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Call to Arms - Gates of Hell: Ostfront News

Development update #134



Community members!
If you have been with us since before we released “Ostfront", you may remember we presented the original Ostfront fighting units in what we called a “visual catalog”, in devblog #85. and #86.
That catalog has long since become outdated, because the number of units in Ostfront has risen dramatically since we first published it. However, back in 2019 it felt good to be able to present our vehicles visually.
The community definitely liked the idea, so we thought we’d repeat this for “Liberation” and show you some units we intend to include in the DLC.

US tanks

As some of you history buffs will undoubtedly know, there used to be quite a variety of Shermans in existence. These all vary to a certain degree, and based on experience, lots of detail changes were made to the original design.
Having the support of ww2 armor, we were able to inspect and copy the subtypes with all of their specific details for ourselves.
Obviously, there were more tanks to be modeled. Let’s have a look at what we have so far;

HD Link Can you name all of these Shermans correctly?

HD Link Tank destroyers

HD Link The M26 Pershing and the Chaffee are “late war” additions

Armored vehicles

Before and during world war 2, the US arsenal was expanded massively. Correctly anticipating the need for mobility in future wars, the US army commissioned a number of extremely successful vehicle designs in the 30s and 40s that became known and used all over the world. The word “iconic” doesn’t even begin to cover the reputation and fame of the Jeep, for example.
Aside from the Jeep, a range of vehicles emerged, based on a scout car. That scout car then inspired a series of half tracks, which in turn evolved into such a wide range it’s unbelievable.
A number of different types of armored car were also developed; these will be present in “Liberation” as well. Let’s have a look at our collection so far:

HD Link Scout cars

HD Link The Half track collection

HD Link Armored cars

Weapons

Of all of the heavy weaponry the US army used throughout the European campaign, only a few are really as famous as some of the tanks and vehicles. Even though tanks and armored cars are in the limelight a lot more, these weapons obviously played an important (and sometimes the most important) role on the battlefield. Of course, the majority of these weapons are present in “Liberation”.

HD Link Light, medium and heavy weapons

Support vehicles

Like for every faction, support and logistics are absolutely essential to conduct warfare. We have already hinted at the presence of the Red Ball Express in “Liberation”, where it will be available through doctrines. As the Red Ball Express was made up of standard equipment, the individual vehicles are separately available throughout the DLC as well.

HD Link The “logistics” collection

Clearly, there’s more than one reason to wishlist Liberation; do it today!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/?curator_clanid=10379584

German equipment

As you can see, we have been very busy and all of these units are ready to go.
However, like we have announced earlier, “Liberation” will also contain a good number of new German vehicles and weapons! That means you haven’t seen everything yet, and in our next blog we will show you what’s in store on that side.
What do you think of the collection so far? Did we model your favorite vehicle? Let us know in the comments!

That’s it for now, thanks for your time and see you on the battlefield!

P.S.: If you’d like to see one of the vehicles that is not shown in this blog, join the official Discord to get that render, by clicking the image below.

Update 38: V 1.031.0 (HotFix)

Update 38: V 1.031.0 (HotFix)


Change Log


  • Fixed timing issue with ejected shells on automatic small arms (new tag added to semi_auto rifle weapon preset)
  • Fixed issue with some trees not having obstacles thus causing vehicles to path into them when they should go around
  • Updated volumes on trees to extend slightly through ground so they fall more consistently on contact
  • Updated CH localization


r13531-13572

Update 37: V 1.031.0

Update 37: V 1.031.0


Change Log


  • Fixed rocket launcher ammo desync when unit gets killed while reloading
  • Fixed human unit state desync after unsuccessful boarding of vehicle

  • Fixed Mosin M39 normals
  • Fixed Sdkfz250a_11 missing 1st person view
  • Fixed ables for vehicle windows
  • Fixed damage_process_pierce for AT Rifles (order listed is important)
  • Fixed randomized crew_shock time so that it would not add a small amount of time when shock time should be 0
  • Fixed a couple of fallen_tree entities to break when contacted by cars and armored cars
  • Fixed some normal map issues with the tiles ground texture
  • Fixed wood_bridge_205 material
  • Fixed localization redefinitions
  • Fixed total tank crew count for T50_fin in MP
  • Fixed T50 and T50_fin having 1 crewmen leave when spotting enemy
  • Fixed obstacles class for several _industry/environment entities
  • Fixed crash related to test mission file in 2v2_tikhvin map folder
  • Fixed pathing around cliffs on MP Jarven, Reka and Karvola

  • Updated overhead squad icons for vehicles
  • Updated log bridge textures and added winter texmod
  • Updated yellow band to icon above humans carrying Soviet HE rifle grenade (Same icon as AT rifles)
  • Updated flag_stick to be destructible
  • Updated crew of cars/trucks to be targetable
  • test* before only gunners were targetable
  • Updated german soldiers with k98_grenade_launcher to have it in hand and spawn and it comes preloaded with HEAT shell instead of HE
  • Updated conquest scripts to use bot spawn points for logics

  • Increased accuracy for light mortars
  • Increased zeroing accuracy for all mortars by ~%10 after multiple shots

  • Reduced turn radius for tanks so AI will stop and neutral turn less often
  • Reduced cost of terrain type in pathing formula so units can leave roads more often



r13394-13531

Development update #133



Community members and friends!
Today we’d like to show you some of the technical innovations that will be introduced with the Liberation DLC, and how we intend to implement these.

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

Goal

Our goal with ‘Liberation’ is to bring up the visual standard and the immersion of the game to new heights, so that the game will be able to stand the test of time. This way, we can work on the game for many years to come without it losing visual competitiveness. It also means we can work on third and first person modes and make the game’s graphics live up to modern expectations while playing from such a zoomed in perspective.

Full destructibility

Over a year ago, we began upgrading the buildings in the game to be more destructible, and all the buildings in ‘Talvisota’ were released with full destructibility. Now, with the increased manpower and experience which our team possesses, we have made every building in ‘Liberation’ fully destructible as well - which is no easy feat, since there are over 50 buildings with dozens of sections each, and each of these takes weeks to set up properly with full destructibility.

HD Link

Obliterate the trees

That’s right, we made trees able to be obliterated to small pieces by large caliber hits. It’s been a long time coming, and we’ve had a lot of fun blowing things up. We also added other interactions with foliage. Trees can shed their leaves, or shake off the excess snow built up over time with a convincing blastwave. This will make the tree become bare and allow your units to see through the shrubbery, something which already happens when you burn down the vegetation. These additions will make the gameplay much more fun and diverse. We will implement these changes to the content of Liberation, and we plan to retrofit it to all the content of the game over time. This way, all players will benefit from these improvements.

HD Link

Hedgerows

Liberation also has destructible “bocage”, or hedgerows. These were a quintessential part of the fighting in Normandy, dictating where vehicles could and couldn’t go. This will be the case in Liberation as well! You will be able to demolish the hedgerows and provide your units with a way of opening them, when you are trying to cut through the dense Bocage. The USA is well suited for this role with its diverse weaponry and plentiful explosives.

HD Link

Pathfinding

While we're busy making those landscapes, we also allocate some of our valuable engineering resources to improve vehicle pathfinding.
Pathfinding is a highly complex system with many calculations and factors involved. As you may have noticed, we have already released some improvements to the pathfinding over the last two updates, however, the most important changes were still to be implemented. The overall areas of work include:
  • Improved the pathing system so vehicles get stuck less often.
  • Improved AI’s ability to perform turns on tracked vehicles (so they stop less to perform neutral turns, which means they have to accelerate to top speed again).
  • Improved the pathfinding route calculation so the vehicles choose more straight paths to their destination.
  • Refactoring to minimize the computation.


HD Link

Winter

We have yet to post any pictures showing the new winter landscapes in Liberation. Let’s make up for that!. We hope you enjoy the new visuals and the level of detail that comes with it. Check out these landscapes:

HD Link

HD Link

What do you think of these landscapes? Let us know in the comments!
in the meantime; have you seen the sale? Tell all your friends that the Steam Strategy Fest offers up to 75% discount - the perfect moment to get them started on any of our DLCs!


https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/

Did you know?
  • Our trailers show you in- game footage only, no Hollywood style post-production effort required.
  • “Liberation” is about much more than Normandy or D-Day. The SP campaigns will take you through France, Belgium and Germany
  • We have always planned to develop more factions, to be done one at a time. We’re not nearly done developing, and our roadmap reflects that
  • Developing a new faction takes between 12 and 18 months, partly because we produce each and every one of our own sounds, assets, models, maps and weapons and everything else, requiring a lot of source material for each individual item. Working through it carefully and being in control of the full workflow is the only way we can achieve the quality we are after, and we do not recycle assets from previous games.
  • Gates of Hell has quite a learning curve. Coming from other games, you really want to watch a few tutorial videos.
That’s it for now, thanks for your time and see you on the battlefield!

Strategy Fest on Steam & New update !



Are you a strategy lover? If so, this is a great week for you! The Steam Strategy Fest is on, which “celebrates the spirit of out-thinking your opponents or planning ahead to achieve success” which, quite frankly, sounds like our community!
Whether you prefer singleplayer or multiplayer does not matter a lot, Call to Arms - Gates of Hell offers it all and they are equally unique.
The fact that Steam celebrates this “with discounts and demos on current and upcoming strategy games of all kinds” makes for a great opportunity, so don’t miss this shot!

HD Link

Strategy

Given the fact that Call to Arms - Gates of Hell offers 3rd and 1st person views, how did we even get a slot in strategy fest 2023? Well, as anyone in the rapidly growing Gates of Hell community knows, both strategy and tactics are dominant factors and you’d get immersed anyway, even without the 1st and 3rd person views.
The strategic factor simply outweighs the fact that you have all these unique mechanics in Call to Arms - Gates of Hell. This becomes very apparent when you are in “Conquest”, the game mode that lets you research and select your own army, followed by their deployment in action, using your own tactics in battle and creating endless tailormade campaigns.
During campaign battles, you go from planning to execution. You can freely and instantly switch between views, using every bit of tactical experience you have to execute your very own strategy!

HD Link

Realism

Besides strategy, the other factor that makes every battle unique is realism and historical accuracy. The environments are exact recreations of the real ww2 battlefields, which - among others - means that real life tactics work as they should, in this game. This really adds a layer.
Other big factors are the realism in ballistics, armor, supply chains, the modeling of internal components on vehicles and many more mechanics that make it a very rich game with many layers to it, plus the replay value is endless.

HD Link

Modes

In Call to Arms - Gates of Hell you can choose between game modes for singleplayer and multiplayer;
  • Single Player scripted campaigns
  • Single player dynamic campaigns
  • Co-op dynamic campaigns
  • Co-op skirmishes and missions
  • Player versus player


HD Link

As mentioned before, Call to Arms - Gates of Hell offers 1st and 3rd person views. These are instantly switchable views whereas you can also play everything top- down if you like.
Tanks and large weapons have the option for switching to 1st person view, just like a couple of infantry units like snipers and officers. Regular infantry allows you to switch from top- down to 3rd person with just 1 key.

HD Link

At this insane discount, this should be a no- brainer! Join the community today:

https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/

Liberation

Our upcoming DLC will be available soon, and it will be the biggest leap forward in visuals and content. It will add the western front of WWII, with the highly anticipated USA faction as the main attraction plus German content for the western front as well. Wishlist Liberation now!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/?curator_clanid=10379584

New Update

Update 30 was made live today, with awesome new features and improvements, which gives everyone a reason to come back and play the game, whether it’s new players joining for the sale or returning veterans ready to enjoy the changes inspired by the community feedback. Read the changelog HERE.

HD Link

Should you have any questions, feel free to jump into our Discord by clicking below: