactive while arriving in a vehicle.
    - fixed logic script includes not being used.

  • The Hills of Saint-Lo(1944_06_saint_lo_hills)
    - all the crates on the map that contain weapons, ammo and stuff are scripted to display icons, same for mines. This shows up during first preparation until battle, then once map opens up all the new crates that contain such items get icons as well until battle starts.
    - fixed intro car and its soldiers never being assigned.
    - fixed sdkfz 251 flammer not having flame thrower ammo.
    - fixed map issues.

  • In Spite of Everything(1943_11_wotan)
    - Improved m30 artillery arrival and fixed a possible case where, in coop, it wanders around
    - Improved "su122" arrival as it was lacking some of the intended units and was not in proper ai settings
    - fixed map bugs

  • Fixed retreat task completion issues and added a failsafe for The Ace of Swords(1943_07_petrovka)
  • Fixed the trucks to exit the map nicely and via ai once task 5 is completed now, includes auto repair/not jumping out to repair or blocking issues for Contesting Hell's Highway(1944_09_02_veghel)
  • Fixed map camera clips to prevent seeing ocean mask under the map for Downfall(1945-04-ger_berlin)
  • Fixed broken textures in a few areas on 1944_07-rus_op_bagration


[h2]Multiplayer[/h2]
  • Reduced cost of ft17_fin from 115 to 85 mp

  • Fixed all multiplayer scripts to not recognize animals as 'bots'. Animals on maps caused issues when they were treated as bots
  • Fixed multiplayer scripts "alternate tank/car logics" that caused bots to attack in reverse if both teams a and b had at least 1 bot on each team

  • Fixed Finnish doctrine_150mm_sfh18_fin_late number of crew (4 to 5)

  • Fixed for 4v4_dubovka: floating trees, disconnected trenches, broken polygons
  • Fixed flying dirt lumps on 3v3_wotan


[h2]Everything Else[/h2]
  • Added "switch movement speed" button to show for vehicles (moved supply on/off button to other slot to avoid conflict)
  • Added options / video quality preset 'Maximum'

  • Increased distance at which tree bump maps are removed on LOD settings
  • Increased DT MG rate of fire from 550 to 600
  • Increased the move speed modifier for defensive soldiers from -15% to -10%
  • Increased the stamina pool and regeneration rate for recon, stealth, and medics so that they can sprint for longer

  • Updated HBAO settings (Ambient Occlusion)
  • Updated Depth of Field to blur the horizon properly
  • Updated Depth of Field settings in the environments

  • Updated and cleaned up Ostfront bushes with better optimized ones
  • Updated nettings and barbed wire to use translucent coverage material
  • Updated destroyed trees from Ostfront with ones from CtA
  • Updated dry trees for ostfront
  • Updated bush dense 2 (no billboards, they actually reduce fps)
  • Updated several Osftront tree assets and removed older / less-used ones (destroyed and wrecked trees)
  • Updated concrete buildings to spawn a new 'destroyed' stamp when destroyed
  • Updated building 'eastern-europe_farm' and 'warehouse' to tile textures
  • Updated the accuracy of semi-auto rifles to match bolt rifles accuracy curves
  • Updated reload times to be consistent for 75mm-88mm AA guns
  • Updated the USA 1st Special AT soldier to carry M9A1 Bazooka instead of the M1A1 Bazooka
  • Updated ratio of shell types for M12 GMC so that it has 2 shells AP, 2 Shells Smoke, then rest HE

  • Reduced the move speed modifier for recon, stealth, and medics from +15% and +20% down to +10%
  • Reduced stamina drain based on soldier carry weight to be more even/consistent
  • Reduced double DT MG rate of fire from 1600 to 1200
  • Reduced reload time of IS-2 M1943 from 17s to 20s
  • Reduced resupply cost for heavy mortars (107mm-120mm) HE shells from 15 to 10
  • Reduced the distance at which the sounds begin to fade for human movements and small arms reloads

  • Removed duplicate entity files for cannon shells
  • Removed unused older weapon shot sounds
  • Removed beech trees from trees/old folder
  • Removed / cleaned up duplicate files for various ammo, weapon, and shell entities
  • Removed anim.txt files (not used by game)
  • Removed some duplicate textures from vehicle entity files

  • Renamed shells folder that are really ejected small arms casings to -casings and moved to inventory/-ammo/-small_arms/-casings

  • Fixed hardcoded setting that should fix the inconsistency of AA guns not shooting when AA guns are aiming at planes
  • Fixed vfx not playing on giving move orders (bug introduced in last patch)
  • Fixed .omask files from being saved anywhere other than in the editor
  • Fixed cannons showing on minimap after being destroyed (bug introduced in last patch)
  • Fixed minimap sometimes not responding to mouse clicks (left-side squad panel was overlapping)

  • Fixed sdkfz8_flak18 crew count (changed from 5 to 4)
  • Fixed sdkfz8_flak18 gun elevation limit (changed from +85° to + 15°)
  • Fixed incorrect volume thickness for 88mm flak18, flak36, and sdkfz8_flak18 shields (from 8mm all-around to 10mm and 6mm side hinges)
  • Fixed BT-7A coax ball not moving, just the mgun. Fixed also the mgun clipping through the side of the turret
  • Fixed missing gun_b and gun_r animations for Jagdpanther, Stuh42, and Hetzer
  • Fixed size of 20mm Itk 40
  • Fixed some cannons having inconsistent repair times for their gun / barrel component
  • Fixed IS-2 '43 mantlet volume armor from 100mm to 110mm
  • Fixed kv85 missing DT texture for the rear mgun on the turret
  • Fixed m4a3_75w_e4_5 missing satchel charge
  • Fixed Marder2 engine deck missing
  • Fixed missing face on the tiger2p turret _x model
  • Fixed for tiger2h the transmission volume sticking out of the body volume
  • Fixed ford_3ton_breda front right seat to be passenger seat instead of commander
  • Fixed missing body repair animations for the Ferdinand
  • Fixed wrong face orientation on part1 for stug3g_xx
  • Fixed missing faces on engine decks for kv85 and su152
  • Fixed commander position for Panther A and G
  • Fixed missing faces for t3476_40 & t3476_41
  • Fixed tiger1hunt_x body break animation
  • Fixed magazine of sdkfz251d_17 to 10 rounds
  • Fixed tiger2h_xx turret height, also rotated it to the right instead of left
  • Fixed missing face on the tiger2p_xx inside of the turret
  • Fixed engine disappearing when the engine is set on fire on all the ford_3ton trucks for Finland and ford_v3000s.
  • Fixed a wrong face on the body.ply for the pz1b
  • Fixed normal maps textures on T-28 vehicles being wrong format type
  • Fixed shell_eject.anm for 76mm_m1902 and 76mm_k02

  • Fixed ejected magazines from small-arms weapons, causing humans to not aim due to weapon contact with a discarded magazine while prone
  • Fixed zb26 ammo to stack in 20 rounds vs 25 rounds
  • Fixed Finnish 114x86 HE shell to reference the correct 3d model
  • Fixed soviet 82mm smoke (WP) shell not showing tail fx and playing sound when fired
  • Fixed resupply cost for 200mm GER smoke mortar (5 to 15)
  • Fixed US Helmet specular maps and helmet. They were terrible, and now the US looks 10x better!
  • Fixed Volkssturm armband texture on human model

  • Fixed barbed_fence series so humans cannot be direct controlled and pass through the wire volumes
  • Fixed a small issue on DCG Utah Beach and added Sherman DD wrecks on the breach
  • Fixed euro_bridge04 sound fx for vehicles driving upon it to stone/concrete from wood
  • Fixed decalorder value for several stamps that are spawned when construction objects are destroyed, so they are layered on top of map stamps
  • Fixed factory_barracks to be crushable by tanks like other buildings
  • Fixed props for building 'soviet_barn'
  • Fixed pivots for 'wood_gate1'
  • Fixed factory_barracks missing obstacles for some volumes, causing units to pass through walls or some vehicles getting stuck if the building was partially destroyed in certain ways
  • Fixed Interior bone for building 'france_corn_build_02'

  • Fixed miss-spelling of prop 'detonate' for some grenades and interaction_entity scripts
  • Fixed some unit icons with incorrect tow weight indicator


[h2]Note to modders[/h2]
  • {DynCmpPersistent} is the new parameter that needs to be added to the .def file of entities you wish to persist in Conquest that are not part of the map file itself. An example can be seen in resource/properties/crater.inc
  • For vehicle wrecks to persist, a flag has been added to interaction_entity scripts: {mark_for_persistence}. An example of its use can be found in vehicle-main.inc in the {on "_burn'} block

r2530-3452

Devblog #159



Hello everyone! Today, we’ll be revealing the contents of the next free update, “Content update 6,” and the upcoming Talvisota update.
Over the years, among the almost 60 updates that we have released, the most important ones have been the 4 Community Updates and 5 Content Updates. This will be the 10th major update to the game. This time, we also update the Talvisota DLC.

[h2]Talvisota[/h2]
The Talvisota DLC will see a considerable upgrade. We will add a vast amount of new units, new human models, and one additional single-player campaign mission to the Finnish forces.
The quality and optimization of the new Finnish human models will match those of the previously updated models for the USSR and Germany, as well as those for the USA.
The new human models were developed with support from the community. A big thank you goes to @Sandels_FI for sharing his time to work closely with us over the past months, sharing his vast knowledge on this particular topic.



We’ve also created a new single-player mission for Talvisota; it will feature Simo Häyhä in an action-packed mission that will make you feel the horror and freezing cold of the Winter War.

The update includes 18 new vehicles, over 400 new human models, 38 new headgear pieces with their variations, and new Swedish weapons, voices, and units. The time has come for the Swedes to reinforce the Finns.

[h2]Conquest[/h2]
This update brings the first set of improvements and new features to Conquest, with more planned in the future. It will be a long road for our small team to take Conquest to our final vision, but today, you will receive the first set of new features and essential optimizations.

[h3]Persistent Maps[/h3]
Currently, when playing a battle at a specific location in the Operation, the game map is randomly changed each time a new battle occurs at that location.



Now, each location of the Operation map will always be a single map. It will still be randomized when the operation is first created, and after that, the maps remain the same for each location.

This change enables us to add a new feature: Persistent Maps.

Persistent Maps means that entities that were built or destroyed in previous battles remain in place and are added to in each subsequent battle on that same map. For example, Conquest will now remember building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more.

Before 1st battle

Start of 2nd battle


Before 1st battle

Start of 2nd battle

Persistent Maps is supported in CooP as well. You'll see a small percentage number next to non-host players when they join CooP lobbies of maps with saved destruction (players will auto download the map changes to avoid desync, and the new percentages show download progress).

[h3]Operation Completion[/h3]
We have added a new option to Conquest that appears when you complete any operation.

Previously, after winning an operation, you would be given the choice to either end your campaign and start a new one from scratch or continue your campaign in a special 'unlimited' operation that does not allow for any progression on the operation map.

Now, the new feature allows you to choose what your next operation will be while keeping your current units and progression.



This means you can continue playing with your unit force endlessly, from one operation to the next. This feature paves the way for future improvements we would like to bring to Operations.

[h2]Environment[/h2]
Throughout Content Update 6 and beyond, we will be releasing a partial rework of the “Ostfront” environment assets. Over the last 10 years that we’ve been working on the game, the level of detail and technical complexity of our models has advanced dramatically. The time has come to update Ostfront to the standards of our Western Front assets. We will be doing so gradually, as our small team is spread thin among multiple fronts. In this update, you will get a select few higher-quality models and textures for some important assets.

[h2]Anti-Aircraft weapons[/h2]
An important breakthrough was made with anti-aircraft targeting. We identified the cause of the issue where AA guns would aim at but not fire at enemy aircraft, and have subsequently fixed it. This has been a long-standing issue we have investigated many times, and thanks to a key piece of information from a community-provided bug report, we’ve managed to find the cause and address it.

[h2]Optimization[/h2]
The update comes with several changes that improve general performance; the extent to which these will affect performance will vary from user to user, but you should expect an improvement.

Conquest
Several optimizations have been made for Conquest. These optimizations reduce the amount of memory Gates of Hell consumes when playing Conquest. Testers reported reductions varying anywhere from 10%-50% in memory usage depending on their settings. These improvements also have a bonus side effect of reducing the load times into a Conquest battle.

Vegetation
We have replaced several “Ostfront” vegetation assets that were detrimental to performance with more optimized versions.

Human Models
The new Finnish human models and headwear use over 1GB less space on disk than before, and they reduce the amount of memory needed when playing a battle that includes the Finnish faction.

[h2]Visuals and video options[/h2]
We have also taken the time to address other rendering issues. Ambient Occlusion has been improved with better Horizon-Based Ambient Occlusion parameters. The video option presets were tweaked to give a better image. A new video option, “Maximum (32+GB),” has been added, further improving the game's visuals. However, it requires 32GB of RAM or more to operate stably.

[h2]Animations[/h2]
That’s not everything; we will also bring new animations to the game. We’ve made several improvements, implemented new features, and created new animations using Motion Capture.





The new animations take advantage of a new randomization feature. Soldiers will run and walk differently from one another, perform different variations of animations, to create more natural and immersive gameplay.



Another new animation feature is the additive animation system. This allows multiple animations to play simultaneously without overwriting one another. With this new technology, we’ve implemented a system that makes soldiers flinch when a bullet or blast hits them.



[h2]Open Beta[/h2]
Content Update 6 and the Talvisota update are now available in open beta.
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you don’t need to do anything at all to reverse the process.
If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.
We will release the update when the open beta has proven to be stable.

For the full Changelog click HERE

[h2]Finest Hour[/h2]
The development of the Finest Hour DLC continues in parallel, and we’ll be sharing a bit more of its contents in future blogs, so stay tuned.

That’s it for now; what will be your favorite addition from this update? Let us know in the comments!

[h2]Did you know?[/h2]
  • The release of “Ostfront”, our very first game, happened on June 11th, 2021
  • Data shows that the community doubled in size after the release of the “Talvisota” DLC
  • Today, the average number of concurrent players is around 5 times higher than in 2021
  • Christoffer Weiss, one of the voice artists for the “Talvisota” DLC, starred in the movie “Beyond the frontlines”, a great movie about the continuation war.

Call to Arms: Panzer Elite - Destruction!

[h3]A new devupdate for Call to Arms: Panzer Elite is available!
[/h3][p][dynamiclink][/dynamiclink][/p][p]Enjoy![/p]

Panzer Elite: Call to Arms - Dev Diary

[h3]Hello Commanders![/h3][p]Development on our next-generation Call to Arms game in Unreal Engine 5 is in full swing. Check out our two latest dev diaries to learn more about the new in-game combat physics. We also recently released a gameplay teaser.

[/p][p]We're excited to hear your feedback, have a great week![/p][p][/p][p]Find out more here:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Game Update inbound



Community members! The open beta for version 1.053.0 is over; it's time to give the improvements to all players. That means everyone now gets to play version 1.053.0, which contains one highly requested change!

[h2]Open Beta ends[/h2]
As usual, we have run an open beta; since no issues were found, we will now update the live version. In case you missed it, the main changes are:
  • Added new feature to the cooperative gamemode that allows the hosts to change how purchased reinforcements are distributed to the players
  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
  • Fixed crash if an explosion occurs before the GUI is entirely created
  • Fixed crash during scene destruction

You can find every one of the 50+ changes in the Changelog.

[h2]Live version[/h2]
If you took part in the open beta in the past few days, your game will not need an update. You can simply opt out of the beta and be done. If not, your game will update according to your preferences.

We hope you will enjoy the quality of life improvements. Which of the over 50 entries in the changelog is your favorite? Let us know in the comments - and we’ll see you on the battlefield!

[h2]Did you know?[/h2]
  • Call to Arms - Gates of Hell was the first game on this engine to introduce interchangeable 3rd and direct control views.
  • We now have a queuing system for ranked battles on our official Discord.