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Call to Arms - Gates of Hell: Ostfront News

Development update #110: Community update I



Hi everyone, we have great news for you!
This blog is about our community update, and during the coming times we will make the biggest Call to Arms - Gates of Hell announcement yet!

Community Update 1

Let’s start with the community update that is about to be released. More details can be found in our previous devblog. We have been testing the update and progress is very good. Our testers really enjoy the new game mode, Domination. The amount of changes is huge, and they have a big impact on the whole game. Players will not have to wait much longer as we plan to release the update very soon.

New gamemode: Domination

The new formations feature will enable us to add historical squad geometric layouts in the future.

Announcement

Next week we will officially announce the second module for Call to Arms - Gates of Hell.

We have shared a fair number of hints about Module II recently, which has triggered much speculation and discussion on our Discord server. Some very clever players have narrowed down the possibilities, but they weren’t 100% sure.
By the way, Module II will contain a large amount of awesome additions, not just a faction. Stay tuned!

Well, that’s it for the moment. Are you looking forward to the update? Let us know in the comments!

Development update #109: Community update reveal



Hello everyone, as we announced on our Discord server last week, we are ready to reveal the planned content of our community update!
As our roadmap states, this is the next one in line and it will be a free update for all players.
We call this the community update because most of these additions were made by request of the community.
So exactly what will be in the update? Let’s have a look.

New game mode

This might be one of the most requested items since we published Call to Arms - Gates of Hell. The new game mode is called “Domination”.

The primary objective of Domination is to deal as much damage to the enemy taking as little as possible in return. For the lovers of the series, it may sound reminiscent of the 'Combat' gamemode, but it's about to get way more interesting. It's a very flexible gamemode which we hope will be exciting for the broad spectrum of players. Whilst it is not strictly necessary to capture key locations on the map like in Assault Zones, both teams have a forward outpost which must be defended at all costs. The outposts can be fortified over time with the use of engineers.

The gamemode will also be quite dynamic, because secondary objectives will be made available as the battle progresses, prompting the player to advance into diverse specified areas. The defensive-style players can choose to ignore the secondary objectives, but fortune favours the brave: The team which completes secondary objectives gets an MP point reward. So, it doesn't bring the team immediately closer to victory, but it could be decisive in the long term.

HD link

Moreover, the map zone will expand in either lateral direction as the doctrine tiers become available. This will enable flanking opportunities and new strategies to be used.
During testing and after the public release, we may find ways to further develop the gamemode with your feedback.
We think this mode will make for excellent gameplay and we think you’ll have an absolute blast playing it! We uploaded a tutorial for Domination on YouTube.

New units

We will be adding a number of units. Some of these have been requested by many players. This is what we intend to add:
  • Ba-10
  • T-28 will receive a revamped new model
  • BT-7A
  • Sdkfz 250/3
  • Sdkfz 250/11
  • 28mm Pzb41
New maps

We will add two new MP maps:
  • 2v2 Suburbs
  • 3v3 factory
Factory 3v3 map

And then some

We hope to have finished our manual when we push the update live. This was among the most wanted items for GoH and we hope it will help those that are new to the game.
We have also added Improvements to trench and cover systems, to make it easier and quicker to build cover in the desired direction.

Besides that, we plan to add a platform that allows you to develop formations for infantry squads in conquest.
Last but not least, we have made the existing UI easier to read, and a bit more intuitive.
HD Link

This is what we planned for the (free) community update; testing will start in the next couple of days and we’ll keep you posted about the release, mainly via our Discord server. You can click the banner below to get there.

That’s it for the moment, thanks for dropping in & see you on the battlefield!

Update 21

Update 21: V 1.018


Prelude for Community Update I.

Change Log
  • Added new vision logic for tanks/AT guns: Once spotted, a target will remain spotted as long as it is within max range and line of sight isn't broken. Target won't dissappear into the fog while you're shooting at it, unless stealthy.
  • added new size 3 HE explosion snow FX
  • Added mine detection action flash fx
  • Added new mg13 model and added suspension to panzer1B.
  • Added suspension to Ba-6
  • Added new 3d model for MG-13
  • dded new 3d model for SSH35 & SSH39 helmets
  • Added targeting of cannons with AP shells for Player units when unit does not have HE shells loaded. Prevents tanks from charging with MGs on AT guns when player doesn't manually switch the tank to load HE.
  • Added define for auto calculation of tracer length for all shell tracers
  • Updated interface elements: Weapon view, portrait view.
  • Updated lobby right click menu style
  • Updated Soviet SSH35 & SSH39 helmets
  • Updated altitude haze on several maps
  • Updated flamethrower fx gravity to match fire projectiles
  • Updated properties/cannon_armor.ext and vehicle.ext to support more volumes to be part of the body component
  • Updated human behavior when standing in cover and switching to an item on belt (ex. grenade). They will switch faster and remain standing, instead of rotating 180­° and squatting.
  • Updated engine sounds for panzer5 and t34 to be mixed in volume better
  • Updated Flak 30 texture
  • Updated several explosion FX with new dynamic sprites
  • Updated inventory size of several shells for consistent scaling relative to other shells
  • Updated shell filler and weight calculation
  • updated "small_environment" loudness. Fix for barrel water sfx
  • Updated font on conquest research tree/unit portraits to avoid name clipping
  • Updated some parts of Russian localization
  • Fixed crash on selecting actor without brain ("quant crash ir:update")
  • Fixed [direct control] linked position update of objects in hands
  • Fixed [netcode] synchronizing the reloading and healing animation speedup
  • Fixed soldier pose setup after grenade throwing in prone stance
  • Fixed emit bones on 120mm mortars (they were reversed)
  • Fixed pather ID for wheeled mortars so they don't get stuck on objects as often
  • Fixed hit/blast fx not always playing when hitting trees
  • Fixed bazooka class weapons so the rockets cause blast damage when hitting other materials besides the ground
  • Fixed water and mud fx to play for 170mm+ shells
  • Fixed missing passenger seats for T-70 and T-70m
  • Fixed german voice acting having medic-cries in unsuitable situations
  • Fixed hedgehog (tank traps) from blocking vision
  • Fixed obstacles for wired_obstacle4 (baredwire)
  • Fixed all demolition charges to be detonatable from near by blast waves
  • Fixed vision for NKL-26 aerosled gunner when MG is removed or switched for another weapon
  • Fixed MG42 barrel opacity
  • Fixed sturmpanzer4 enumerator texture
  • Fixed mortar crew from interfering with AI aiming and firing
  • Fixed component and armor code for train class vehicles
  • Fixed crew count for T27 + 45mm_m42 Doctrine Unit
  • Fixed crew count for SiG33 B in Multiplayer
  • Fixed interaction scrips for aero sleds engine code when body is broken
  • Fixed 57mm_zis2 and 76mm_zis3 to deploy a shorter sandbag emplacement so that the gun doesn't become blocked with gun depression.
  • Increased distance Sdkfz 302 and 303b (Goliath) can drive before running out of fuel
  • Increased responsiveness and turn speed of Sdkfz 302 and 303b (Goliath)
  • Increased amount of fuel given per second, to flamethrower weapons in auto resupply zones (10 to 50)
  • Increased rate of fire of AT rifles
  • Increased slightly accuracy at max range of 152mm_ml20
  • Decreased difficulty on easy
  • Removed duplicate entries in localizations



If you require technical assistance to make your mods work, write us in the Workshop Discussions

We also have the previous game version as 'previous version' in the beta options in the game, for players to revert temporarily if they wish to play their mods until the authors update them.

Lunar New Year - Sale!



Happy new Lunar Year!



https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/

https://store.steampowered.com/app/302670/Call_to_Arms/


https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/


https://store.steampowered.com/app/244450/Men_of_War_Assault_Squad_2/

https://store.steampowered.com/app/64000/Men_of_War_Assault_Squad/

https://store.steampowered.com/bundle/12027/Men_of_War_Assault_Squad_2__Complete_Your_Set/


Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!

Happy new lunar year: check the sale!


Happy new lunar year everyone!

The year of the tiger begins, and we hope you will have a very lucky year.
Since Steam celebrates the lunar new year with a sale, we obviously take part - so this is your chance to get that realistic ww2 RTS you want - at a huge discount! If you haven't tried it yet, do check out the sale. This would be a good way to start the year lucky!

https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/
https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/

News

We've been very busy putting the next update together & testing it, and we're getting there.
Progress on the next faction/ module is also progressing very well.
In any case, as you may know from our road map, several updates are still to come, and it won't be long before this first one will be ready.
We will let you know when that happens of course. Your best chance to find out everything first is on our Discord server.
Saturday the 29th we'll be posting a nice snippet on our "developer telegraph" channel, also on Discord.

That's it for the moment, stand by as the studio presses on to get the work done!