1. Call to Arms - Gates of Hell: Ostfront
  2. News

Call to Arms - Gates of Hell: Ostfront News

Update 14

Update 14: V 1.012 is live on Steam!


Change Log


  • Added fuel resupply to conquest
  • Added supplies resupply to conquest
  • Added mechanic resource resupply to conquest
  • Added anti-cheat measure
  • Added count to show in UI to fox hole and engineer trench
  • Added new DCG map Hills based on the MP map
  • Added new DCG map Shiryayevo based on the MP map
  • Updated Able::minimap applies to all units (not just AI).
  • Updated Steam SDK
  • Updated 25mm_72k penetration data
  • Updated conquest wave icons to improve visibility
  • Updated Unbroken (USSR 4th mission): Map and mission improvements Map and mission improvements
  • Updated vehicle selection circle graphic
  • Updated resupply radius circle graphic
  • Updated flag ID graphic
  • Updated FR localisation: updated MP translations
  • Updated 50% of panzer3_flamm and kht26 flamethrower ammo being from pre-filled in weapon, to be in tanks inventory so it can resupply ammo.
  • Updated MP and DCG Glushkovo: made bridge on the river ford larger to help large vehicles pathfinding
  • Fixed crash on vehicles with MG links not attached (still working on the issue)
  • Fixed mass of medic tent inventory item so it doesn't coast so much to resupply in conquest
  • Fixed inventory for Mid War soviet Marine MG Assistant so helmet always spawns
  • Fixed crash on conquest load
  • Fixed obstacleID and volume thickness for univeral tractor x and xx models
  • Fixed online crash
  • Fixed online inventory sync issues
  • Fixed armor penetration for APBC projectiles at high impact angles (85-90°)
  • Fixed Engine deck armor for Ferdinand
  • Fixed bridge 206
  • Fixed "invalid mesh animation" error on sturmpanzer 4.
  • Fixed ZiS30 armor layout and patherID
  • Increased auto-resupply radius for fuel, ammo, and engineer trucks

Update 13

Update 13: V 1.011 is live on Steam!
Change Log
  • Added humans can heal while in prone stance to avoid being exposed to enemy fire while healing.
  • Added medics can revive soldiers while in prone stance to avoid being exposed to enemy fire while reviving.
  • Added ability to switch Direct Control mode (classic/3rd person) while NOT inside direct control.
  • Added UI button to show player what direct control mode they have pre-selected.
  • Added Added direct control and direct control toggle to vehicle view
  • Added empty fuel cans to tanks, armored cars, cars, and trucks inventory
  • Added new 3d model for Hand-HohlLadung
  • Added additional Mosin rifleman to Late War Soviet Guards Rifle Squad
  • Added new tank commander animation to some tanks
  • Added new FX for less violent tank detonation
  • Added voice over for soviet soldier in The Cold Supper
  • Added global intermediate firinc arc for grazing guns (increased gravity slightly for multiplayer, decreased for singleplayer)
  • Updated chinese localization
  • Updated MP Fall: added another road
  • Updated MP barrikady: Fixed terrain and objects
  • Updated MP Hills: gathered rocks to improve pathfinding
  • Updated MP Kalinin: Fixed missing trench end, minor edits
  • Updated MP Steppe: removed one fence around the church
  • Updated MP & SP Tikhvin: fixed indestructible barn doors
  • Updated MP Shirayevo: fixed bridge for pathfinding, vehicles should be able to cross it without jumping around
  • Updated MP Balzerweg: added more and better cover to the destroyed convoy flag, removed lost MG34 from the mission file
  • Updated Conquest heroic difficulty so AI advances up the research tree faster. Peaks at 17 matches instead of 24.
  • Updated vehicle view for panzer4d, stug3f, panzer5, tiger2, sturmtiger, tiger1, ferdinand, isu152, su100y
  • Updated bm13 Katyusha with suspension.
  • Updated wooden bridge 206 with hitboxes, destructibility and walkable surface
  • Updated weathers on Shiryayevo
  • Updated Late War German Tier 3 Fusiliers squad Fusiliers from a MG42 50 drum to 250 round belt MG42
  • Updated Late War German Tier 4 Gebirgsjager squad Fusiliers from a MG34 75 double drum to 250 round belt MG42
  • Updated third person max range fire restriction only for guns with top-down view on first person
  • Fixed netcode/muliplayer burn/fire actions sync (human and vehicle on fire)
  • Fixed netcode/muliplayer for component state desync (vehicles with broken components not synced between players and server)
  • Fixed netcode/muliplayer revive sync state
  • Fixed in conquest actors appearing twice ingame (doubled tank crews on vehicles)
  • Fixed in conquest resource count rounding bug (number of research points in rewards, etc)
  • Fixed in conquest crew members of vehicles spawning with the weapons in their hand when they shouldn't.
  • Fixed crash in scene destroy (should not happen, but GEM doesn't care)
  • Fixed CP value for ZiS5 transport truck in conquest
  • Fixed crew count for grille_m in conquest (spawning crew in center of map)
  • Fixed is2_43 invisible engine part on fire bug
  • Fixed Spawn at edge of map border of 4v4_hills
  • Fixed bot purchase date for conquest to include the gaz_aaa_72k
  • Fixed panzer4g armor durability
  • Fixed LOD and other settings for sov_2st_build1 (building)
  • Fixed t26_33 invisible wheelL6
  • Fixed assault sapper mg inventory to always have helmet
  • Fixed Late War German Tier 3 Squads CP values. They were un-intentionally lower than Soviets Tier 3 squads by 9-10 CP
  • Fixed costs of German infantry with random chance to have Panzerfaust in late war
  • Fixed costs of Russian infantry with SVT40 in late war
  • Fixed t60 xx model
  • Fixed localization duplicates
  • Fixed panzer 5a and tiger1hunt "enumerator number" access route.
  • Fixed ram volumes not attached to body bone of vehicles
  • Fixed 1st Person view on tiger2b
  • Fixed panzer1b turret on xx model
  • Increased bazooka class weapons penetration distance from 0.7m to 1m
  • Increased damage done to components after armor penetration from blast waves (HE shells)
  • Increased blast energy for 200mm+ caliber HE shells and Sturmtiger Rocket
  • Increased accuracy of 120mm mortars at longer range
  • Increased accuracy of rocket artillery at longer range
  • Increased accuracy past max range to still really low (albeit not absurd) values to avoid awkward trajectory issues
  • Increased cooldown timer for Tank Crew squads to 90 seconds
  • Reduced restitution physics for wood and ground materials to reduce grenade bounce
  • Reduced conquest pionier squad from 14 to 12 soldiers
  • Reduced price of KV1-S
  • Reduced price of Su-152
  • Reduced price of KV-85
  • Reduced price of IS-1
  • Reduced AT Rifle penetration beyond intended max range
  • Removed big explosions from tanks when hull durability reaches 0. Replaced with smaller fx. Big explosion remains for ammo detonation.

Development update #103: The Courland Clash



While we’re working towards yet another massive update to CtA - GoH, we’d like to offer you a short glimpse of things to come.
As announced earlier, we are currently working on “Content update II”.
In this blog, we want to present a small part of that update - with more to follow in the next one - in a way that will appear familiar to those that have been following us for years. However, not everything will be “business as usual”, because we’re about to introduce some new elements; keep reading!

New single player & co-op mission

We have finished a mission that will be added to our “Za Rodinu” singleplayer campaign.
It will be added at the end of the current storyline; it takes place in october 1944.
A co-op version of the same scenario will be included as well.

Historical background
September/ october 1944. The Red army has resumed its advance after a pause. They had halted in august, when operation Bagration ended; already it seemed obvious that the next step would be an attempt to cut off German army group north from the rest of the front.
The Germans were not very optimistic about their chances, having suffered appalling losses in previous months. To think they would be able to hold on to Courland was not very realistic at all, but evacuation of civilians was not even ordered. Instead, they received orders to dig deep and defend any attempt by the red army to reach the Baltic sea. As far as they were able to, they built a layered defence to consolidate their positions, as illustrated below.

The soviet offensive; note the 4 defensive lines east of Memel/ Klaipeda

After the pause in august- september, the 43rd army under hero of the Soviet Union general Beloborodov advanced to the southwest with the aim to reach the coast south of Klaipeda, or Memel as it was then known.
The 43rd was part of the first Belorussian front, whose objective was indeed to isolate the German forces north of the East Prussian border. They achieved their goals in a matter of days, even in the face of fierce resistance from the “Grossdeutschland” and other divisions; the Soviet assault had become seemingly unstoppable.

Major- general Afanasy Beloborodov around 1950. Source: Mil.ru

The mission in Gates of Hell
Our mission takes place on the 8th of october. The first two defensive lines in front of Memel have been successfully breached and the 43rd army pushes forward to the next.
You’re part of the southern attack pincer and you’re advancing to Baltic sea coast south of Memel. You have been tasked to breach the third defence at the first possible opportunity.

HD Link

You may have received reports that your opponents are exhausted, short of supplies and outnumbered, but it would be really bad to assume this will be a walkover.
One of your enemies is known to be a tough cookie, who has survived Stalingrad; don’t expect him to retreat or surrender!

This German unit was there. The officer in the photo is Oberst Willy Langkeit, who got heavily wounded near Memel on october 15th

Your orders are to lead the assault on defensive positions. Speed is of the essence, the enemy might be moving in some reserves and you have to reach the coast the day after tomorrow. You’ll have to balance aggression and caution, and make sure you do not fail your general - or risk an investigation and interrogation by the NKVD! Fortunately, it’s entirely up to you to hand- pick the units you consider to be best suited for this operation.

New elements
This mission, in a way, will pay tribute to where we come from and where we are going.
Where we come from - in a nutshell - is a desire to take as much input from the community as possible while developing something that honors the veterans of world war 2.
This mission was crafted with a lot of repeated feedback from the community in mind. Maybe this was something you suggested? In any case, this is how we used the input.

HD Link HD Link

It’s a huge battle that can be played in any direction and completed in any order, because “all you need to do” is to complete all of the objectives.
Besides being endlessly replayable because of its layout, the mission takes advantage of the recent doctrine selection feature.
This new gameplay element allows you to choose a doctrine before starting the battle. It will change the entire approach and unit availability and we expect that it will make for a popular cooperative mission as well. We also plan to add further improvements to the cooperative mode in the long run.
Because the mission takes place in late-war, you will experience the tremendous firepower and destructive ability of the weaponry deployed in the last stages of the eastern front conflict.

Other additions

The update will add the odd easter egg too, but most importantly, you will also find nostalgic throwbacks. What kind of throwbacks? Well, that is for you to find out when we release “Content update II”. We’re already edging quite close and we will announce it quite soon.

Did you know?
  • Content update II will be the second free addition to CtA - GoH
  • There are easter eggs in other GoH missions and maps as well
  • We are working on the lend- lease doctrine for USSR
  • We accept suggestions, ideas and bug reports mostly on Discord

That’s it for this update, we’ll be preparing the next one and publish it as soon as we can. Thanks for stopping by; see you on the battlefield!

Update 12

Update 12: V 1.010
  • Updated MP map Barrikadiy with terrain and object fixes
  • Updated Barrikadiy conquest map
  • Fixed 'lose on zero points' being toggleable
  • Fixed 'lose on zero points' not showing if host becomes spectator

Update 11

Update 11: V 1.009 Hotfix 1
  • Added 100m grids to minimaps
  • Added new Chinese localization
  • Added new vehicle views for BT2, BT5, BT7 and IS1
  • Updated map MP Industry: removed ghost humans
  • Updated map MP Wotan: removed two craters lost behind the border of the map
  • Updated map MP Hills: replaced craters by actual models
  • Updated map MP Shirayevo: fixed bridge pathfinding, added hay stamps
  • Updated map MP Valley: removed repairable KV-2
  • Updated map DCG Kalinin: replaced craters by actual models
  • Updated Ba-64 with improved suspension
  • Fixed soviet conquest tech tree where BS-3 and Gaz-AAA 72K were available from the onset.
  • Fixed russian map localization
  • Fixed some weathers with unnatural fog or shadows
  • Fixed ejecting shells for DSHK AA and Stand cannons
  • Fixed t3476_42 in bot buy menu for conquest
  • Fixed spelling of Border Squad in conquest
  • Fixed Italian translation to use numbers instead of roman numerals for squad Tier values
  • Fixed description for Tier 5 Fallschirmjäger squads
  • Fixed crew and CP value of gaz67b for conquest and MP
  • Fixed reload sound for Panzer1b
  • Fixed self-destructing vehicle so that it reduces score just as if it had been killed by enemy
  • Fixed armor penetration and damage for stg44 and mkb42h
  • Decreased damage from HE shells to components if they pierce armour. This will make artillery less effective at taking out armoured targets at range.
  • Decreased flag tick rate by 25% to extend game durations
  • Decreased vehicle kill point rate by 30% to extend game durations
  • Decreased AT rifle accuracy slightly