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Call to Arms - Gates of Hell: Ostfront News

Update 42: V 1.036.0 is now Live!

Update 42: V 1.036.0


Change Log



[h2]Highlights[/h2]
  • Added T1E3 M4A1 75 Sherman Mine roller for USA conquest and MP(t1e3_m4a1_75)
  • Added Ammo Trailer 1/4 ton for USA conquest (ammo_trailer_usa)
  • Added 5cm KwK39 L/60 to Liberation DLC (50mm_kwk39_platform)

  • Added briefings videos for Germany Liberation campaign missions
  • Added destruction to wooden electrical poles (similar to trees)

  • Added towing weight information to unit icons
  • Added MSAA 8x and Anisotropic 16x to video options
  • Added [Liberation] or [Talvisota] tags to Multiplayer map names for easier recognition

  • Added new USA talks (voices) for Medics (V1 and V2)
  • Added new USA talks (voices) for Tanks (V2 and V3)

  • Fixed mesh-decal render info corruption that caused huge FPS drop when some vehicles were destroyed. Common case was 155mm GPT in Pointe Du Hoc mission
  • Fixed trigger actions sync in coop (caused enemy units to teleport on top of players)
  • Fixed crash that could occur when entering direct control of a human


[h2]Conquest[/h2]
  • Added the German platform cannons to DCG Utah Beach & new AA guns to DCG Crisbecq battery

  • Fixed minor issues on DCG Deulin and DCG Hotton
  • Fixed 155mm_schneider_us from spawning extra crewman in middle of map in conquest
  • Fixed flying object on DCG gullheim airfield
  • Fixed broken texture on DCG Sieg river
  • Fixed bridge to ground transition on DCG Vainikalan
  • Fixed bm13 icon in conquest
  • Fixed Liberation DCG maps trying to play wrong music file
  • Fixed preload of "conquest_blank"
  • Fixed CP cost of m4a3_75w in conquest
  • Fixed badly placed car in front of a mg on dcg_heistern


  • Changed Landsverk L-62 to show up a little later in conquest fought against AI Finland


[h2]Multiplayer[/h2]
  • Added [Liberation] or [Talvisota] tags to Multiplayer map names for easier recognition
  • Added dynamite to Finnish engineer soldiers in early, mid, and late war
  • Added obstacle volumes to 1v1 forssa dam cliffs to help with pathing

  • Fixed bridge pathing on MP Vitebsk
  • Fixed bots buying the wrong Stug3g in late war MP
  • Fixed cost of Blau Rifleman in Mid and Late war (was 48 instead of 18)

  • Updated 4v4 Purple heart lane by opening some paths through hedgerows for balance

  • Increased cost of all stealth squads by 5 DP
  • Increased cooldown timers of all stealth squads to be consistent with tier 4 cooldowns



[h2]Single Player[/h2]

  • Added briefings videos for Germany Liberation campaign missions
  • Added Briefings videos for Germany Liberation campaign with (Chinese subs)

  • Fixed autosave causing unit assignment issues in hotton mission
  • Fixed inaccurate headgear for the Red Army in the Winter War missions
  • Fixed Soviet singleplayer mission snipers not working
  • Fixed in campaign missions coop scenario cloning triggers causing talks to play more than once

  • Updated skirmish logics since new binaries fixed action command sync

  • Removed in campaign missions obsolete calls to localizations or events that do not exist

  • USA Mission 1 "Day of Days"
    - Fixed so that all fx explosions spawned via script on water and beach work in cooperative as well.
    - Fixed lca exits sequence as various events caused not all soldiers to exit such as addition of lca 3 exploding without check if soldiers got out, since lca were impreg on at the time.
    - Fixed all lca to happen faster.
    - Fixed plane in intro to actually look more like its hitting the lca.

  • USA Mission 3 "Operation Cobra"
    - Fixed positions of mguns/mortars/guns/tanks/infantry

  • USA Mission 4 "Mortain Counterattack"
    - Fixed actor fire sequences to stop after targets destroyed in scenarios so they don't keep firing at destroyed target. (pak40/panther)
    - Fixed certain scenario talks not played because using wrong event check

  • USA Mission 5 "Falaise Pocket"
    - Added a few more German vehicles to the reinforcement roster for more variation
    - Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements
    - Updated specular settings for environment (ground was too shiny)

  • USA Mission 6 "Battle of Hurtgen Forest"
    - Added flak88 in first ring along with few more infantry in area
    - Added a few more German vehicles to the reinforcement roster for more variation
    - Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements
    - Changed Siegfried dragons teeth to shed destruction

  • USA Mission 9 "Battle of the Bulge"
    - Added a few more German vehicles to the reinforcement roster for more variation
    - Fixed enemy patrol easy
    - Fixed mg/mortar/gun positions, fixed wrong breeds, placed enemy soldiers in more logical positions: trenches, emplacements
    - Fixed hero on doctrine 2 not staying after submenu back

  • USA Mission 10 "Lair of the Beast"
    - Removed a lot of heavy entities such as buildings etc on the outside of the map, and unused infantry from when map was being made.
    - Updated task 2 completion is possible in more logical ways.
    - Fixed issue where assign2 doctrine vehicle was set to player 0 thus playable right away in single player due to set in start.
    - Various small fixes.

  • Skirmish AI General logics improvements
    - Fixed recrew cannons/tanks to prevent paired up soldiers for recrew not ignoring "dont_recrew" tag
    - Extend visual range for player units when recrewing


[h2]Everything Else[/h2]
  • Added T1E3 M4A1 75 Sherman Mine roller for USA conquest and MP(t1e3_m4a1_75)
  • Added Ammo Trailer 1/4 ton for USA conquest (ammo_trailer_usa)
  • Added 5cm KwK39 L/60 to Liberation DLC (50mm_kwk39_platform)

  • Added destruction to wooden electrical poles (similar to trees)
  • Added towing weight information to unit icons
  • Added MSAA 8x and Anisotropic 16x to video options

  • Added new USA talks (voices) for Medics (V1 and V2)
  • Added new USA talks (voices) for Tanks (V2 and V3)
  • Added missing satchel charge to Landsverk L-62
  • Added lvl_8 tank_gun skill (was missing before)
  • Added gun repair/break animation to 155mm GPF platform version
  • Added new slope curve for 8.8cm PzGr.39
  • Added burned texmods for some flora that was missing it
  • Added 100rd belt version of Browning M19A4 and added it to Willys MB .30 cal
  • Added Liberation German briefing music to game as action_theme_4

  • Fixed mesh-decal render info corruption that caused huge FPS drop when some vehicles were destroyed. Common case was 155mm GPT in Pointe Du Hoc mission
  • Fixed trigger actions sync in coop (caused enemy units to teleport on top of players)
  • Fixed crash that could occur when entering direct control of a human

  • Fixed trees from turning black when burned and instead changed to burned texmod
  • Fixed Panzer3e odd engine break animation
  • Fixed M10 GMC early from having 1 shell of wrong ammo preloaded in gun
  • Fixed 122mm Soviet and Finnish smoke ammo to be White Phosphorus
  • Fixed shooting fx location on M4A3 105 sherman Coax MG
  • Fixed sight picture for CGMC M15A1
  • Fixed M3 Lee to have 7 crew instead of 6
  • Fixed M4A2 (Early) missing 3rd/1st person views
  • Fixed Thompson M1A1 30 mag not ejecting on reload
  • Fixed "strange mantlet sight" of jumbos
  • Fixed off-map Mortar calls for MP not causing damage because blast would occur under terrain sometimes
  • Fixed BAR to use correct rifle preset for stats (net difference is a slight nerf)
  • Fixed "strange sight" on 105mm shermans' mantlet
  • Fixed M8 HMC trying to play cook off fx/animations
  • Fixed M20 and M8 Greyhounds to be able to tow
  • Fixed water showing inside LVT4 when in water

  • Fixed German 15mm HE shells to have enough blast energy to damage unarmored cars/trucks
  • Fixed missing mesh inside of StuH 42
  • Fixed shoulder stretch on die_fwd_01c animation
  • Fixed floating walls on destruction for barn01
  • Fixed opel blitz transport showing radiator fan on x model
  • Fixed "working wipers" problem on M6 GMC
  • Fixed some volumes on pershing to be "cast"
  • Fixed soviet m4a2 early armor setup
  • Fixed damage view of sdkfz 251/17's gun/turret
  • Fixed French barn shed
  • Fixed Germany house 2 volumes

  • Fixed some missions gameover using wrong localization
  • Fixed mission localization for nations on conquest win screen
  • Fixed missing units in FR localization
  • Fixed missing localization for weather selection on MP Purple Heart Lane
  • Fixed UA and RU localization

  • Updated USA vehicle icons with towing indicators
  • Updated armor modelling of M4 early-late and M4A1 75 early-late

  • Changed Veterancy level 6 to get +3 weapon skill (was +2 before)
  • Changed Veterancy level 8 to get +4 weapon skill (was +3 before)

  • Changes to 20mm Lahti L39
    - Fixed projectiles not being synced
    - Reduced fire rate (55 to 25)
    - Added zeroing (increases accuracy for each shot at same target)
    - Increased damage to armor (60 to 75)
    - Increased accuracy slightly (.85 to .80)

  • Increased distance stealth units are spotted when moving in prone stance (25m to 30m) remaining still is 25m.
  • Increased detect time for heavy tanks and tank destroyers when attacking from 10s to 15s
  • Increased speed of squat bolt rifle animation for humans so they don't skip animation if firing too quickly
  • Increased zeroing accuracy for medium artillery (105mm-122mm Indirect fire weapons)

  • Reduced average time between bursts for assault rifles slightly (increased ROF)
  • Reduced average time between bursts for SMG's slightly (increased ROF)
  • Reduced max accuracy spread from motion for SMG's (reduces accuracy penalty for human movement)
  • Reduced bolt action max rate of fire slightly (only affects Direct control and suppression fire order)

  • Removed M1 Carbine from USA soldiers carrying M1919A6 MG


r15668-15807

Development update #141



Community members! Since the release of Call to Arms - Gates of Hell: Liberation we have continued working on the game in all areas. One of these is optimization, another is a set of new goodies. In this blog we will discuss both.

[h2]Community[/h2]
We have broken several records since the release of “Liberation”, and there seems to be some proper excitement surrounding its release. Many content creators showed off some of their amazing skills online, some very nice video catalogs were made and many campaign seasons are being devoured by their subs.
In the meantime, the number of concurrent users has more than tripled, and the community is throbbing with activity. On the official Discord server, which welcomed its 20.000th member a few weeks ago, a lot of novice players’ questions were answered. The learning curve in Call to Arms - Gates of Hell might be steep, but our community is steeped in knowledge!

HD Link

[h2]Optimisation and fixes[/h2]
As the player base tripled, we managed to find edge cases of the game not working perfectly. As the sheer size of the game and diversity grew, the memory requirements grew with it. We have worked on optimizing the memory, disk space and overall performance of the game. We have released an update that takes the first steps to address this problem. We have also addressed numerous mission, unit, netcode, balancing and interface issues, so this update will probably be welcomed by everyone. Moreover, your loading time will decrease.

HD Link

[h2]Recommended specs and game settings.[/h2]
Everyone ought to get a good performance boost with this update. For anyone who visits our store page for the first time, we have updated the store page with new recommended system specs. Namely, for those that wish to play at maximum settings, we suggest using an RTX 2060 equivalent or higher, and 32GB of RAM for running the game. The reason is simple: Gates of Hell is not your “conventional” RTS game. You have over 1000 different tanks, vehicles and weapons in the game, over 3500 types of humanskins for soldiers, almost 100 MP maps and the same amount of conquest maps. On top of that, the game has third person control, which drives the visual requirements further!
“Liberation” added a significant amount of the above content at once.
We are really proud to be able to deliver so much content, and now we’ve made the necessary steps to make sure the game performs well for every player in this new environment we’ve created.

We have changed the way the video options influence the look of the game. We have specifically configured the “Ultra” setting for those players whose PCs meet the new recommended system specs that we described above.
But, do not worry if you don’t. Because we have redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before. If you feel that the game is not working well with your system, feel free to try the new presets, your PC will run better and the game will still look great. For those players who run on “low” and “minimum” graphic settings, they will equally be able to enjoy a much prettier game without additional system load.



[h2]New units[/h2]
We have been working on several vehicles that we want to add. We hope to release them, together with some other goodies, in time for the winter sale. Some of them are less well- known, yet very recognizable, like the ones we showed above.
Did you expect more units to be added to “Liberation”? Let us know in the comments!

[h2]Did you know?[/h2]
  • CtA - GoH is Barbedwire Studios’ first game. Anything you see or hear in the game is made by us.
  • Development of the next DLC has already started



Update 41: V 1.035.0 [Live]

Update 41: V 1.035.0 [Live]



Change Log


[h2]Highlights[/h2]
  • Set 'Late' war as standard, as it is the most popular period and includes all 4 nations in the game.
  • Optimized textures (improves loading time, reduces memory consumption, optimizes cashing).
  • Improved rendering performance
  • Updated all video option presets.
    - Specifically configured the “Ultra” setting for those players with 32GB of VRAM+RAM.
    - Redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before, suitable for the players who want immersive graphics but run into memory issues. If you feel that the game is not working well with your system, feel free to try these new presets. your PC will run better and the game will still look great.
    - Redesigned the “low” and “minimum” graphic settings to vastly improve the game visuals without additional system load.


[h2]Conquest[/h2]
  • Fixed maps so that conquest airstrike airplanes are not spawning failing to work due to spawning 'drowned' over water. Note for modders: Position (0,0) of a conquest map must be not below water level.
  • Fixed USA missing MG for defenses in conquest
  • Fixed crash in conquest when returning to campaign screen


[h2]Multiplayer[/h2]
  • Updated zones on 1v1 Farmstead and 3v3 Trenches for BZ gamemode
  • Updated zones on 3v3 Trenches, 3v3 Steppe, 3v3 Mortain Station, 4v4 Kylmapuro and 4v4 Martinville Ridge for AM gamemode
  • Updated flare ammo for artillery signalers:
    - 105mm = 10 flares (9 + 1 in gun)
    - 155mm = 8 flares (7 + 1 in gun)
    - 203mm and 240mm = 6 flares (5 + 1 in gun)

  • Updated in multiplayer 155mm artillery barrage to shoot 4 shells per barrage, 2 barrages total, and increased accuracy
  • Updated in multiplayer 203mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
  • Updated in multiplayer 240mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
  • Updated some mid and late USA Garand soldiers from inf_tier2_lite to inf_tier2 (from 2 to 3 command points)

  • Fixed synchronization of empty weapon drop
  • Fixed USA bots in conquest attempting to buy a incorrectly named rifle squad

  • Increased capture weight of Jagdtiger in conquest to match other Heavy tanks

  • Reduced Capture weight of Tier 4 infantry from 3 to 2.5
  • Reduced Capture weight of Tier 1 & 2 Finnish infantry to be only +0.25 of other nations instead of +0.5
  • Reduced Capture weight of Tier 3 & 4 Finnish infantry to be only +0.5 of other nations instead of +1
  • Reduced amount of grenade bounce after thrown onto terrain


[h2]Single Player[/h2]


  • Updated skirmish sp/coop check+player count difficulty variation.
  • Updated US skirmishes for offensive doctrine hero starting unit to be M5 Stuart(3).

  • Fixed crash in 'Back to square one' mission
  • Fixed numerous issues in missions
  • Fixed coop teleporting of enemy tanks in skirmishes


[h2]Everything else[/h2]
  • Added shader cache files to reduce potential stuttering
  • Added camo pattern for sdkfz 6/2
  • Added camo pattern for sdkfz 7/2

  • Updated location of ammunition hitboxes on all wet stowage shermans
  • Updated holes/weakpoint volumes in front armor of jumbo and field jumbo
  • Updated some 3d models for improved performance
  • Updated M45 Quad .50 cal to be movable with 1 crew at reduced speed
  • Updated death animations (fixed arm spaz).
  • Updated post interaction scripts
  • Updated new barbed wire fences to be destructible with wire cutter
  • Updated weapon view in direct control / 3p to use loaded ammo instead of basefilling


  • Fixed memory leak in MP units in session
  • Fixed units trying to drive over and getting stuck on memorial statues
  • Fixed cows and other animals standing up after being killed, upon loading of a save game
  • Fixed prone death animation teleportation.
  • Fixed Ger early war rifle grenadier to have rifle grenade equipped at spawn
  • Fixed volumes For several buildings
  • Fixed issue with USA soldier not having m18 recoilless rifle
  • Fixed some issues with all languages' localization
  • Fixed English localization for HVAP
  • Fixed obstacles for 5t and 16t cranes so units don't try to path through them
  • Fixed m4 turret gunner pose.
  • Fixed armor volumes on m4_75_early
  • Fixed new light poles from falling when shot by .30cal MGs
  • Fixed USA latewar non vt radio operators command point costs
  • Fixed panzerwerfer42's mg_aa animation and boarding animation bugs.
  • Fixed crash when direct controlling a unit with binoculars in inventory
  • Fixed Sdkfz251D/1 missing standard and camo x textures
  • Fixed Ferdinand texture

  • Increased health regeneration for defense squads
  • Increased accuracy radius size growth for bolt-action and semi-auto rifles when moving aim point quickly by ~20%
  • Increased size of explosion vfx from satchel charges

  • Reduced bursting accuracy for semi-auto and auto rifles slightly

  • Removed some temporary files
  • Removed "zeroing" from semi-auto rifles
  • Removed old 57mm ammo from resupply
  • Removed old placeholder US/british ammuntion files
  • Removed ammo label in the middle of the screen in third person



r15668

Update 41: V 1.035.0 [Open Beta]

Open Beta Change Log
Update 41: V 1.035.0


(Opt into open beta in order to access this update).

Change Log


[h2]Highlights[/h2]
  • Set 'Late' war as standard, as it is the most popular period and includes all 4 nations in the game.
  • Optimised textures (improves loading time, reduces memory consumption, optimises cashing).
  • Improved rendering performance
  • Updated all video option presets.
    - Specifically configured the “Ultra” setting for those players with 32GB of VRAM+RAM.
    - Redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before, suitable for the players who want immersive graphics but run into memory issues. If you feel that the game is not working well with your system, feel free to try these new presets. your PC will run better and the game will still look great.
    - Redesigned the “low” and “minimum” graphic settings to vastly improve the game visuals without additional system load.


[h2]Conquest[/h2]
  • Fixed maps so that conquest airstrike airplanes are not spawning failing to work due to spawning 'drowned' over water. Note for modders: Position (0,0) of a conquest map must be not below water level.
  • Fixed USA missing MG for defenses in conquest


[h2]Multiplayer[/h2]
  • Updated zones on 1v1 Farmstead and 3v3 Trenches for BZ gamemode
  • Updated zones on 3v3 Trenches, 3v3 Steppe, 3v3 Mortain Station, 4v4 Kylmapuro and 4v4 Martinville Ridge for AM gamemode
  • Updated flare ammo for artillery signalers:
    - 105mm = 10 flares (9 + 1 in gun)
    - 155mm = 8 flares (7 + 1 in gun)
    - 203mm and 240mm = 6 flares (5 + 1 in gun)

  • Updated in multiplayer 155mm artillery barrage to shoot 4 shells per barrage, 2 barrages total, and increased accuracy
  • Updated in multiplayer 203mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
  • Updated in multiplayer 240mm artillery barrage to shoot 2 shells per barrage, 2 barrages total, and increased accuracy
  • Updated some mid and late usa garand soldiers from inf_tier2_lite to inf_tier2 (from 2 to 3 command points)

  • Fixed synchronization of empty weapon drop
  • Fixed USA bots in conquest attempting to buy a incorrectly named rifle squad

  • Increased capture weight of Jagdtiger in conquest to match other Heavy tanks

  • Reduced Capture weight of Tier 4 infantry from 3 to 2.5
  • Reduced Capture weight of Tier 1 & 2 Finnish infantry to be only +0.25 of other nations instead of +0.5
  • Reduced Capture weight of Tier 3 & 4 Finnish infantry to be only +0.5 of other nations instead of +1
  • Reduced amount of grenade bounce after thrown onto terrain


[h2]Single Player[/h2]


  • Updated skirmish sp/coop check+player count difficulty variation.
  • Updated US skirmishes for offensive doctrine hero starting unit to be M5 Stuart(3).

  • Fixed crash in 'Back to square one' mission
  • Fixed numerous issues in missions
  • Fixed coop teleporting of enemy tanks in skirmishes


[h2]Everything else[/h2]
  • Added shader cache files to reduce potential stuttering
  • Added camo pattern for sdkfz 6/2
  • Added camo pattern for sdkfz 7/2

  • Updated location of ammunition hitboxes on all wet stowage shermans
  • Updated holes/weakpoint volumes in front armor of jumbo and field jumbo
  • Updated some 3d models for improved performance
  • Updated M45 Quad .50 cal to be movable with 1 crew at reduced speed
  • Updated death animations (fixed arm spaz).
  • Updated post interaction scripts
  • Updated new barbed wire fences to be destructible with wire cutter
  • Updated weaponview in direct control / 3p to use loaded ammo instead of basefilling


  • Fixed memory leak in MP units in session
  • Fixed units trying to drive over and getting stuck on memorial statues
  • Fixed cows and other animals standing up after being killed, upon loading of a save game
  • Fixed prone death animation teleportation.
  • Fixed Ger early war rifle grenadier to have rifle grenade equipped at spawn
  • Fixed volumes For several buildings
  • Fixed issue with USA soldier not having m18 recoilless rifle
  • Fixed some issues with PL Localization
  • Fixed some issues with UA Localization
  • Fixed some issues with FR Localization
  • Fixed English localization for HVAP
  • Fixed obstacles for 5t and 16t cranes so units don't try to path through them
  • Fixed m4 turret gunner pose.
  • Fixed armor volumes on m4_75_early
  • Fixed new light poles from falling when shot by .30cal MGs
  • Fixed usa latewar non vt radio operators command point costs
  • Fixed panzerwerfer42's mg_aa animation and boarding animation bugs.

  • Increased health regeneration for defense squads
  • Increased accuracy radius size growth for bolt-action and semi-auto rifles when moving aim point quickly by ~20%
  • Increased size of explosion vfx from satchel charges

  • Reduced bursting accuracy for semi-auto and auto rifles slightly

  • Removed some temporary files
  • Removed "zeroing" from semi-auto rifles
  • Removed old 57mm ammo from resupply
  • Removed old placeholder US/british ammuntion files
  • Removed ammo label in the middle of the screen in third person





Update to the Open Beta (Dec 7th)


[h2]Change Log[/h2]
  • Fixed crash in conquest when returning to campaign screen
  • Fixed crash when direct controlling a unit with binoculars in inventory

  • Fixed Sdkfz251D/1 missing standard and camo x textures
  • Fixed Ferdinand texture
  • Updated (restored) dxt5 for flora because dxt1 leaves bad black edges

  • Fixed ua/ru localization

Hotfix 3

Hotfix 3

  • Fixed numerous mission scripting issues
  • Fixed and improved localizations

  • Added new shader cache files