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Call to Arms - Gates of Hell: Ostfront News

Update 52: V 1.047.0 - Hotfix

Change Log


[h2]Highlights[/h2]
  • Fixed Airborne DLC owners who do not also own Liberation DLC to be able to play Airborne missions in CooP
  • Fixed CooP progression blocker on Airborne Mission #6: Battle of Bloody Gulch
  • Fixed crash on the Finnish mission "Through the Fire"
  • Improved connectivity on the server list (much faster connect times to server) by disabling steam ping requests (the steamworks query system is way too slow and out of our control).


[h2]Multiplayer[/h2]
  • Added 4th SMG passenger to T-70M Doctrine buy in MP late war
  • Fixed default weather for 1v1 Losheim Gap
  • Decreased capture weight of officer from 15 to 10
  • Improved connectivity on the server list (much faster connect times to server) by disabling steam ping requests (the steamworks query system is way too slow and out of our control).


[h2]Single Player[/h2]
  • Fixed for Airborne DLC owners who do not own Liberation DLC to be able to play Airborne missions in CooP by creating a 2nd USA faction. A more permanent solution to come soon.

  • Fixed crash on the Finnish mission "Through the Fire"
  • Fixed kv1 crew/passengers in Kharkov skirmish (1943_02-ger_kharkov)

    [h2]Airborne Missions[/h2]
  • The Pathfinders (airborne 01)
    - German reinforcements if arrive they now arrive in improved method, as before they stayed AI move disable even infantry in truck/ht, after entering map once in they now perform better, and if they allowed to reach their final destination(if player hides) they disembark passengers and reach the search light manor lights patrol, show 2 pointers where they enter as before was only 1 and there are 2 entry points. Improved for coop as well.

  • Dropped into the Fire (airborne 02)
    - Fixed de-sync of video and audio for the briefing video
    - Fixed officers group being angry and attacking your initial soldier(s) at first meet until any command is performed on assigned soldiers by user.
    - Improved convoy handling.
    - All of enemy patrol reinforcements arrivals, especially initial groups are now way more dynamically dependant on whats going on before they are called. This includes the fact if player has many more soldiers via coop, recruited number of paradrop soldiers and if he caused enough alarm. All these factors determine initial call. Remaining patrol waves are also dependant on players progress now instead of only timing after first. Meaning if player progresses enough they have higher chance to execute, this will spread out reinforcements instead of waves occuring early and not much near convoy arrival.
    - Improved enemy sniper logic. Sniper will react if player sneaks into same house or area( - Fixed case where in coop, enemy sniper would not become discovered flag the moment he is active.
    - Fixed dropped and landed allied paratroopers so that if player is near and in process of being assigned, allied ai react does not interfere with user recruited paratrooper move mode at same time.

  • Hold Fast! (airborne 03)
    - Fixed outro_completed
    - Fixed action music script not being triggered when battle starts
    - Improved howitzer variable task check so that talks of each howtizer out does not overlap.
    - Fixed howitzers taken out tasks count issue. (destroyed || gun broken)variables.

  • The Eagles and the Devils (airborne 05)
    - Fixed player units transition when clips change and previous clip parts are no longer accessible. Both 1->2 and 2>3 clip switches now use script that can handle anything, deletes any enemy units left over in clip no longer playable but not inactive, separates player foot and vehicle units and moves them to new clip, in 3rd clip switch it also moves any ammo boxes player might have exited without realizing clip will switch.
    - Clip for 3 is not executed right away, instead new clip that contains pink world lines of previous clip to allow units be handled by script, only then clip 3 is truly on.
    - Clip2 & task or Clip 3 & its task WAITS to execute if revive hero task is active, this to prevent case where you are trying to revive hero and your units are moved, but bleeding hero is not. If of course he was in the part of old clip no longer visible on new.
    - Fixed civilians zone, to make sure they only fit in clip 3 even though they are active as of clip 2. Reduce # of civilians at random as well.
    - Fixed mix of different texmods on french_shop roof parts.

  • Battle of Bloody Gulch (airborne 06)
    - fixed coop progression blocker.
    - Stop other/enemy_attack_hq from calling itself again after task 5 complete.
    - Fixed task 02 so it cannot flip flop Fail<>Comp.
    - Fixed 2nd timer to use seconds not minutes.
    - Fixed rescue_squad assignment/user (again) This was because if player skipped 2 scenarios instantly in row, squad spawns it leads to way point command still execute after proper script assignment.
    - Recon team rescue conditions check if not only dead but if not bleeding anymore, same for radio op.
    - Recon team rescue can only fail after complete if all die and radio op rescue was not yet accomplished.
    - Task4 cannot fail after its completed, as at that point you keep airstrike even if he dies by design(it has no script to remove if he dies).
    - If task 3 shown and 2 failed, show 3 failed too(radio op must be dead as 2 failure means all recon dead and not bleeding).
    - Shermans deployed if task 5 is completed but stugs still active(all).
    - Expand pink world zone few meters to allow waypoint spawning of both german and player vehicles not to have a teleport safe case where it spawns just outside and is unable to move.
    - Made sure all german reinforcements(mainly non inf) entire radii of waypoint is within active world clip as some were at the line and this could lead to unit stuck at waypoint spawn.
    - Handle sherman reinforcement by not depending on gamezone, fixes any case where tank will arrive but not be assigned.
    - Secret, no longer player assigned, retreats to hq area after secret complete, handling of his status vs germans masking improved. Remains as cannot die.
    - Fixed broken heightmap polygons

  • Surrounded at Noville (airborne 09)
    - Changed task: 'destroy enemy rocket artillery' is now a primary objective because win condition required all enemy vehicles to be destroyed anyway

    - Crimson Ridge(airborne 10)
    - Task06(secure bridge) clean up of completion script.
    - Fixed Task06 failure so it cannot occur moment completion trigger kicks in, it was possible to fail and game lose for few moments even if player reached and about to complete.
    - Added fail safe upon securing bridge, check if any players units are on foot, if none then perform unlink on the selected soldier of player units that is to be "planter". This is critical. Add final failsafe, if planter does not exist for myserious reason, spawn one and move him to bridge.
    - Once planter finishes both plants explosives planted considered completed instantly, this to prevent case where he planted but died on way back which would result in fail.
    - Handle planter switch to ai and user with ables as well, to prevent coop crash case if player in dc with that soldier before.
    - Planting explosives can only fail if not only planter is shot but bled out(non revivable).
    - Planter is not killable at initial moving to bridge as to keep consistent with initial talks, can die after starting planting.
    - Added a fail safe that if planter on bridge somehow gets path blocked or dies and its revived this could prevent waypoint command execution, thus fail safe is script after timer is up will still complete bridge explosives as planted as long as planter is alive(task07 not failed). Don't rely only on waypoint commands execution.
    - Fixed browning not being grab-able
    - Changed environment during load to be black

  • When will it end? (airborne 12)
    - Fixed soviet officer sometimes deciding to swim across the river


[h2]Everything Else[/h2]
  • Moved Winters and Spiers talk audio files from Airborne DLC .pak to Base game files

  • Fixed reload animation for sdkfz7_1 not playing and speed of animation
  • Fixed "cannon" class vehicles from being able to be crewed by both gunner team and driver team at the same time after body component had been broken/repaired.
  • Fixed minor issues in translations of Airborne DLC
  • Fixed roof not hiding when units enter for Dutch buildings added with Airborne DLC


r18632-18706

WW2 strategy game Call to Arms Gates of Hell launches new airborne ops DLC

As much fun as RTS games like StarCraft or Command and Conquer can be, there's a special satisfaction to recreating battles from real-world history. In that manner, Call to Arms: Gates of Hell remains one of the best World War II strategy games on PC. A standalone expansion to the original game, itself a product of Digitalmindsoft after it spun off from collaborating with Best Way on the Men of War series, Gates of Hell just got a brand-new DLC focusing on US airborne operations during WW2.


Read the rest of the story...

Releasing Call to Arms - Gates of Hell “Airborne”!



Community members! We are proud to announce Call to Arms - Gates of Hell: Airborne, which releases worldwide today.
Depicting the famous 82nd and 101st US airborne divisions, this DLC offers single-player and Co-op content in the form of a long campaign that honors some of the most famous and courageous men of World War 2.
In parallel, we will release a QoL update, for which we ran a beta in the past few days.
On top, we have put the entire game on a discount - get up to 75%!

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

[h2]Action[/h2]
This campaign has an entirely new feel compared to what you’ve seen from us so far.
We have created a gripping storyline that starts on D- Day in Normandy, and takes you through some of the most iconic battles that were fought on the Western front. It will take you all the way through France, Belgium, the Netherlands and Germany, right to the very end of World War 2.
You will be introduced to an entirely new format, where your tactical information comes in the form of a video that plays during the mission every time the situation requires you to focus your attention on major objectives.
The battlegrounds will be recreations of the real ones of course, as you may have come to expect from us.
You will be able to play all 12 missions in Co-op as well; they each have room for four players.

HD Link HD Link

[h2]Rendezvous with Destiny[/h2]
The opening move in the campaign is the 101st Airborne Division, also known as the “Screaming Eagles”, who carried the ominous motto “Rendezvous with Destiny”.
We depict this famous unit in a total of 7 gripping missions, starting with the Pathfinder mission on D-Day.
This unit may be best known for its exploits in the wintery Ardennes when they stubbornly defended Bastogne and refused to surrender. Their commander, General McAuliffe, famously told the German negotiator and commander, “NUTS” instead of surrendering. However, many of the other missions will have a familiar ring to them, with lots of “Easy” company action in the mix.



[h2]All the way[/h2]
The 82nd Airborne goes into action on D-Day as well, where their motto “All the way” is applied on St. Mère- Église first. The action that follows is as iconic as anything; and while a number of their most famous battles centered on bridges, they get to close the campaign deep inside of Germany at the crossing of the Elbe river.
The first bridge the 82nd took was the one at La Fière, helping secure St. Mère- Église against German counter attacks; the second one, at Nijmegen (during operation Market Garden), resulted in a battle of heroic proportions as well, which is commemorated in a memorial that was erected near the bridge after the war, by the Dutch population.

HD Link

[h2]A dedication[/h2]
Last September, we were shocked by the loss of our friend Trevor Hackbardt, who worked on Gates of Hell as a historical researcher and as a moderator. His contribution to our project was a significant factor in the production of the “Liberation” DLC, and if you look at any of the 3d models from that DLC you should remember it was probably Trevor’s photo database - put together in hundreds of hours of work - that helped us get the details right.
Barbedwire Studios dedicates the release of the “Airborne” DLC to his memory.
His image will grace the game’s loading screen for months to come. Rest in peace, Trevor.



[h2]Quality of Life update[/h2]
We have been running the Open Beta for the QoL update, which we previously announced. With this update, we improve performance, provide bug fixes and a lot of other additions and improvements that make the game one step better.
There are also some new US and German units that you can make use of in Conquest and Multiplayer. The Changelog is over 200 entries long!

[h2]Up next: The British[/h2]
As we have announced before, we will now focus on developing the faction for the British Commonwealth.
This faction will be depicted by means of its actions and exploits on the Western front, starting early in the conflict and including late war action.
Development has been underway for quite some time, and we will announce its estimated release date as soon as we can. But for now, let’s focus on what’s new today!

HD Link

[h2]Discount[/h2]
Upon release, for just 2 weeks, early adopters and quick deciders will be able to profit from a limited- time offer. The discount on the rest of the game is higher than ever before; up to 75%!
This discount only lasts for two weeks after release. Don’t miss out on this chance, get the “Airborne” DLC today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Update 51: V 1.046.0

Update 51: V 1.046.0


Change Log


[h2]Highlights[/h2]
  • Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
  • Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
  • Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)
  • Added ui_armorDisplay console command to editor
  • Added mortar trench to fortification list that engineers can build
  • Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
  • Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
  • Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
  • Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
  • Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
  • Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)


[h2]Conquest[/h2]
  • Fixed Coop Conquest unit transfer causing units to not be able to follow move orders properly
  • Fixed house on DCG Karvola winter
  • Fixed 150cm Searchlight light fx showing in the center of maps for conquest by code change to no longer send environment change event to inactive actors
  • Fixed some German soldiers missing defines for Conquest squads
  • Fixed planes crashing into environment on dcg_atzerath_valley
  • Fixed barrels overlapping with a truck on dcg_gullheim_airfield

  • Changed panzerfaust, t4+ and mg costs for conquest

  • Updated conquest script with case for high altitude air attack for ai(enemy) planes when map altitude have very high areas, this requires planes saved with tags of altitude_high and set altitude of planes at least 58+
  • Reworked dcg_dubovka map


[h2]Multiplayer[/h2]
  • Added Panther Ausf.D to midwar GER Support doctrine for 120 DP

  • Added teamsize_cp_factor to Multiplayer games (does not affect CooP or Conquest)
    - teamsize_cp_factor multiplies the base CP values chosen in the lobby / game files
    - The CP factor applies equally to the starting CP and the increases applied at the 15min and 25min intervals
    - Factor used is determined by max number of players on either team. 1v4 game will use factor for the 4v4 game size. 2v1 will use factor for 2v2 size, etc.
    - Initial settings are as follow:
    - 1v1 game size factor is 1.3 (+30% more CP)
    - 2v2 game size factor is 1.2 (+20% more CP)
    - 3v3 game size factor is 1.1 (+10% more CP)
    - 4v4 game size factor is 1.0 (0% more CP)
    - This means a standard setting 1v1 match, players with start with 100
  • 1.3 = 130CP. At 15min 150
  • 1.3 = 195CP. At 25min 200
  • 1.3 = 260CP
    - Factor applies to custom game CP settings as well




  • Updated the multiplayer game list screen to remove the global chat, as this feature has been discontinued by Valve.

  • Changed flame tanks doctrine_ot130_early and doctrine_kht26_early from doctrine Tier 2 to Tier 1
  • Changed doctrine_150mm_sw34_early from doctrine Tier 1 to Tier 2
  • Changed fin midwar captured vehicles sequence to be T-26, BT-5 and T-34/76
  • Changed fin tank commander cost from 10 to 5 due to pistol
  • Changed sov tank commander cost to be consisted with their weapon
  • Changed crew of gaz_aaa_maximx4 and zis5_dshk from artillerymen to mg crew
  • Changed command vehicles to have 4CP instead of -12, to be same as other halftracks
  • Changed limit of support doctrine supply officers to be limit2, independent from manpower officer limit
  • Changed 3v3_ranes to have more opening/pathing options through walls, fences and hedgerows
  • Changed volkssturm from tier 0 to tier 1
  • Changed score gained/lost for killing officer to 25

  • Changed capture zones on:
    - 1v1 farmstead
    - 1v1 isigny ruins
    - 2v2 mortain
    - 2v2 stalingrad
    - 2v2 suburbs
    - 3v3 voronezh

  • Increased cost of drum mag SMGs by +1MP
  • Increased command vehicle capture weight from 2 to 10
  • Increased DP officer cooldown from 90 to 240 to be 2x of command halftrack cooldown
  • Increased default CP in Last stand for defender (player) team by 20 to offset change in Officer CP stats

  • Removed officer CP buff and reduced penalty for its death
  • Removed additional cost to infantry carrying panzerfausts

  • Reduced cost of all medium size MG's (DT, DP, MG34, MG42, Browning, etc) by 5MP
  • Reduced cost of T4+ price modifier by 1MP (excluding MG's)
  • Reduced cost of gaz_aaa_maximx4 from 145 to 125 MP
  • Reduced cost of fin DP officer command squads from 25 to 10 to be same as supply officer cost
  • Reduced command vehicle doctrine cost from 10 to 5 to be half of DP officer cost
  • Reduced chances of German bots buying 2cm Opel truck in MP
  • Reduced capture weight of officer from 20 to 15

  • Fixed various pricing inconsistencies for individual soldiers based on tier and weapon
  • Fixed 2v2_tikhvin from having crew-able vehicles as part of the map
  • Fixed unit order of midwar doctrine_squad_vetsniper(ger) to be consistent with cost
  • Fixed crew of doctrine_20mm_itk40_towed to use tankmen for t20
  • Fixed missing small icon for doctrine_bt7a_late
  • Fixed various missing icons in after action report of MP games
  • Fixed missing small icon for latewar irregular jager squad
  • Fixed building floating on 2v2_olshanka
  • Fixed flying fences on 1v1_Balzerweg


[h2]Single Player[/h2]
  • Added campaign army selection in main menu
  • Added custom button up/down skins in main menu UI
  • Add separate loading screen for multiplayer coop of missions (blends elements SP loading screen and MP progress bars)

  • Fixes for German Mission: "Among the Heavens"
    - fixed optional generator repair case in which 2 possible cases where repair kit maybe would execute same time.
    - fixed optional generator tasks randomization issue.
    - rewritten generator repair task script, as original would cause coop crash(DO NOT USE manual lock command!, remember to actor state ai, ables off BEFORE switching player #. Remember if you returning unit to player always execute autoassign and make it last after ables/actor state/player switch.
    - fixed the fact repair animations would not play as they called squat_repair# names, actual names are squat_repair_#.
    - fixed part3/tasks/opt_02/reinf so that it works and not cause crash in coop.
    - Completed coop pass.

  • Fixes for German Mission: "Escaping the Pocket"
    - increased wounded fallschirmjager health after medkit truck opt task (10% was way too low).
    - coop check.

  • Battle of Moscow(1941_11-ger_moscow) - fixed sdkfz221 fire mode on purchase.
  • Mamayev Kurgan(1942_11-ger_mamayev_kurgan) - fixed both player airstrikes being too low for the heightmap in middle of the map.
  • Fixed surrender/fight script logic fixes on German Mission: "Fight to the death"
  • Fixed ba10fin open fire on player reinforcement on Finnish Skirmish: "Arctic Fox"
  • Fixed mission scripts for Coop compatability for German Mission: "Clash at Narva"
  • Fixed stug3f(hero) not having tags removed properly leaving possibility to crash in coop if any player in direct control during buy of another stug3f for German Skirmish mission: "Karkov"
  • Fixed skirmish missions from Talvisota DLC, certain buys not having tags removed once active leading to possibility of coop crash.
  • Fixed factory buildings not aligned on ground on SP Petrozavodsk
  • Fixed player reinforcements arriving through "part3/tasks/opt_02/reinf" from resulting in 128 soldiers! (=> 32) on German Mission: "Among the Heavens"

  • Improved on all Skirmishes, player reinforcement airstrikes(strafe&bomber) scripts to prevent edge cases related to player clicking away map or plane crashing early or never reaching target but still flying.



[h2]Everything Else[/h2]
  • Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
  • Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
  • Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)

  • Added 3DS Max plugins for versions 2024 and 2025 to mods/tools folder
  • Added new stationary cannon German 210mm_k39 to Liberation DLC
  • Added new bunker Regelbau_683 to Liberation DLC
  • Added the new historically accurate bunker and cannon to Crisbecq Battery DCG map
  • Added ui_armorDisplay console command to editor
  • Added mortar trench to fortification list that engineers can build

  • Added support to visualize the path for more than one unit (vehicles only)
  • Added new battle environment sound assets specific to Normandy
  • Added new idle animations for cinematics
  • Added new human animations when being paradropped
  • Added LW flak crew, NCO, and rifleman skins
  • Added open/close animations for Soviet rocket trucks windshield armor and support legs when they stop or move
  • Added climbable tree_euro/tree_euro2_attach
  • Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
  • Added mappoint zone painting in singleplayer & editor
  • Added X models for euro town walls
  • Added MG gunner position to StuG 3 Ausf. F
  • Added blastwave to be generated when bazooka class weapons hit humans

  • Fixed crash when actor with playerId 0 is in manual and gets assigned to different player. Add warning instead
  • Fixed crash when saving while following an entity that is not in manual control
  • Fixed crash when minimap attempts to draw deleted entities.

  • Fixed performance drop with preview of buildable entities that had TargetDecalDynamic property (would invalidate all nearby decals, every frame)
  • Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
  • Fixed issue where squad would have no leader if squad leader and squad member that would become next leader were killed in same blast
  • Fixed humans to leave parachute when landing inside an obstacle instead of remaining linked and being deleted
  • Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
  • Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
  • Fixed aiming with mg-like bullet weapons (most noticeable in "classical" direct control on closer ranges).
  • Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
  • Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)

  • Fixed Jagdtiger armor 12 not following off when destroyed
  • Fixed track shield on Panther Ausf. A not falling off when broken
  • Fixed shield1 volume for panzer4/70V
  • Fixed volumes on 150cm searchlight
  • Fixed 3rd person view for LCA marine vehicles
  • Fixed BT-5 tracks break animation
  • Fixed gun barrel scale of BR-5 Howitzer
  • Fixed transparency of gun on Panzer 3 Ausf.N
  • Fixed T34E headlight fx position
  • Fixed t26e4's gun balance spring x texture problem
  • Fixed vision not working properly for sdkfz7_2 and sdkfz8_flak18
  • Fixed code so that AT grenades that hit the shields of cannons will also break the body component. If body already broken, cannon will be destroyed.
  • Fixed fade distance for wheel overlay sounds (wheeled vehicles) to be heard at shorter distances
  • Fixed yag10_29k from getting stuck in terrain due to front wheels not working properly
  • Fixed gunner2 and charger2 positions to be considered crew for Karl Thor
  • Fixed is1_43 and kv85 to use 85mm_d5t instead of 85mm_zis53. (No stat difference)
  • Fixed KV8 crew count from 5 to 4 and ammo counts
  • Fixed animation for bmw_r71
  • Fixed basis bone position for BF109's so they don't clip into the ground when landing/taking off
  • Fixed IL-2 and YaK1 landing gear support bones causing the to sink into ground on landing
  • Fixed missing gun break animation for M16 Halftrack
  • Fixed sdkfz8 flak18 track breaking animation error
  • Fixed sdkfz7/2 track break animation error
  • Fixed issues with marine interaction and armor code
  • Fixed LCA boats not having vision property to they could be spotted at correct distance
  • Fixed sdkfz7_2 missing fire fx when body component is destroyed
  • Fixed cannons from playing "grenade" talk more than once per grenade
  • Fixed civilian foord_b3000 vehicle icons to not have Finnish icon in them
  • Fixed volumes on euro_barbed_fence series that generate obstacles so that pathing will work better when they are covered by snow mounds on winter maps.
  • Fixed targetclass type for M7 HMC variants

  • Fixed bren magazine inventory texture
  • Fixed boys_mk1 AT Rifle to eject magazine on reload
  • Fixed selected volumes for knives to be consistent size
  • Fixed bounding style mines (USA and GER AP Mines) not giving kill credits
  • Fixed some tunic clipping issues
  • Fixed German Luftwaffe unbuttoned rank models
  • Fixed missing patches to U.S. humanskins
  • Fixed humans able to stay prone in a trench when trench is destroyed
  • Fixed ger_helm_camo_lw_2 to use camo_3

  • Fixed Missing bailey bridge Lightmaps
  • Fixed Bailey bridge textures
  • Fixed belgian_gate from being destroyed by small blasts
  • Fixed finnish_rural_house2 sometimes not generating obstacles when terrain is sloped
  • Fixed volumes for euro_town_walls
  • Fixed wired_obstacle7 playing wood instead of metal sounds when destroyed
  • Fixed vision, obstacle and garrison issues with building e_farm002
  • Fixed volume thickness for fences_fin_rural series
  • Fixed some missing building volume names to construction armor settings
  • Fixed French shop roof not hiding
  • Fixed winter texture on sack04 entity
  • Fixed hay stacks not being destroyed when hit directly by small caliber HE shells
  • Fixed most trenches from trying to switch to X model when they have none
  • Fixed several trenches to render human selection circle on top of the custom terrain instead of underneath the entities
  • Fixed bushes and trees from playing "stir" animation when thrown objects go through them
  • Fixed to french house 01 volumes
  • Fixed to french house 06 smoothing groups
  • Fixed outhouse from spawning unlimited number of fly entities when map/mission is saved and reloaded
  • Fixed obstacles and materials for e_farm004 building (should fix units getting stuck on pillars)
  • Fixed volumes on flak_ring entity. should also help with pathing on Pointe du Hoc mission
  • Fixed euro_ruins set of buildings to have correct pathing type
  • Fixed awning_wood_samll to hide roof when units move underneath
  • Fixed sand-shuttering-box series of entities for better vehicle pathing
  • Fixed smoothing groups fix on roman statue
  • Fixed euro_town_wall_destroyed so that I can be pathed through
  • Fixed to windows for euro ruin 03

  • Fixed xml error for singleplayer main menu pages
  • Fixed missing small icon for doctrine_105mm_k34_mid
  • Fixed tank HEAT shells playing the wrong explosion vfx
  • Fixed issue in main menu where scrolling through list of missions would not work sometimes
  • Fixed one cause/case of humans reloading when ordered to move out of cover
  • Fixed missing alpha channel on USA squad icon in after action screen
  • Fixed bump map for b33r
  • Fixes for ua/ru localisation fixes
  • Fixed bottom floor windows to be functional for euro_ruins_03

  • Increased armor of the drivers hatch to 75mm thickness on SU85, SU85M, SU100, and T3476_41e
  • Increased slightly the accuracy of HE rifle grenades. HEAT not changed and remains more accurate
  • Increased repair time for heavy tank tracks from 30s to 40s
  • Increased accuracy of 128mm gun (Jagdtiger) to offset the reduced range
  • Increased Panther family hull traverse speed and off road speed modifier to be similar to T34/Shermans
  • Increased slightly for high ROF SMG's (PPSH, Suomi) the maximum bullet spread when firing a long burst
  • Increased slightly the blast energy and radius of 600mm HE shells
  • Increased vision distance for Command vehicles (BA20_command, Sdkf250a_3, etc) from 200m to 220m
  • Increased supply regeneration for supply trucks from 0.1/s to 0.2/s
  • Increased damage and accuracy of shotgun class weapons
  • Increased damage done to human health when hit directly with bazooka class weapons
  • Increased general APDS accuracy (6pdr)
  • Increased accuracy slightly of US 76mm gun

  • Updated camera settings for a more immersive, higher performance setup
  • Updated and optimized mission scripts related to parachutes in all game modes
  • Updated hafthohlladung AT magnetic mine throw range to be same as other AT grenades
  • Updated hafthohlladung AT magnetic mine to explode on contact with a vehicle since the game engine cannot support mine's sticking to vehicles
  • Updated ISU152 and SU152_late with APHEBC shells instead of early type APHE shells (has slightly lower penetration on flat armor but better pen on angled armor)
  • Updated "flare" vfx used in mission scripts
  • Updated open/close animations on flak18 and 36 so crew don't float above ground
  • Updated USA Bazooka soldiers that had a chance to have 1 WP rocket now is guaranteed to have 1 WP rocket so it can be resupplied
  • Updated human selection circle graphics to be easier to see, especially on snow/winter maps
  • Updated Walk_Empty_Up with a placeholder until animation overhaul
  • Updated units contributing to Fog of War uncovering from "not-enemy" to "ally" so civilians don't reveal FOW
  • Updated crash_brick2 stamp with higher quality one
  • Updated texture saturation for some ostfront building textures
  • Updated poplar trees 3d models
  • Updated construction series named "buildingruins" for ostfront
  • Updated Panzerwerfer42 texture and model
  • Updated penetration and slope curves for British 40,57 and 76mm guns
  • Updated APDS accuracy to 17pdr (bad accuracy)
  • Updated inventory view of mk2 grenade
  • Updated inventory view of F1 grenade
  • Updated SU152 late to have 2 APHEBC shells and 4 APHE

  • Reduced range of Jagdtiger gun from 230m to 220m
  • Reduced accuracy nerf to Machine Guns when humans are standing and squatting (not in cover)
  • Reduced chance of crew death from pentation body by small arms bullets for light, medium and heavy tanks
  • Reduced spreading of throwing knives
  • Reduced accuracy of sdkfz234/3 gun to match stats of the same gun mounted in the early Panzer 4 Ausf.D/F's

  • Removed duplicate fly entities from maps and missions related to outhouse bug
  • Removed passenger seat from Sdkfz 7/1 and 7/2 (game considers it a crew position even though it's not)

  • Disabled human talks on mg cannon event since its a duplicate of other cannon event
  • Disabled aircraft bombs from being able to be shot/exploded while falling from air


r17588-18631

QoL Update Inbound



Community members! We are getting close to the release of Call to Arms - Gates of Hell: Airborne, which will be released on October 17th.
At the same time, we will also release a “Quality of Life” update, which will improve many things. This update will be available in open beta for all players to try.
This free update comes to all players, regardless of the “Airborne” release.

[h2]Performance upgrade[/h2]
We have managed to address one of the community's main concerns after we released the “Liberation” DLC about the performance of the DLC-specific maps. One cause was found in its buildings, which were optimistically modeled with several more segments and parts than were ever done before for an RTS of these characteristics. We took the time to go back and rework them; this greatly helps the performance of all types of rigs. We also identified further ways to improve the game engine handling of buildings so that you will notice a performance improvement not just on Liberation maps but for the whole game.

HD Link

The optimization improvement will be implemented with the QoL update; it is almost guaranteed to result in a better FPS rate on Liberation maps, depending on the number of buildings on the map you are playing on. The amount of improvement depends greatly on each processor and graphic card combination. Our team and closed beta testers have observed improvements that range anywhere from an additional 10 fps to 30 fps on the Liberation maps. Performance gains will vary according to your PC specs, game graphical settings, and the specific map.

HD Link

[h2]Other highlights[/h2]
This update includes a performance upgrade, but there’s more to it. As you may know, we read everything the community tells us, and this update is - in part - based on feedback you have provided over time.
These are some of the highlights:
  • Optimization of “Liberation” buildings, as explained above
  • Added bushes and trees to be hidden when you are in 3rd person while the camera is in the bush/ tree
  • Fixed many reported issues with single-player missions
  • Added new mortar trench as a buildable fortification for engineers
  • Some of the balancing suggestions that our multiplayer balancing group approved.
  • New ballistics tool for the editor, accessible via console command “ui_armorDisplay”
  • Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after the barrage was interrupted; now it reloads the weapon instead
  • Fixed panzerfaust attack orders on a vehicle (that it is not currently facing) to cause AI to fire too early or at a weird angle
  • Fixed situations where trying to throw a grenade over an object that is too tall to throw over would cause an endless movement loop
  • Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less frequently)

These are just a few; besides the performance upgrade, the entire list has around 200 entries! We will publish the changelog in the usual place when the update goes live.

HD Link

[h2]Open Beta[/h2]
We will run an Open Beta for the QoL update for a few days before it is released. To participate in this short open beta, you can right-click on the game in your Steam library, select “Properties”, select the Betas tab, and then select “Open beta”. We will make the update live at approximately the time of the Airborne release.
You can reverse the process at any time to return to the live version; you don’t need to do anything when the update goes live.
So that’s the short description of what’s coming to all Call to Arms - Gates of Hell players in the next few days, the moment we release the “Airborne” DLC.

Wishlist “Airborne” today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

You can find the changelog HERE.