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Call to Arms - Gates of Hell: Ostfront News

Update 50: Version 1.045.0



Community members! Today we will update the game to the next version. As you can see, we are not on vacation; we are adding and fixing a number of things and the game update is ready to go. We have fixed/updated the workshop to be able to use tags and categories correctly as well. But first, a comment on the next DLC;

[h2]The next DLC[/h2]
We are excited to share our next DLC with you guys and will reveal the store page plus an announcement very soon. With this DLC we are trying something a bit different in comparison to our previous DLCs and we hope you guys will like it. The wait is almost over!

On to the game update.

Changelog


[h2]Highlights[/h2]
  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and added new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch
  • Updated executable icons / shortcut
  • Fixed several issues related to human move orders, reloading and throwing grenades (see Everything Else section)

[h2]Conquest[/h2]
  • Fixed fauna on dcg_hotton map to be correct player number
  • Fixed flying tree on DCG_Tormasenvaara
  • Fixed stairs collisions DCG_Barrikady
  • Fixed "max_stage" for StuG 3 Ausf G to extended to end of war, for AI use.
  • Fixed "max_stage" for Kht-130 to NOT extended to end of war but end earlier like it should, for AI use.

[h2]Multiplayer[/h2]
  • Updated battlezones for 3v3 hurtgenwald
  • Updated position of bases on 2v2_fall domination

  • Fixed friend check not working for MP Lobbies (reserve slots)
  • Fixed outside view of MP lobbies to account for closed and reserved slots properly
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed issue where air-stike called in by player in MP would fly in circle is player left match by not resets actor orders on transfer to other player if said actor is not select-able
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch

  • Fixed and cleaned up music scripts for all MP maps and game modes to stop multiple tracks playing at the same time
  • Fixed foxhole on 2v2 monastery
  • Fixed flying tree on MP Tormasenvaara
  • Fixed stairs collisions on MP Barrikady
  • Fixed missing after action report icon for doctrine_jagdpanzer4_l48_early, doctrine_107mm_m1910_30 mid and late

[h2]Single Player[/h2]
  • Fixes applied to skirmish missions
    - simplified assignment of player units at start (sp/coop).
    - Player is able to skip scenario which triggers soldiers assignment which in turn could kick before soldiers arriving in starting vehicle(s) are still in or out of vehicles
    - Previous script had a chance for soldiers in animation of disembark not being detected as either linked or not linked and ending up not being assigned. Now, this is fixed

  • Fixed Tutorial Mission 5 "Trial by Fire"
    - Added fail-safe so that if player uses all ap/at mines he is not blocked from progress.
    - Engineer truck arrives and auto replenishes specific mines if tasks are not complete and specific mines are depleted in the truck.
    - Fixed pathing which lead to reinforcement truck weird movement.
    - foxhole task now is accompanied with green zone area indicating where to build foxholes to complete the task
    - play task new sound instead of complete when showing task to defend vs counterattack

  • Fixed for German mission "Among the Heavens"
    - part1 end(alarm or stealth) and part2 start scenarios played only (with skip ability) in single player. Coop skips the scenario outright and executes skip events
    - part1end(alarm or stealth) / part2 / part3 handling of player units (>ai>delete>add>select) cleaned up and made coop secure and proper order of operations (actorstate/ables > player > autoassign)
    - fixed chances of certain tags being removed before other command executed on them
    - added capture_hotel zone to make player actually be within steps of the hotel for capture.
    - clean up and fixes to most calls around part1 end and part2. Avoid player# in commands unless you are certain and you need it, for coop purposes.
    - whenever selector is MID# remove player# requirement check in commands.
    - part2 groups use waypoint selector for tag changes on spawn instead of selector, avoid player# in commands.

  • Fixed Finnish Skirmish Mission "Honkaniemi"
    - replaced ptrd41 antitank soldiers on Soviet side to use soldier with Dyakonov Rifle Grenade Launcher
    - fixed missing path to fin t37a description

  • Fixed broken bushes on SP luttich
  • Fixed anachronistic wrecks on SP Moscow
  • Fixed factories on SP Petrozavodsk skirmish
  • Fixed railways on SP Seelow Heights skirmish

  • Replaced Sdkfz251 Ausf.C with Ausf.D in late war missions/skirmishes
  • Replaced T28 with T28E in Russian Skirmish: "No Land Beyond the Volga!"
  • Replaced SG34 with Maxim MG in German Skirmish: "Mamayev Kurgan"
  • Replaced Brandenburgers and Fallschirmjagers to be early war version with MG34 instead of MG42 in German Skirmish: "Battle of Moscow"

[h2]Everything Else[/h2]
  • Added "boat" icon for marine vehicles to minimap
  • Added back "SPG" icons for vehicles to minimap

  • Updated interaction_entity scripts to use call_synced for calls that are inside delays with random times that are not vfx related (Modders: it would be good to update your files as well to help with sync issues in online/coop)

  • Updated ammo trailers to have "ammo" minimap icon
  • Updated all rocket artillery vehicles to have "artillery" minimap icon
  • Updated several vehicles that were missing SPG (Self-propelled gun) or TD (Tank destroyer) minimap icons
  • Updated executable icons / shortcut
  • Updated Max distance for penetration stats in library from 250m to 200m
  • Updated searchlight FX
  • Updated accuracy of m18 recoil-less

  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and add new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed enemy ignore not working for single units on move order
  • Fixed single human sometimes reloading when given a move order
  • Fixed humans in squad (not leader) sometimes reloading instead of following squad leader after move order
  • Fixed squad members getting stuck leaving the watch tower
  • Fixed squad members getting interrupted following squad leader by enemy
  • Fixed issue where ordering multiple cannons to move, rotate, or change stance would not work for all selected cannons by catching a corner case when adding vehicles to a squad that already commander one (remove commander in this case)
  • Fixed 2 issues with humans throwing grenades (especially over high walls):
    - Caching of the "weapon inside wall" state broke the target accessibility testing
    - Inconsistent internal "hold back" state that caused infinite aim prepare

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance

  • Fixed 37mm_flak37 missing obstacles
  • Fixed incorrect HE accuracy for 107mm_k10 and 120mm_k78_31
  • Fixed MG Bunker Panzernest so that it cannot be crushed by non-tank vehicles
  • Fixed missing "hole" volumes in Pershing tracks
  • Fixed lower hull side armor for M4 Shermans
  • Fixed M4 early extra armor panels having 0 thickness
  • Fixed stug3g_fin ammo in the DT MG
  • Fixed missing sandbag on Finnish 107mm K/10 and 105mm K/13
  • Fixed vehicle views for: bt42, kht130_fin, l182, pz38's, t26_fin, t34_85_fin, t37a_fin, gaz_fuel
  • Fixed sdkfz8_flak18 trackright
  • Fixed missing pivot_back bone to some vehicles
  • Fixed cannon shooting sound for t3457_43

  • Fixed euro town walls for better soldier positioning
  • Fixed various warnings in game.log related to textures
  • Fixed folder name error that caused USA human talks to not play for "for impossibility_to_execute_an_order"
  • Fixed issue with some pipeline entities giving errors due entity name by renaming (pipeline2_xa to pipeline2_ax)
  • Fixed some units getting stuck on broken wall (fence_stone3)
  • Fixed some soldiers spawning without helmet due to full inventory
  • Fixed durability and armor of belgian_gate to be same as anti-tank hedgehogs
  • Fixed mass of M15 WP grenade

  • Removed wrong soviet soldier names

r17374-17587

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

Update 49: V 1.043.0 - Hotfix inbound



Community members! We are about to update the game, based on community feedback and reporting. In the previous update, a common crash was introduced which has been fixed today. There's also multiple functionality improvements. We recommend updating your game at the earliest opportunity.
Meanwhile, we're still on sale (today and tomorrow) so you may also want to check the current discount:

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

[h2]Content of the hotfix[/h2]
We've read the reports from the community and immediately set out to find the causes of several reported crashes. The fix for these is now ready. The new multiplayer minimap preview was extremely well received, so we've added it to singleplayer. Do you want to see it in conquest too? Let us know your thoughts, as always.

We also improved the AI; controllability of soldiers, assorted fixes, and a lot more. Check the changelog below.

All artwork on this page by screenshot competition winner Tetry852.

Thanks to everyone that gave us a detailed report; replication always helps when we're fixing bugs!
If ever you experience an issue with Call to Arms- Gates of Hell, we recommend the quickest way to get answers and support - which is our Discord server.

As always, we include a changelog below:

Update 49: V 1.043.0


Change Log


[h2]Highlights[/h2]
  • Added minimap preview display to single-player page

  • Fixed crash (ir:update) related to giving move orders
  • Fixed crash that could occur on some campaign missions in CooP

  • Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
  • Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)

  • Fixed vehicle bar ammo switch being limited to specific ammo types

  • Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
  • Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions


[h2]Conquest[/h2]
  • Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
  • Updated research/buy menu icons for Panther Ausf. D and G in conquest

  • Fixed duplicate localization entries for the new conquest squads
  • Fixed broken texture transitions on dcg_kylmapuro_winter
  • Fixed weather setting to use Summer presets on dcg_purple_heart_lane

  • Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation Conquest maps


[h2]Multiplayer[/h2]
  • Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
  • Updated description of Standard, Custom and Test Mode MP settings so users know if they'll earn XP for that match
  • Updated battlezones for 3v3_trenches

  • Fixed in MP game modes bot purchased, towed cannons from staying attached to towing vehicle and being able to shoot (desync)
  • Fixed some missing icons in after action screen in MP
  • Fixed case where night environment would not load on Liberation maps if night weather option was selected in MP lobby
  • Fixed MP lobby custom comment preventing ability to change mission/mode by repositioning the comment

  • Fixed custom bots for Last Stand using the wrong presets
  • Fixed 1v1_balzerveg by removing grass on roads
  • Fixed 1v1_balzerweg localization
  • Fixed missing Stug wreckage on 2v2_monastery

  • Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation MP maps


[h2]Single Player[/h2]
  • Added minimap preview display to single-player page

  • Fixed crash that could occur on some campaign missions in CooP
  • Fixed some header images for missions
  • Fixed doubled triggers on 1941_07-rus_smolensk
  • Fixed Germans using MG42s instead of MG34s SP Skirmish Smolensk
  • Fixed objects that would float because they were placed on top of carts for Finnish Mission: "The Raate Road"



[h2]Everything Else[/h2]
  • Updated lights FX for lamp posts

  • Fixed crash (ir:update) related to giving move orders
  • Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
  • Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)

  • Fixed squad to follow player when controlling actor in 3rd person mode
  • Fixed vehicle bar ammo switch being limited to specific ammo types

  • Fixed missing bump map for French shop
  • Fixed several vehicles to have artillery mini-map icon that were missing it
  • Fixed roadway_border entities alignment to ground by adding back landpatch
  • Fixed t3476_41_fin (x and xx model too) polygon issue on hull front part
  • Fixed BM 82 rockets explosion FX
  • Fixed rare case when pioneer_1 had too many items in inventory and didn't get a helmet
  • Fixed various localization issues
  • Fixed various errors in game.log related to latest UI changes added in last patch
  • Fixed 2 RUS late war partisan breeds that referenced incorrect rifle ammo for captured K98, causing them to be unable to resupply
  • Fixed sounds for the updated idle animations introduced in last patch
  • Fixed case where sometimes unit "talks" would not play for Finnish tanks and cannons due to file structure

  • Removed old unconditional un-ignore of shooting enemies, only use the new un-ignore if danger level increases (fix move-click getting interrupted immediately)



r17288-17372


Summer Sale Update



Community members!
The Summer Sale Update is going live today, and there’s lots of new content for everyone.
Since this update marks the 2024 Summer Sale, there is one thing you should do first, and that is to check out the insane discount on the entire Call to Arms - Gates of Hell bundle:

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

[h2]Update[/h2]
We already announced the contents of the Summer Sale Update in developer blog #148.
For those that missed it, the headlines are that we add late war to Conquest, and then some. Parts of the UI have been changed and we will also add a total of 6 MP maps for different game modes.
As always, we introduce several fixes and improvements; all in all, the changelog for this update has more than 100 lines.

[h2]Open Beta ends[/h2]
We’d like to thank our Open Beta participants for their feedback. As someone once said that “no plan survives contact with reality”, these Open Betas are a great way to test our planned updates in the reality of our community, and as such they are invaluable.
If you were among the first to try this update, there is the usual way to opt out of the beta. Bar some last minute corrections, you can just opt out without the game needing to be re- installed.

HD Link

[h2]The next DLC[/h2]
We are almost ready to reveal everything. The store page is nearing completion and we’ll put the news out as soon as we can. We appreciate the enthusiasm and the many reactions to our teaser. Did you miss that one? It’s on our YouTube channel. Remember to subscribe; you don’t want to miss our next trailer! Anyway, we’ve got our heads down, fully focused on getting it done - stay tuned.

The best way to prepare for the next DLC is to get the base game while it’s at a ridiculous discount. So tell all your friends that this is the perfect moment to get some real immersion! Click below to check the bundle:

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

That’s it for now; do you like the new additions? Let us know in the comments!

Update 48: V 1.042.0

Update 48: V 1.042.0


Change Log


[h2]Highlights[/h2]
  • Added "late war" squads to all nations in conquest
  • Added mini-map preview to MP create session and lobby screens
  • Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions

  • Updated UI of MP server browser, create session, and lobby screens
  • Updated UI of Conquest screen to scale wider for larger resolution screens
  • Updated UI to add preview image of Campaign missions

  • Fixed vehicle bar ammo switch being limited to specific ammo types
  • Fixed skipping redundant placement updates (where the interpolated new placement is identical to previous one). This was causing the massive land entity updates on clients in first quant.
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)


[h2]Conquest[/h2]
  • Added "late war" squads to all nations in conquest

  • Updated locked icon for conquest so it is easier to see the locked unit
  • Updated conquest campaign screen to scale wider for larger resolution screens
  • Updated visuals of library view window (3d view) of units in conquest

  • Fixed conquest mod value to be red (instead of version) if mods do not match when loading a conquest save
  • Fixed some conquest infantry units with wrong tier in the name
  • Fixed on Conquest maps, that connected factory building roofs will hide/unhide together as if 1 building
  • Fixed bad mg placement on dcg_rasputitsa
  • Fixed Finnish conquest maps to play the Finnish music
  • Fixed some US shermans to have max stage 99 that would be available until the end of the war


[h2]Multiplayer[/h2]
  • Added 2v2 Mortain to MP (Domination and Battlezones)
  • Added 3v3 Voronezh to MP (Domination and Battlezones)

  • Added map "King of the Hill" to Last Stand
  • Added map "Dubovka" to Last Stand
  • Added map "Krasny Bor" to Last Stand
  • Added map "Wotan" to Last Stand

  • Added ability to apply stage limits to single infantry that defender bot spawns on map
  • Added mini-map preview to MP create session and lobby screens
  • Added StG to latewar brandenburger squads

  • Updated UI of MP server browser, create session, and lobby screens
  • Updated chat windows to auto scroll to most recent message (bottom of chat screen)
  • Updated 4v4_Vahikkala industrial area for better pathing and cover
  • Updated 2v2 monastery
  • Updated 2v2 Industry map
  • Updated 4v4 swamp for battlezones
  • Updated 2v2 Fall Added more buildings, fences, thicker forests
  • Updated 2v2 Marvie Ridge Reduced size of hill in the middle
  • Updated 2v2 Monastery added bushes on approach to trench objective & extra foxholes, Changes to height elevation at trench objective
  • Updated 3v3 Wotan smoothed overall heightmap and added more buildings to the center, Defaulted colormap
  • Updated 4v4 Hill 331 added small hamlets to either side of the hill for objective substance
  • Updated 4v4 Hills Smoothed overall heightmap, added extra buildings to the center
  • Updated 2v2 Balzerweg rework, added new roads, more buildings, reworked art style
  • Updated 2v2 Countryside, changed ground elevation for the forest
  • Updated 2v2 Olshanka, Added extra road for spawn and bushes in forest
  • Updated 3v3 Glushkovo, Smoothed main road, added elevation to one side for fair play, added extra road out of spawn
  • Updated 3v3 Mortain station, Fixed infantry not able to run over train platforms, added farmhouses near artillery positions for cover
  • Updated 4v4 Swamp, Added extra road for side objective to main village, elevation on opposite side for flank protection
  • Updated 2v2 Ivanovka, added more clutter to the middle objective and cover
  • Updated 3v3 Lahkta increased width of river road to prevent vehicles from getting stuck on rocks
  • Updated 4v4 Grassland, added extra road from spawn, changed ground texture
  • Updated 2v2 balzerweg to 1v1
  • Updated zones for 2v2 fall, 2v2 marvie ridge, 3v3 wotan, 4v4 hill 331, 4v4 hills, 4v4 dubovka, 4v4 swamp, 4v4 grassland


  • Fixed on several MP that connected factory building roofs will hide/unhide together as if 1 building
  • Fixed small issues on Sainte marie du mont
  • Fixed incorrectly placed trees on 3v3_wotan that would cause pathing issues
  • Fixed pathing issue on the radar bunker on MP Hill 331
  • Fixed ammo zone on 4v4 sikovitsy "Last Stand" mode
  • Fixed issue with trees on road on 4v4 Rikila and new foxhole on 2v2 Monastery
  • Fixed issue on 4v4 Fields
  • Fixed floating buildable obstacles on 3v3_trenches

  • Fixed crew count for Finnish early war 47mm pstk39 doctrine buy
  • Fixed various truck crews to be artillerymen in multiplayer
  • Fixed some wrong unit number/composition in US squads
  • Fixed wrong buy menu group of squad_km_rifle_early_sup from being considered tier 1
  • Fixed early war support doctrine squad_marine_stoss_sup to use right doctrine
  • Fixed missing icons in after battle report for some doctrine units
  • Fixed preview of 3v3 Voronezh




[h2]Single Player[/h2]
  • Updated UI to add preview image of Campaign missions
  • Updated some conquest research prices

  • Fixed missing humanskin for pilots in German mission "The Ace of Swords"
  • Fixed humanskins missing winter tex mods in German mission "Among the heavens"
  • Fixed terrain under the bridge on German mission "Escaping the Pocket"
  • Fixed wrong player id# for some units both script and map, and cleaned up mission scripts on German mission "Clash at Narva"
  • Wotan factory invisible wall



[h2]Everything Else[/h2]
  • Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
  • Added recoil animation for lahti m26

  • Changed terrain fx tag for HE shells from "he" to "all_he" to support several HE shell types
  • Changed Medium graphic settings preset to have medium shadows instead of high shadows
  • Changed minimap icon artillery
  • Changed double-click speed of wheeled vehicles from 80% to 90% of max speed to match tracked vehicles
  • Changed two of the worst looking gun-related idle animations and three of the empty idle animations

  • Fixed issue with squad formation move order sometimes resulting in squad members moving in circles around squad leader
  • Fixed various other minor issues with human move orders
  • Fixed coax MG's not firing at human targets as much as they could due to gunner waiting for HE shell to be ready in main gun
  • Fixed 3kg hafthohlladung AT grenades to break vehicle components by checking for stuff "tags" instead of tagging vehicle on contact
  • Fixed Panzer Pioneers soldiers that were missing building material to use their pickaxes
  • Fixed issue with sound for videos playing inside a mission would sometimes not play

  • Added some left and right rotation to 60cm Karl Thor, so it can shoot better on uneven terrain
  • Fixed armor value of transmission housings on M4A3(76)W, M4A1(76)W and M4A1(76)W mid
  • Fixed turret cheek armor on M4A3 (late)
  • Fixed turret cheek armor hitbox on M4A3 (early) by removing it
  • Fixed 5th seat on Sdkfz. 7/2 to be considered passenger and not crew
  • Fixed "camo" problem for Bison
  • Fixed missing tracks break animation for Panzer3j and Panzer3j1
  • Fixed missing engine break animation for Panzer3h
  • Fixed panzer3n gun barrel problem
  • Fixed panzer4d and f1 gun break animation
  • Fixed Sdkfz 10/4 wipers animation from playing when glass is folded down
  • Fixed headlight fx on Panther Ausf A
  • Fixed 107mm M2 Mortar to have taller sandbag fortification
  • Fixed USA engineer trucks inventory to contain all items (applies to newly spawned trucks only)
  • Fixed name of right headlight bone for vfx on several USA tanks
  • Fixed USA field jumbos track armor that would not tear off when hit/broken
  • Fixed m4a3_76w FXfire3 bone
  • Fixed T-35 M1936 track shields changing to xx model when broken
  • Fixed several edge cases when wheels of vehicles were broken and disabled movement but could still move by toggling engine off/on or crew recovering from stun
  • Fixed motorcycle class vehicles movement to be disabled when all wheels (3) are broken
  • Fixed fx/sound issue with ZiS-30 when ammo destroyed
  • Fixed 3rd person views for Finnish trucks and Sdkfz 7
  • Fixed panzer742r passenger pose
  • Fixed jagdpanzer 4 variants engine volumes
  • Fixed Opel Blitz (2cm Flak) hierarchy problem of gun_rot's fixer mesh.
  • Fixed gun volumes for nashorn, jagdpanzer4_l48 early, m4a3 76w field variants, m36, m4a2 76w late
  • Fixed missing distant MG34 shooting sounds for Jagdtiger

  • Added decals to appear when shooting through tents and other construction entities made of fabric material
  • Added new texmods for papers stamp
  • Fixed explosion fx to not play when shells hit fabric material and the shells do not detonate (continue to pass through)
  • Fixed broken garrison position for russian wooden house
  • Fixed roof to hide when units inside for large tents
  • Fixed roof to hide when units inside for factory halls
  • Fixed roof to hide when units inside for industrial awning
  • Fixed roof to hide when units inside for factory_variant1
  • Fixed roof to hide when units inside for factory_compound_ii
  • Fixed roof to hide when units inside for factory_compound_i
  • Fixed pathing issues for regel_bau_502
  • Fixed pathing around watch_tower for small cannons
  • Fixed some wooden fences that could cause wheeled cannons to get stuck on the edges
  • Fixed volumes for electrical post standard_wood_rural
  • Fixed blend issues with doors on shop_store02 and shop_store03
  • Removed landpatch from roadway_boarders to improve performance, fix errors in logs, and make building sandbags on them more functional

  • Fixed edge case where ammo cook-off event could happen several times
  • Fixed ammo cook-off to apply correct tag to prevent AI from recrewing vehicles
  • Fixed missing sound from open top vehicles on fire before cook-off
  • Fixed distant sound layers for recoilless rifle
  • Fixed offmap barrage vFX
  • Fixed some wooden barrels playing destruction fx too many times when being crushed
  • Fixed inventory view of ammo for 125mm ampulomet m1941. Was transparent and hard to see
  • Fixed towing stat on T30 icons
  • Fixed repairing icon to continue to show over dead humans head
  • Fixed human interaction code related to burning if they manage to put the fire out through entering water so that they do not continue to scream or have burn vfx
  • Fixed body volumes of BAR, BAR Bipod, and Browning M19A6
  • Fixed vehicle damage view for T20 fuel component
  • Fixed bt-42 missing interior polygons.
  • Fixed kv2 texture ( added mg hole on mantlet)
  • Fixed stuh-42 wrong x and xx textures.
  • Fixed wrong bolt animation on M1919A4

  • Fixed German Headgear descriptions
  • Fixed russian localisation of mg42 belt variant
  • Fixed volumes on various small arms and ammo items
  • Fixed flare pistols missing mass value causing them to float when dropped by killing humans
  • Fixed various German soldiers sometimes spawning without helmets
  • Fixed several vehicle views and medic icons
  • Fixed wrong FX for M18 recoilless HE shell, also allows proper targeting by AI when HE is loaded

  • Removed body shaking from fire animation of sdkfz250a_9


r16924-17286

Developer Blog #148



Community members! Today’s blog is about the things we plan to add to Call to Arms - Gates of Hell this month. We plan to update the game just before (or during) this year’s Steam Summer Sale, which starts on June 27th, and we think you will like it.
The highlight will be the set of changes coming to the Conquest game mode, but there’s more. Curious? Keep reading!

[h2]Conquest[/h2]
Expecting this will be quite welcome, we will introduce the often requested late war squads for conquest. This is now possible thanks to a rework of the defender bot logic. Now it will only purchase late-war infantry as the campaign moves on.
For the future - not for this update - we are looking at introducing a calendar system, but if we go that way at all we will let you know in future updates.





[h2]Achievements[/h2]
We have added the long-requested achievements for skirmish missions (Talvisota DLC) and for the new tutorials. Just one of those kinds of small details for a bit of improvement, adding to the experience. We’ll do this whenever we can.

[h2]Everything else[/h2]
We have added symbols to the minimap that make it easier to distinguish units, such as aircraft and artillery. These will improve the ease of interpretation.
We’ve also changed the way things look In-game when you set up for a match or mission. From now on, when selecting, you will see a preview of the minimap, as you can see from the images below.





We will also add 2 new MP maps to “Ostfront”, for the Domination and Battlezones game modes; besides this, we will add 4 new maps for the Last Stand gamemode, and 2 new MP maps to “Liberation”.
Several Ostfront maps were updated following feedback from the community as well.
Besides the new content, this update will also contain many updates and small fixes; the changelog is over 100 lines long! You can find the changelog HERE.

[h2]Open Beta[/h2]
This update will be in open beta for one day, so you can preview all the changes for yourself.
Anyone can participate in the open beta. Just as we did for the previous betas, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To participate, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t 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.

Community artwork by @Docolicious

[h2]The next DLC[/h2]
Your reactions to our hint on Discord go in all kinds of directions, which is quite understandable. We will reveal everything as soon as possible, and we’ve got our heads down to get its store page up and running. It’s almost done, stay tuned!
On another note, we’d like to point out that this next DLC will only require the base game, “Ostfront”, to play. In our next blog we will explain a bit more.

That’s it for our “Summer Sale Update”. Will you participate in the open beta? Let us know in the comments!

[h2]Did you know?[/h2]
  • Call to Arms - Gates of Hell turned 3 years old on june 11th
  • Our base game has more than doubled in size since release
  • We are just 2 updates away from the 50th game update