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Update 44: V 1.038.0 "Community Update 3: Part 1"

Update 44: V 1.038.0
Community Update 3: Part 1


Change Log


[h2]Highlights[/h2]
  • Steps to help improve performance
    - Optimized new group building and rendering code. Should greatly reduce/remove frame rate loss when camera is in motion
    - Fixed issue with action bar causing FPS loss when keybind was too long to render and was displayed as [...]
    - Improved performance on minimum and low settings by reducing quality back to previous levels before Liberation update
    - Added Level of Detail (LOD1) to several USA vehicles with higher triangle counts to reduce their drain on performance at distance
    - Updated (WIP) U.S. humanskins to have divisional patches as part of their meshes instead of being separate texture. Should reduce memory consumption

  • New Sound Update
    - Added new sounds and multi-layers explosions, and cannon class weapons shooting
    - Added new sounds for interior and exterior vehicle reloads
    - Added new sounds attached to shells and rockets as they fly through air
    - Added new sounds for sonic cracks AT-Rifles and HMGs

  • Human move-order Fixes
    - Fixed single click move order for humans to not reload when low ammo in weapon
    - Fixed single click move order not always working for single soldier when actively engaging enemy
    - Fixed humans not being able to stop and aim at enemies properly when given single click move order
    - Fixed when humans are in a squad to have reload animations to be interrupted and move when squad leader moves (so that they don't stay behind)
    - Added new conditions for humans when following a single-click move order to stop and respond when being shot at by enemies

  • Added to Conquest, 7 new maps and 1 new layout of an existing map to the West region
  • Added to Conquest, mini-map indicators of enemy attack locations and message text when Player is defender

  • Added new 3D Model M4A1 75mm DD
  • Added new 3D Model Ford GPA

  • Added new MP map 4v4 Fields

  • Fixed text chat in MP server browser and specific game lobby by changing default chat room to GOH game chat (some users still cannot see chat and we are looking into why)



[h2]Conquest[/h2]
  • Added to Conquest, mini-map indicators of enemy attack locations and message text when Player is defender
  • Added loading screen images for Liberation Conquest maps
  • Added to Conquest, 7 new maps and 1 new layout of an existing map to the West region (conversion of MP maps that work well as Conquest maps)
    - dcg_hill_331
    - dcg_hurtgenwald
    - dcg_isigny_ruins
    - dcg_purple_heart_lane
    - dcg_rouncy
    - dcg_sainte_marie_du_mont
    - dcg_schoppen
    - dcg_samree

  • Added Ford GPA to USA conquest
  • Added M4A1 Sherman 75 DD to USA conquest
  • Added conquest script debug/error messages to use common clean localization, this cleans up game log warnings and helps to manage/add debug/warnings

  • Fixed cost and CP size of USA Sniper in conquest to be comparable to other nations
  • Fixed CP cost of Field and Normal Jumbos in conquest
  • Fixed CP for M24 Chaffee in conquest
  • Fixed crew count for Wespe in conquest
  • Fixed crew count for Nashorn in conquest
  • Fixed crew count for Hummel in conquest
  • Fixed being unable to get out of stalingrad_ruin_2 after entering its windows on map dcg_f_bridges_of_lysovo
  • Fixed flying walls on DCG Hotton
  • Fixed supply truck on DCG Verviers airfield
  • Fixed missing border polys on DCG Dubovka
  • Fixed pathing around the broken harbor walls on DCG Isigny ruins
  • Updated vehicle icons in conquest buy menu to show towing stats

  • Reduced CP cost of 20mm L39 in conquest to 4CP total
  • Reduced CP of Hetzer in Conquest
  • Reduced CP cost of Field and Normal Jumbos in conquest

  • Removed small logs on dcg_d_vyazma as they would cause cannons to get stuck


[h2]Multiplayer[/h2]
  • Added new MP map 4v4 Fields
  • Added Liberation Multiplayer map previews images
  • Added cliff obstacle volumes to improve pathing on several Finnish MP maps
  • Added mine detector Finnish engineer builder breed in all 3 time periods
  • Added an icon to Domination base flags that indicates that you can fortify it
  • Added support for team-specific bot settings (for example, heroic_a)
  • Added button hints to work on buy menu items when the button is disabled (ie unit cannot be purchased yet due to cooldown or resources)
  • Added multiplayer script debug/error messages to use common clean localization, this cleans up game log warnings and helps to manage/add debug/warnings.

  • Fixed bot logic for knowing how many flags are capturable in MP
  • Improved bot logic for priorities for purchasing infantry in MP

  • Fixed text chat in MP server browser and specific game lobby by changing default chat room to GOH game chat (some users still cannot see chat and we are looking into why)
  • Fixed exploit in MP allowing users to buy multiple squads quickly
  • Fixed flag point names for 1v1_ouren_valley Battlezones for bots to prioritize capturing flags properly
  • Fixed Finnish midwar 105mm H33 Command Point and score issues
  • Fixed buildable base upgrades on domination maps to be separated more so units don't get stuck
  • Fixed midwar crew count and latewar command point cost of USA M20 Scout Car
  • Fixed CP cost of MG crew on MG's emplacements in Multiplayer
  • Fixed flag name/order for some Liberation battlezone maps, that caused an issue with AI BOT behavior
  • Fixed MP maps to have the correct default environment
  • Fixed flying tree on MP Hill 331
  • Fixed fence inside a house on MP Brozha
  • Fixed pathing around broken trees on MP FAll
  • Fixed minor details on MP sainte-marie-du-mont
  • Fixed localization in unit tiers for small airstrikes and stealth squads
  • Fixed pathing around the broken harbor walls on MP Isigny ruins
  • Fixed missing crewman for Finnish T50 in multiplayer
  • Fixed floating bushes on 2v2 suishka
  • Fixed cost of midwar cckw_engineer to be same as other factions: from 100 to 80 mp
  • Fixed domination missing game duration setting in lobby
  • Fixed localisation of spetsnaz doctrine unit tier

  • Changed Medic buy to be 1 medic instead of 2 in multiplayer
  • Changed doctrine_45mm_m37 towing vehicle from t20 to gaz_aaa
  • Changed doctrine_75mm_legebig18_late towing kettenkrad to come with 3 gebirgs_smg_pzf
  • Changed 2v2 courtyard for battlezones and domination gamemodes
  • Changed 203mm and 240mm signallers to use signaller_heavy limit
  • Changed doctrine_75mm_m1a1_late towing vehicle from willys_mb_50cal to willys_mb

  • Removed some hedges for better pathing on MP Purple Heart Lane and MP Martinville Ridge


[h2]Multiplayer Balance Changes[/h2]
  • Removed shared limits from all DP units (ex SU100Y and BM-30 being on the same limit)
  • Added limits to all stealth squads in all periods, limit goes from 2 to 3 depending on number of men in the squad

  • Added limit of 4 to doctrine_panzer3flamm_late
  • Added limit of 4 to doctrine_sdkfz251d_16
  • Added limit of 3 to doctrine_sdkfz251d_21
  • Added limit of 1 to doctrine_t26e4_late
  • Added limit of 1 to signaller_heavy

  • Changed stealth squads to unlock at tier 2 - from 5 to 15 min unlock timer
  • Changed light airstrikes to unlock at tier 1 - from 15 to 5 min unlock timer

  • Increased limit of doctrine_squad_volksgrenadieredetach from 5 to 10
  • Increased limit of doctrine_panzer1f from 2 to 3
  • Increased limit of doctrine_gunshields from 4 to 10
  • Increased cooldown of doctrine_p204_f_early from 150 to 180 seconds
  • Increased cooldown of single single_riflegrenade from 30 to 60 seconds for RUS/GER and from 60 to 120s for USA due to having 2 rifle grenadiers

  • Increased cost of 37mm_m30 from 100 to 140 mp
  • Increased cost of 76mm_m5_m1 from 470 to 480 mp
  • Increased cost of 75mm_pak40 from 480 to 500 mp
  • Increased cost of t20 from 85 to 90 mp
  • Increased cost of t20_fin from 85 to 90 mp
  • Increased cost of willys_mb_50cal from 95 to 105
  • Increased cost of wc52_50cal from 95 to 105
  • Increased cost of m3_halftrack from 85 to 90 mp
  • Increased cost of m3a1_scout from 120 to 130 mp
  • Increased cost of m2_halftrack from 135 to 140 mp
  • Increased cost of m20 from 155 to 165 mp
  • Increased cost of m8_hmc from 360 to 400 mp
  • Increased cost of m4a1_75_late from 420 to 430 mp
  • Increased cost of m4a1_76w_mid from 590 to 630 mp
  • Increased cost of m4_105 from 570 to 650 mp
  • Increased cost of m4a3_105 from 610 to 650 mp
  • Increased cost of m4a3_105_hvss from 615 to 655 mp
  • Increased cost of stuh42 from 575 to 600 mp
  • Increased cost of bt42 from 550 to 570 mp
  • Increased cost of hetzer from 550 to 570 mp

  • Increased cost of doctrine_m6_gmc_mid from 20 to 25 dp

  • Reduced base price soldiers with MG26t, MG13, M26 and Madsen LMG's from 35 to 25 mp

  • Reduced cost of 45mm_pstk32 from 190 to 180 mp
  • Reduced cost of 57mm_m1_early from 400 to 390 mp
  • Reduced cost of 75mm_m3a3 from 380 to 360 mp
  • Reduced cost of kettenkrad from 10 to 5 mp
  • Reduced cost of lvt4 from 210 to 180 mp
  • Reduced cost of cckw_engineer_late from 140 to 120 mp
  • Reduced cost of m8_greyhound_early from 300 to 270 mp
  • Reduced cost of m8_greyhound from 310 to 270 mp
  • Reduced cost of m3a1_stuart from 300 to 295 mp
  • Reduced cost of m5a1_stuart from 310 to 295 mp
  • Reduced cost of m24_chaffee from 380 to 370 mp
  • Reduced cost of m4a3_75_late from 470 to 450 mp
  • Reduced cost of m4a3_76w_hvss from 700 to 670
  • Reduced cost of m10_gmc_late from 640 to 550 mp
  • Reduced cost of m18_hellcat from 650 to 560 mp
  • Reduced cost of m18_hellcat_late from 660 to 570 mp
  • Reduced cost of m36_gmc_late from 950 to 820 mp
  • Reduced cost of m36b1_gmc_t33 from 1050 to 920 mp
  • Reduced cost of panzer4_70_v from 1075 to 1000 mp
  • Reduced cost of soldiers with Rifle grenades by 10 mp
  • Reduced cost of 170mm_minewerfer from 700 to 450 mp
  • Reduced cost of 200mm_ldgw40 from 800 to 550 mp

  • Reduced cost of doctrine_45mm_m37 from 30 to 25 dp
  • Reduced cost of doctrine_76mm_rr from 40 to 35 dp
  • Reduced cost of doctrine_37mm_pak36_early from 30 to 25 dp
  • Reduced cost of doctrine_76mm_k02_30_40 from 50 to 45 dp
  • Reduced cost of doctrine_75mm_m3a3_late from 35 to 30 dp
  • Reduced cost of doctrine_75mm_m1a1_late from 35 to 30 dp
  • Reduced cost of doctrine_m3a1_gmc_late from 35 to 30 dp
  • Reduced cost of doctrine_m4a1_mortar_carrier_late from 25 to 20 dp
  • Reduced cost of doctrine_m15a1_cgmc_late from 25 to 20 dp
  • Reduced cost of doctrine_panzerb2_early from 55 to 45 dp
  • Reduced cost of doctrine_m8_hmc_late from 35 to 30 dp
  • Reduced cost of doctrine_m36b1_gmc_t33_late from 80 to 70 dp
  • Reduced cost of doctrine_m18_hellcat_late from 45 to 40 dp
  • Reduced cost of doctrine_85mm_52k_late from 45 to 40 dp
  • Reduced cost of doctrine_yag10_29k_mid from 45 to 40 dp
  • Reduced cost of doctrine_t60_bm8_24_mid from 70 to 60 dp
  • Reduced cost of doctrine_t60_bm8_24_late from 70 to 60 dp
  • Reduced cost of latewar doctrine_valentine7 from 25 to 20 dp
  • Reduced cost of doctrine_bt7a_late from 25 to 20 dp
  • Reduced cost of doctrine_m4a3_105_hvss_late from 55 to 50 dp
  • Reduced cost of doctrine_m4a3_76w_field3_late from 65 to 60 dp
  • Reduced cost of doctrine_t26e4_late from 110 to 100 dp
  • Reduced cost of doctrine_sdkfz251d_1_stuka from 115 to 110 dp
  • Reduced cost of doctrine_300mm_nebelwerfer42 from 120 to 115 dp
  • Reduced cost of doctrine_panzer3flamm_late from 25 to 20 dp
  • Reduced cost of doctrine_panzer2l from 20 to 15 dp
  • Reduced cost of doctrine_sdkfz251d_16 from 15 to 10 dp
  • Reduced cost of doctrine_wespe_late from 75 to 70 dp
  • Reduced cost of doctrine_40mm_m1_mid from 35 to 25 dp due to fix
  • Reduced cost of doctrine_40mm_itk38b_early from 40 to 35 dp
  • Reduced cost of doctrine_40mm_itk38b_mid from 30 to 25 dp
  • Reduced cost of doctrine_75mm_itk37_early from 75 to 70 dp
  • Reduced cost of doctrine_170mm_minewerfer from 40 to 35 dp
  • Reduced cost of doctrine_rus_logistics_early from 40 to 30 dp
  • Reduced cost of doctrine_ger_logistics_early from 45 to 40 dp
  • Reduced cost of doctrine_cckw_redball_late from 45 to 40 dp
  • Reduced cost of doctrine_squad_sapper_motorised from 20 to 15 dp
  • Reduced cost of doctrine_cckw_engineer from 20 to 15 dp
  • Reduced cost of doctrine_squad_engineer(fin) from 10 to 5 dp
  • Reduced cost of doctrine_kettenkrad_eng_early from 15 to 5 dp
  • Reduced cost of doctrine_kettenkrad_goliath from 10 to 5 dp

  • Reduced command points cost of 75mm_m1897 from 16 to 12
  • Reduced command points cost of schwimmwagen from 2 to 0
  • Reduced command points cost of Medium MG emplacements from 10 to 6 in MP

  • Reduced initial timer of m4a3_75_late from 360 to 240 seconds
  • Reduced cooldown of doctrine_rus_logistics_early from 360 to 300 seconds
  • Reduced cooldown of doctrine_ger_logistics_early from 360 to 300 seconds
  • Reduced cooldown of doctrine_pz35t from 240 to 180 seconds
  • Reduced cooldown of doctrine_panzer1f from 240 to 180 seconds
  • Reduced cooldown of doctrine_panzer2l from 240 to 180 seconds
  • Reduced cooldown of doctrine_panzer3flamm_late from 300 to 240 seconds
  • Reduced cooldown of doctrine_t60_late from 300 to 240 seconds
  • Reduced cooldown of doctrine_m16_mgmc_late from 240 to 150 seconds
  • Reduced cooldown of doctrine_panzernest from 300 to 150 seconds
  • Reduced cooldown of doctrine_gunshields from 150 to 90 seconds
  • Reduced cooldown of doctrine_squad_vetsniper(ger) from 240 to 180 seconds
  • Reduced cooldown of doctrine_sdkfz250a_9_mid from 180 to 150 seconds


[h2]Single Player[/h2]
  • 1943_07_petrovka German Mission "The Ace of Swords"
    - fixed t0(pz3m) tank remaining AI under player command under specific skip intro situation

  • 1944_06_pointe_du_hoc USA Mission 1 "Day of Days"
    - Moved waypoint of mainship5 a tad into water as for some reason the boat stopped reaching it.

  • 1944_07_hedgerow_hell USA Mission 2 "Hedgerow Hell"
    - fixed irregular doctrine reinforcements disappearing after loading save.

  • 1944_12_hill400 USA Mission 7 "Hill 400"
    - Fixed infantry call/assignment (rangers, officer, sniper) to work properly both sp and coop. (all commands via single waypoint for all even if overlap now perform proper)

  • 1944_12_hotton USA Mission 8 "Christmas Trouble"
    - Fixed situations where passengers of German tanks or half tracks would disembark too early.
    - Enabled add emit able and tank alt fight logics globally, ensures it ignores 2 static German defenders for any logic gathering(panzerwerfer&artytask4).

  • 1944_06_saint_lo_hills GER-West Mission 1 "The Hills of Saint-Lô"
    - further fix for special USA arty task.
    - opt1 task fixed so that it will show up before game is over but its not required to eventually win game assuming defense is held.

  • 1944_08_07_luttich GER Mission 2 "Operation Lüttich"
    - Updated how artillery_barrage_105_3x3 is used, as this service can now be moved before it starts firing.

  • 1944_12_samree GER Mission 4 "Wacht Am Rhein"
    - Fixed bug that caused priest howitzers teleporting on "radiocomm" off map artillery location.
    - Fixed logics related to radiocomm off map artillery, task 02 and task 03.
    - Fixed various small issues
    - Fixed arty call not working
    - Fixed missing polygons on map
    - Updated how artillery_barrage_105_3x3 is used, as this service can now be moved before it starts firing.

  • Finnish Skirmish missions full reset of human/vehicle inventories and various fixes
  • Fixed water on Glushkovo
  • Fixed outdated inventory on altered unit(pz3j) in Soviet Skirmish mission: "No Land Beyond the Volga!"



[h2]Everything Else[/h2]
  • Added new sounds and multi-layers explosions, and cannon class weapons shooting
  • Added new sounds for interior and exterior vehicle reloads
  • Added new sounds attached to shells and rockets as they fly through air
  • Added new sounds for sonic cracks AT-Rifles and HMGs

  • Added new 3D Model M4A1 75mm DD
  • Added new 3D Model Ford GPA

  • Added LOD1 to T1E3 Mine Roller and M4A3 Calliope Shermans
  • Added LOD1 to M2, M3, M3A1, M4, M4A1, M13, M15A1, M16, & M21 Halftracks
  • Added LOD1 to M3 GMC, M3A1 GMC, T19 HMC, T30 HMC Halftracks
  • Added new texture to M18 GMC
  • Added code for more weapon type icons over infantry heads
  • Added unit icons for USA and Finnish infanty in after action reports
  • Added squad icons for luftwaffe recon
  • Added burn stamp when fuel barrels explode
  • Added grenade timer visualization in scene
  • Added overhead icons for USA Miners
  • Added support for fx entities to play more than one sound
  • Added support for line breaks in mission scripted scenario messages

  • Fixed localization typo in doctrine tier of doctrine_l62
  • Fixed CH, UA and RU localization

  • Fixed double-click movement units from reloading when encountering an enemy.
  • Fixed double-click movement to override current state (if unit is firing, for example)
  • Fixed mouse-click move order behavior triggering a reload before user has completed the double-click (make order execute only move in the double click time window)

  • Fixed mgun_light skill/ability to work properly
  • Fixed human MP units using .plys with #winter parka meshmods

  • Fixed floating ammo boxes
  • Fixed euro stonewall 01 by adding jump volumes
  • Fixed health regeneration for tank crews (was too high due to missing define)
  • Fixed reload time for mortars with WP shells to match SM shells. It was inconsistent settings before
  • Fixed humans killed by proximity (not blast wave itself) to large explosions to not be revivable
  • Fixed off-map 60mm mortars sometimes not playing exploding fx when hitting ground
  • Fixed / simplified obstacles for several wooden environment assets
  • Fixed automatic generated cover on Liberation wooden fences (fencesmwood_01-03)
  • Fixed sandbag_framed_straight to provide standing cover facing on front and back sides
  • Fixed materials on pavlov's house and zobolotny's house
  • Fixed many entities to not have structure extender that did not need it
  • Fixed how many binoculars can be stacked in human inventory from 10 to 1
  • Fixed warning if empty weapon has no ammo (like binoculars)
  • Fixed missing FR localizations texts for conquest
  • Fixed skirmish flag icons from being blurred in lower graphic settings
  • Fixed light extenders like street lamps to cast light and just just sprite light fx
  • Fixed missing tail bone/fx for 170mm Finnish Mortar shell
  • Fixed artillery flares generating more than one set of strikes when hitting certain objects / materials

  • Fixed kill count decal problem of flak36's x model barrel
  • Fixed Panzer5 A,D,G enumerators
  • Fixed polygon issue of t3476_40 and t3476_41
  • Fixed the Grille Ausf.K and Sturmpanzer 4 to have same range/accuracy with 15cm Stielgranate.42 ammo as the 15cm sIG33 cannon
  • Fixed KV85 texture
  • Fixed mantlet thickness of 105mm shermans from 51mm to 91mm
  • Fixed M36B1 getting double ammo
  • Fixed recoil animation for Browning m1919A6 MG
  • Fixed targetclass for M12 GMC vehicle
  • Fixed Kfz13 Gunner vision to be same as normal humans
  • Fixed binocular vision for Sdkfz250/3 and M3A1 Commander (should see farther and wider now)
  • Fixed M8 Greyhounds main gun vision to use same "recon" type of vision that German recon vehicles get
  • Fixed Sdkfz 6/2 (3.7cm) to be able to rotate 360°
  • Fixed tank crewman from leaving KV-1 M1939 when encountering enemy
  • Fixed Goliath tanks still having some detection/vision (they should have no vision)
  • Fixed misplaced gun stabilizaor on m3 lee's x model
  • Fixed 40mm M1 Bofors having the wrong penetration for its APBC shell
  • Fixed Finnish and USA Bofors to have same range (160m) as other medium AA guns
  • Fixed stug3g_late using wrong shield textures
  • Fixed normal texture for pazer35s winter version.
  • Fixed to bridge 08 texture change x model
  • Fixed (temp) enemy AI stats in single player missions for Co-oP bug

  • Increased accuracy of Light MG's (Bren, Chauchat, M26, Madsen, MG13, MG26t) through weapon skill/ability compared to heavier MG's
  • Increased accuracy of mounted MG's (~10%)
  • Increased depression of MG34/42 Lafette (5°)
  • Increased damage of SMG's
  • Increased horizontal field of view for humans
  • Increased resupply cost of white phosphorus and incendiary mortar shells
  • Increased accuracy of HE/Smoke shells of indirect fire artillery (not mortars) in ranges below 200m
  • Increased camera elevation limits of 3rd/1st person control searchlights

  • Increased zeroing accuracy (accuracy boost for successive shots at same target/location) for Heavy and Super Artillery
  • Increased after penetration damage to components by APCR, HVAP style shells to be similar to AP shells without filler (+%25 damage)

  • Reduced reload time for StG44
  • Reduced reload time for M1 Carbine
  • Reduced reload time SMG's with stick magazines
  • Reduced the maximum bullet spread during smgs when firing in bursts
  • Reduced resupply cost of rifle ammo

  • Improved performance on minimum and low settings
  • Improved armor modelling of M4(105)

  • Updated turret traverse rates of Tiger E and B
  • Updated 7.92mm SmK and SmK(H) AP bullets to the same penetration standard as US M2 AP and soviet B-30/B-32
  • Updated USA vehicle icons to show towing stats
  • Updated mounted MG34 and MG42 belt long (300rd) versions to have same burst length and spreading as other mounted MGs (longer burst and less spread)
  • Updated some mouse cursors to be more visible on various terrain types/colors
  • Updated AT overhead icons for soldiers
  • Updated (WIP) some of the U.S. humanskins to have divisional patches as part of their meshes instead of being separate texture. Should reduce memory consumption
  • Updated AT mines in Finnish engineer trucks from German to Finnish ones
  • Updated weather settings to have consistent depth of field settings
  • Updated fortification engineer overhead icon
  • Updated shallow water terrain to play dirt and water fx on hits/explosions

  • Removed pistols from Finnish flamethrower soldiers
  • Renamed arm volumes on humans

  • Re-located localization (videos)


r15807-16447

Announcing Open Beta



Community members! As announced in our previous messages, Community Update 3 will go live this spring. You will be able to test the Open Beta for the first part of this update now! In this blog, we will bring you up to speed about this beta, and since you will be able to submit feedback too, we’ll explain a bit about how this works. It’s very easy, so keep reading!

Community Update 3, part I

We have already announced that we want to split the implementation of this update into 2 parts; you can read about that in Developer Blog 145, and now it’s time for the community to try out part one. It consists of performance optimizations, plus new sounds and a bunch of fixes.
The new tutorial missions will be in the second part of the update; we planned to include them in part one but that proved to be a bridge too far, timewise.

HD Link

[h2]Open Beta[/h2]
Anyone can participate in the open beta. Just as we did for the previous beta, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To join the beta, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t even need to do anything to reverse the process.
To join the beta, 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.

Did you know?
  • Community Update 3 follows Content Update 5, so that makes 8 free updates since release; that’s roughly one update every 4 months on average
  • You can get the quickest answer to any question on the official CtA - GoH Discord server

That’s it for now. Have fun with the new content, we’ll see you on the battlefield!

Developer blog #145



Community members! In our previous blog, we announced that we will be publishing Community Update 3 soon. Today, we will have a look at the plan, and tell you about a small change in the execution.

Part 1 & 2

You may remember we talked about a performance update that is planned to go live with Community Update 3.
We know from testing that this update improves the framerate situation by quite a margin.
Reading all of the talking points from our previous update, performance improvement is the subject that impacts players the most. That makes it a top priority for us.
We have now decided to split Community Update 3 into two parts, shipping the performance improvement first because we feel this can’t wait. We will add Sound Overhaul Part II, the new tutorial missions, and - as usual for every update - several general fixes and balance adjustments. Barbedwire Studios and Digitalmindsoft worked to bring you these improvements and we are very happy with the results!

Part II will consist of the German human models, and the “Last Stand” game mode. It will be introduced as soon as everything is ready; we expect it will go live a handful of weeks after part I.

HD Link

Open Beta and planning

We will publish part I as an open beta first. This open beta will become available early next week.
In the meantime, work on part II continues, which will also get its own open beta; we’ll keep you posted about that of course.
During this time, as we said earlier, we will be monitoring the open beta feedback channel on our Discord server for any comments. We don’t expect any issues at all, but you never know.
Will you be trying the open beta? Let us know in the comments!

HD Link

Did you know?
  • Gates of Hell has its own FanWiki
  • Work on the next DLC already started in 2023
  • Some of our development methods are explained on our website

That’s it for now. Thanks for stopping by, we’ll see you on the battlefield!

Developer blog #144



Community members! We are currently working on the next update for Call to Arms - Gates of Hell. This update will bring features and content to all players, like the 2 community updates (and 5 game updates) that came before it. As its name already suggests, it will add a number of things that were requested by the community. Curious? Keep reading!

HD Link

Community Update 3

So what do we add? We get requests for every development category from our community; in fact, there are so many it’s impossible to fulfill all of them. Some requests might not fit our design choices; for instance, requests for prototypes or designs that never appeared on the WW2 battlefield in real life. Then again, that still leaves plenty of options! Let’s have a look at the community suggestions we selected.

HD Link

[h2]Optimization[/h2]
We have been working on optimizing the game. We have addressed a bug that created frame drops. Additionally, our lead programmer has been optimizing the mesh group technology which will improve the overall performance.
The results are extremely promising, improvements during testing show significantly fewer frames dropped during camera movement.

We also Improved performance on minimum and low settings and optimized US humanskins and vehicle 3d models to reduce VRAM usage and added LODs.

https://youtu.be/iI73L__8j2g

[h2]New PvE game mode[/h2]
We are very happy to present a new PvE game mode: "Last Stand".
In this exciting new gamemode, you will be defending against multiple AI waves. This is an excellent battleground for new players to have fun with the game in its most comfortable environment: Defending against enemy bot attacks in a controlled manner.

HD Link

It's also an excellent opportunity to get your friends to play the game together. As with the other multiplayer game modes, you will be able to change war period, doctrine and other settings. This is one of the two game modes we want to introduce this year.

HD Link

[h2]New human models[/h2]
As we discussed in Developer blog 143, the new German and US models will also contribute to more optimization for the game, despite the higher graphical fidelity. For example, one of the optimizations (currently WiP) is for U.S. humanskins. These will have divisional patches as part of their meshes instead of being separate textures. This will reduce memory consumption.

We have engineered the human models to work as best as possible with the current game engine architecture, like mating a hand into its glove. The new German models also use the fully modular approach we pioneered with the US models.
This means that modders can make their own combinations and customization of human models without any knowledge of 3D modeling!

HD Link

[h2]New tutorial missions[/h2]
We're completely re-doing our tutorials. As our game grows, it attracts more and more people from outside of the GEM-engine ecosystem, and their comments remind us that the learning curve is steep in any GEM2 game. We are working hard to reduce the learning curve, and we expect that novice players will have way less trouble to settle in and have an overall better experience with these new tutorial missions.

Until now, the tutorial was one long mission. We have decided it was too long, and we’ve broken it down into several smaller missions where the players learn specific parts of the game.
As a result, players will be able to come back and re- visit specific missions for specific gameplay aspects without the need to re- do the entire tutorial.

The new tutorials are also more user friendly. For the first time, they will feature tool-tips and explanation video pop-ups, which will make things much easier to understand.
As a very nice spinoff, modders will also be able to take advantage of the new in-game video popup technology for their own creations.

HD Link

[h2]Sound Overhaul Part 2[/h2]
We're really excited to present to you the second part of our critically acclaimed sound overhaul. In Community Update 3 you will be able to hear all the new tank gun and explosion sounds, which will make the game into an even more immersive and cinematic journey. Our sound designer, known in the community as HangEmHigh, summarizes the overhaul as follows;

"Sound Overhaul 2 aims to bring explosive and cannon sound layers up to the same standard as small arms set with Sound Overhaul 1. This means that the total amount of sound variation for these items has increased exponentially, in an effort to both convey a sense of 3d space and keep the soundscape as interesting and dynamic as possible.

Each variation now consists of 3-4 unique sound layers which play with each cannon shot or explosion, like small arms fire; these fade into one another over distance to convey a sense of depth. The sounds themselves have been designed to be realistic and impactful, while also being unique enough from one another so that, with time, players may be able to discern weapons and explosions of different types and sizes, even at distance. Sound Overhaul 2 aims to bring a lot more intensity to the combat experience and I look forward to our players experiencing it, I think it will have been well worth the wait". -HangEmHigh

We have also introduced a new feature to the engine. When a rocket or artillery shell flies by, you will be able to hear the whizz. Previously, we had a separate whistle sound to play with mortars, but now the sound is fully linked to the projectiles. This is particularly immersive in third person.

https://youtu.be/NeTLzd_3Vh4

https://youtu.be/CA6IYtfKAe8

As you can see, a sound overhaul isn’t something you can put together on a sunday afternoon. We are very happy with the new sound design, and you’ll probably agree when you get to hear it yourself, as soon as Community Update 3 is live.

HD Link

Planning

We are still in the middle of development; it’s too early to determine the exact release date for Community Update 3 right now. However, it will probably be done and tested mid-spring.
We will also run an open beta for CU3 before release. We will keep you posted of course, stay tuned!

Did you know?
  • Community update 3 is the 8th big free update for our game
  • Our game manual is linked on the store page, and HERE
  • A new version of the manual is in the works as well

Did your suggestion make it into the update? Let us know in the comments!
That’s it for this blog. Thanks for stopping by, and see you on the battlefield!

Attention: the sale continues this week!



Strategy lovers! The fastest growing RTS community is calling you through a historically high discount on everything in our WW2 bundle. If immersion is something you seek, this is the perfect moment to dive into Gates of Hell. Our weekend deal offer has ended, but the sale continues!

Considering the large number of players that still have Gates of Hell on their wishlist, we continue the sale, which will now end on Thursday, January 18th! The discount remains at an all- time high for the duration.

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

So, if you'd like to try something else for a change (like first person view for your tank, and 3rd person view for infantry), or if you like it realistic, or simply because you have a passion for history; this is the moment. Don't miss out!