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Development update #136



Community members! We recently announced that we will be updating “Ostfront” soon. In this blog, you will find out what that means; we will discuss the mechanics, visuals, new units and netcode improvements that will make up this vast update. Curious? Keep reading!

Content Update 5

Content Update 5 will be the largest free update we have introduced so far, giving every Ostfront player a reason to come back and play. It will not only add to the original “Ostfront” package, but to “Talvisota” as well!
With this update, the original “Ostfront” game has been expanded by quite a margin.
The original 2021 version had roughly half the content you will have when CU5 goes live.
When “Ostfront” was about to be launched, we published Development update 99, in which we listed what would be in the release version; compare that to the package after we release CU5, and you’ll be amazed. Back then, we made a statement about expanding the package, and Content Update 5 will be the last step to fulfill that promise. Over time, we published a lot of free updates, each adding content. Besides vehicles and maps we added a lot more; assets, updated sound, added and updated game mechanics; added a game mode, and then some. So what’s coming in this update?

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[h2]Destructibility[/h2]
In our original release, the destructibility of trees was not catered for. With this update, that will change; when hit directly by a large HE shell, trees will now disintegrate.
Besides destructibility, trees will behave more naturally when hit by a sufficiently large projectile, or when heavy vehicles push them over. If the circumstances are right, trees will shed leaves when hit on a summer or autumn map, and shed snow when hit on winter maps. This will add a more natural feel, which helps immersion.

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[h2]Doctrines redesign[/h2]
A massive effort has gone into overhauling the doctrines for all nations.
We hired one of the most competitive players to help us shape this, because it is much more than a re- shuffle of the existing units; it re- shapes the way they work.
The doctrine choice has been modified to affect the infantry squads available to you, giving doctrines more meaning and more distinct flavors. Almost all of the infantry units migrate to the infantry menu, and the brand new “Unit Visualizer" we designed for it will show you exactly what your choice amounts to. Players can see the units they will have at their disposal while selecting the doctrines in the multiplayer Lobby. This allows them to plan ahead and check which doctrines have their favorite units.
We also added a new doctrine type, which is the Lend Lease type. Some of the doctrines will fall into this category.

You will be able to preview the selection of units your doctrine brings

[h2]New units[/h2]
We have added a respectable amount of new units for the Soviet Union, Germany and Finland; a lot of new squads, vehicles, weapons, humanskins and tanks will be included.
Some squads are no longer always the same when you purchase them, they cycle. One in every X squads will contain a sniper, or different weapons loadouts. It's not random, it's a cyclical system. This allows us to add squad variety and add historical accuracy to platoon-level squad loadouts.

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[h2]Netcode improvements[/h2]
You will have noticed that in multiplayer, when vehicles get stopped or destroyed, it could take a second before these units would be shifted to the correct position, due to what is called “position lag”. We have Improved the netcode to address this.
Another important issue that has been improved on is the so called “inventory desync” that would sometimes occur.

[h2]Conquest[/h2]
We are always working on conquest, and Content Update 5 will bring some new functions to the table. Players will be able to choose the theater of operations, and choose the enemy’s nation. The region of operations option filters out the nations available, plus the maps that will be used for the campaign.
This also means that modders get a lot of new options, new combinations and possibilities with these features. The visualizer below shows you how it works.



[h2]Visuals[/h2]
To match the new standard we want to set with the “Liberation” DLC, we have upgraded some textures and 3d models to improve their visual fidelity. You will see quite a difference to the “old” environments. Things will look different, and we think you’ll like it.
We have also improved the “direct control aiming circle”; the projected spread of salvos will become easier to understand as a result.
Last but not least, we have improved visuals of many of the infantry weapon (small arms) 3d models, so they are third/ first person worthy.

HD Link

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

[h2]Planning[/h2]
Content Update 5 will go live around the time when we’re ready to publish the Liberation DLC, which (currently) means this will happen before the end of the year.
The exact moment will be announced at some point, together with a detailed list of contents in the shape of a change log.

Did you know?
  • ”Ostfront” was the first title Barbedwire studios ever developed
  • Development update #99 (linked in the text above) was published on the day of the Ostfront release
  • That update was read by around 8000 people in june 2021; nowadays the average number of readers is between 7 and 12 times more

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.

Development update #135



Community members! In our previous development update, showing part of the US units for the “Liberation” DLC, we promised we’d show you some of the German units as well, so that’s what this blog is about. We also want to show you some of the specifically German buildings and landscapes and we’ll talk about the release planning for “Liberation”.

German units

The German part of “Liberation” consists of a number of things. In the single player campaign, for instance, we follow the 3rd Fallschirmjäger Division and the 116th Panzer division. If you trace back what these units did and where they fought, you’ll see that they both were in the thick of the fighting from Normandy right until the end of the war.
That means we need more than the units themselves; we need French, Belgian and German landscapes and buildings as well.
Maybe you noticed we have revealed a good number of summer & autumn landscapes last week; there are several German landscapes and towns in there. Let’s have a closer look at some of the buildings:

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There will be many buildings, of which these are the most specific “German” ones.
On another note, you will need some specific weapons when fighting for the German units in “Festung Europa”, as our German single player campaign will be called. Whether you’re fighting as a paratrooper or as a panzer commander, you will need artillery support every now and then. This calls for some iconic units to be present in this DLC, and they will be. Let’s have a look at some of these:

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Besides these, some new tank hunters will be introduced. None of these fought on the Western front exclusively, however they were not present in “Ostfront” or any of the previous DLCs. Check out these vehicles, do you know which ones they are?

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Some of the new German units will be added for free, some will not. We will announce which ones these will be at a later stage. The paid German units (the “Liberation” exclusive ones) will be part of a doctrine for the existing German faction.

Planning release

We are going flat out at the moment and progress is very good. The release of Liberation gets closer every day! As we have stated before, and as you can see on the Liberation store page, we will release the Liberation DLC before 2023 ends.
The roadmap on our website used to mention that we planned to release in Q3 of 2023, and this has gotten many people excited assuming it would be coming in September. It also contains a statement which tells you it’s subject to change. It is our tool to let you know our broad plans. We have updated the roadmap to reflect the reality we are predicting for release in 2023. If anyone asks you, tell them to follow our development updates for official predictions.

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Have you wishlisted Liberation yet? Do it today, there’s no risk involved, other than the chance you might get addicted to it after release:

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

Metagame

To make the wait a bit easier, we will be entertaining the community with something completely different. We released our very first title in 2021, and if you were already part of our community back then, you may remember we played a meta game before the release of “Ostfront”.
We love playing games and so, we are currently lining up the next metagame for you!
Once more, we will launch a quiz that tests your knowledge of world war 2 and the Liberation DLC. The 5 high scorers of this metagame will receive a free key to “Liberation”!
This new metagame will take place on our Discord server, starting Sunday, October 1st.
We will be asking you to answer a number of multiple choice questions, with a new question appearing every weekend. So make sure you are there; click HERE to join, if you haven’t already!

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


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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



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