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Call to Arms - Gates of Hell: Ostfront News

Development update #102: Big update I



Hi everyone! We have some good news to share, and it’s not just a little bit; in fact, it’s a lot. This update will tell you all about it; keep reading to find out what we’ve added to Call to Arms - Gates of Hell!

The Update

Basically, this is the news you’ve anticipated: we’re releasing “Content update I” which we announced in July. The update contains a large number of improvements and additions in various areas. So let’s get specific and dive in straight away, are you ready?



Additions
  • Added a flag-capture indicator which tells you how much you are capping by, and allows you to invest more or less troops to the flag depending on how strong the capturing forces are.
  • Added all-new squads and infantry types to Multiplayer and Conquest, based on historical squad layouts.
  • Added recon soldiers: Lower survivability but increased view angle and range.
  • Added IS-2 Model 1943.
  • Added T-34 Model 1942.
  • Added Panzer 756(r).
  • Added ISU-152.
  • Added new Tiger I Hunter with animated camo nets.
  • Added SG-43 stand.
  • Added SG-43 weapon.
  • Added Panzerfaust 100 weapon.
  • Added Faustpatrone 30 weapon.
  • Added a new interaction code function for modders: {if season "..", It allows to change parameters based on the map season directly.
  • Added new multiplayer map 1v1 Nevel.
  • Added new multiplayer map 1v1 Valley.
  • Added new multiplayer map 4v4 Hills.
  • Added new multiplayer map 4v4 Shiryayevo.
  • Added multiplayer (toggleable) mechanic: Loss when reaching zero score. This encourages less waste of units.
  • Added many vehicle_views.
  • Added overhead icon for stealth soldiers.
  • Added bulletproof wheels to german armored cars sdkfz: 221, 231, 234.
  • Added repair skill to engineers.
  • Added "no_scavenge" tag to vehicle interaction code as a check for conquest not to keep vehicles in the middle of death simulations that happen over time (burning, drowning, exploding, etc)
  • Added more Soviet voice acting lines to single player
  • Added new vehicles and late war vehicles to conquest roster


Updates
  • Updated all existing squads.
  • Updated income resources curve for multiplayer. The previous model was an increasing curve until 45 minutes. Now there is a peak at 25 minutes and a shallower climb to it, so there is more income stream at the early stages of the battle to avoid the game opening dictating the result of the entire game.
  • Updated Russian localization to a much better standard.
  • Updated fog of war appearance.
  • Updated 2v2 Blizzard
  • Updated 2v2 Fall
  • Updated 2v2 Tikhvin
  • Updated 2v2 Industry (conversion from 1v1)
  • Updated 3v3 Barrikadiy (conversion from 2v2)
  • Updated 3v3 Steppe
  • Updated many minimaps
  • Updated armored cars to have bullet resistant tires that had them historically (BA-6, Sdkfz 234, etc)
  • Updated rocket artillery reload times (rebalancing rocket arty)




Fixes
  • Fixed multiple crashes
  • Fixed numerous conquest bugs.
  • Fixed First person position on many new vehicles
  • Fixed issue when online players would be out of sync with the game clock
  • Fixed plane engine sounds not going away after airstrike in Conquest
  • Fixed units not re-entering vehicles if repair fails.
  • Fixed spawning of sandbags
  • Fixed consumption of sandbags
  • Fixed sniper losing his zeroing abilities when he runs out of ammo
  • Fixed puma armour layout
  • Fixed vehicles being damaged when running over cannons (disabled cannon blast damage when being crushed)
  • Fixed the abandon unit / self destruct to be canceled if vehicle is recrewed before exploding.
  • Fixed flame particle volumes to face travel direction all the time
  • Fixed grenade pivot points so their blast damage waves originate in the middle of grenade instead of offset (in rare cases, blast could happen inside a tank instead of outside)
  • Fixed fire damage from molotov grenades, Ampulomet cannon, and 12cm Mortar - incendiary ammo. All were way too high.
  • Fixed Icon and description for conquest player airstrikes.
  • Fixed DSHK_stan and DSHK_aa to work/shoot after the body has been repaired
  • Fixed vehicles from playing wrong 3rd person MG shooting sounds
  • Fixed water fx not playing sometimes
  • Fixed smoke dischargers on Tiger 1H so they empty when firing, and fill when reloaded.
  • Fixed wheeled vehicles from being able to move with the engine toggled off, after repairing a broken engine.


Other changes
  • Increased (Equalised) accuracy of AI with direct control, which previously had a +25% accuracy boost. Consequently, the AI became better at shooting and gained capabilities. Now, only third person retains an accuracy boost (+50%) in exchange for tunnel-visioning.
  • Increased total MP in a mid war game from 2600 to 3500.
  • Increased total MP in a late war game from 3400 to 5000.
  • Increased kill point influence on the game. It will penalise spamming of troops.
  • Increased MP flag income rate when you win by one/two flags.
  • Increased MP starting game score to 250, to compensate for the greater influence of negative kill points.

  • Decreased income rate from payback. It will reward a more conservative playstyle
  • Decreased MP flag income rate when you win by all flags
  • Decreased accuracy of bazooka/ panzerfaust class weapons when shooting/ aiming at targets beyond intended max range
  • Decreased tanks being stunned by lower amounts of blast energy


As you can see, we’ve not only added things; we’ve fixed a fair number of issues as well, which we’ll continue to do on a daily basis - and we will keep working to add quality of life elements for players and modders as well.

We will be following up this update soon with new models for soldiers, new environment assets for a much higher graphics fidelity, and additional multiplayer map rework and balance updates.

Promo


Coupled with the release of our content update, we are going to be running our first promotion for Call to Arms - Gates of Hell. It will happen this weekend into next week. We hope to follow our successful release with a growing audience and we are already very happy with our growing community and our fantastic modders!

Did you know?
  • The screenshots in this update were made by RUSSTG44, who recently won the screenshot competition on our Discord server.
  • In the Steam workshop we’re already approaching 200 mods for CtA: GoH
  • Our “best mod” competition will start this fall

That’s it for the moment, we hope you’ll enjoy the update! Meanwhile we’ve already got our heads down to produce the next content update. It will contain more single player content as well as new units, including the much- anticipated lend-lease USSR doctrine.

We’ll tell you when that will happen as soon as we can; until then, stay tuned!

Update 10

Update 10: V 1.008.0
  • Added enemy airstrike chances in conquest when player is attacker. Chance of airstrike not happening on the initial ~15min mark increased from 25 to 30% and then it would roll over for another 15-20 min before chance can occur again(if battle is still going on)
  • Added ISU-152 gunner animation (spolier alert...)
  • Added t3457_41 engine repair animation
  • Added ground constrain rule for spawn script commands (for modders: allows spawning of objects to read the constraint with constrain_after_dir interaction command).
  • Updated rocketartillery range to be relative to tank and artillery ranges
  • Updated some textures
  • Updated night-light on many fx
  • Updated Third person infographics texts
  • Updated 250kg bomb fx
  • Updated origin of blastwave damage to be higher up the shell for map artillery (should help reduce uneven terrain absorbing the blast damage)
  • Updated reload times for rocket artillery based on number of tubes and general rocket size
  • Fixed progression on conquest.
  • Fixed "resupply all" button in conquest.
  • Fixed resupply logic in conquest, so that you only have to press it once.
  • Fixed wins counting as loss in server feed for conquest.
  • Fixed sandbag orientation when AT cannons build them
  • Fixed sdkfz221 from having towing button in UI when it shouldn't
  • Fixed the IS2_44 superstructure armor cheeks to be 130mm thick
  • Fixed localization for 75mm_leig18 weapon
  • Fixed lightsIntensity for several weathers
  • Fixed sound defines on some HE detonation sound fx
  • Fixed water depth on 2v2_ziborovo and 2v2_balzerweg so infantry and vehicle can walk through and not have to swim
  • Increased accuracy of SU100Y slightly
  • Increased accuracy of panzerfaust
  • Decreased DP cost of SU100Y from 60 to 55

Update 9

Update 9: V 1.007.0
  • Added new Tiger E model
  • Added new infantry squad spread logic to prevent squads from being wiped out clustered together. Mod-able on set/squads.set
  • Added option to select day time, night time or any weather condition for PvP matches. Default option is any weather. Night-time reduces vision ranges by 25% and provides closer quarters combat.
  • Added german voiceover for german campaign missions.
  • Added german voiceover for 'Unbroken' soviet mission.
  • Added soviet voiceover for 'Winterstorm' soviet soldier.
  • Added #mud texmod to pillbox_earth
  • Added new infographics for vehicle_view
  • Added nightlight to flamethrower fx
  • Updated german ammo trailer so it can be towed and used for resupply.
  • Updated IS-2 mod.44 upper front hull and side armor from 120 to 100.
  • Updated KV-85 armor, same armor scheme as KV-1S.
  • Updated IS-1 texture.
  • Updated colours on tank textures to match brightness of standard style.
  • Updated to have mg34_doubledrum mg (75 round double drum).
  • Updated some summer ground textures for better blending and tilability.
  • Updated Soviet late war AT squad to have PTRD AT-Rifle instead of PTRS AT-Rifle
  • Updated explosion fx shocks
  • Fixed AT cannons getting unhooked in wrong position and warping about in multiplayer
  • Fixed AT cannons glitching and unable to fire in multiplayer.
  • Fixed vehicles not being able to be captured on conquest in coop.
  • Fixed crew emitting from vehicles before game is over in conquest.
  • Fixed vehicles not spawning in missions in coop.
  • Fixed vehicles not having engine sounds when spawning in coop.
  • Fixed two tutorial voice over lines
  • Fixed hedgehog on Glushkovo blocking the road
  • Fixed KV1_41 upper frontal armor to be 100mm thick (75mm + 25mm extra armor plate)
  • Fixed localization for BR-412B in russian language
  • Fixed accuracy of A-19
  • Fixed "squad_gebirgsjaeger" from not spawning in conquest
  • Increased direct hit damage of 105+ HE shells
  • Increased accuracy of vehicle guns by 25% (made AI better) but feels as accurate in direct control due to the direct control accuracy nerf.
  • Increased accuracy of artillery at close ranges (Increased blast durability of ammo components of vehicles
  • Increased cooldown time to purchase tankcrew squads in Multiplayer
  • Increased 300mm nebelwerfer accuracy slightly
  • Decreased spreading on vehicle MGs
  • Decreased accuracy bonus of direct control on vehicles from 50% to 25%. AI no longer has a pronounced aiming disadvantage

Development update #101: Major update

HD Link

Hi everyone, It's been a month since our launch and it has been an amazing launch with our excellent community.

We have spent the last weeks updating CtA- GoH, tweaking balance and improving the stability. As we tackle the most important issues, it paves way to the start of our much anticipated content updates.
Today we will talk about what will be added to the DLC in our first content update.

Major update I

“Major update I” will contain a complete overhaul of human skins and squads. The appearance of the soldiers will change with seasons, and the skins will have even better visuals, along with more variants and historical improvements, some of which our fanbase so keenly pointed out. A continuous improvement of our visuals will make the project more immersive and could pave way for long-term plans of adding first person mode.

HD Link

Squad redesign

Additionally, the squads have been completely redesigned. We have developed realistic squads in terms of equipment, size and composition, overhauling the current ones and adding a lot of new ones. Now, more than ever, it is important to group your MG gunners with their assistants to share the ammunition, or buy the right squad for the right task. The sheer amount of new squads will both bring diversity and a lot of new options to the table. To visualise how the squads step up in expertise and capabilities, we added tier labels to them.

New units and maps

Among the new squads are scout/ recon squads with less durability but greatly increased vision; there will be veteran or soviet “Guards” squads with veterancy already applied to them; and numerous choices of regular squads for both offensive or defensive strategies were added.

New vehicles will also make their way into the update. Can you guess one or two? Can you guess whether they will be doctrine units or regular units?
In addition, we have worked on the rebalancing of existing maps, and we will add 4 new multiplayer maps as well.

HD Link

What’s next?

Regular updates with fixes and improvements will continue to flow. But most importantly, after major update I, more major updates are planned! Each of these will add new maps, missions, units, doctrines and more!

Are you ready?

Update 8

Update 8: V 1.006.


  • Added capture weight to infantry that didn't have it previously (snipers, medics, stealth units)
  • Added new artillery logic: The shots need to be fired continuously over a spot to increase accuracy to acceptable levels. Players can move units out of artillery bombardment zones before the shots become accurate. Artillery fairs poorly in indirect fire against units on the move.
  • Added new perk to TDs: They conserve accuracy better when moving the gun (stationary)
  • Added winter texture for Nebelwerfer 42.
  • Added hitboxes to T-34 series external fuel containers (it's diesel though, so not very flammable)
  • Added bolt weapons to aim during "rush" state (rifles charge on the move)
  • Added weapon file for mounted versions of AT guns
  • Added better visibility for units: Selected units maintain an outline, hovering over enemy uints gives outline.
  • Added environments for new maps to come (stay tuned!)
  • Added more complex AP shell damage (now based on filler of each shell).
  • Added adjusted APBC slope and overmatch curve (more realistic ballistic results with flat nosed soviet shells)
  • Fixed soldiers unable to use their weapon after digging a foxhole
  • Fixed F5 'attack' order: Soldiers will react to order properly when assigned units are in motion, and soldiers won't sprint and die to location (further flaws of this function still exist and will be addressed progressively)
  • Fixed pathfinding model for wheeled vehicles.
  • Fixed some issues with inventory transfers.
  • Fixed DSHK Stan Doctrine descriptions
  • Fixed mantlet armour on PzIII, PZV, PzVI, T70, T-34/85.
  • Fixed warning messages for panzer5a and panzer4j xx models
  • Fixed line breaks on mission texts
  • Fixed Pz III J/1 XX 'pivot' issue
  • Fixed some spelling mistakes on localization
  • Fixed flags that spawn on 4v4_swamp when played with less than a full game of players
  • Fixed terrains on "Unbroken" mission
  • Fixed improper targetting whilst shooting on the move
  • Fixed continue button for Spanish translation
  • Fixed MP preload for new sounds structure
  • Improved b4_203mm wheels
  • Improved hole volumes for tiger1h and t70 series for the mantlet/turret
  • Improved G-41
  • Improved su 152 icon
  • Improved AI when using rifles.
  • Improved russian localization
  • Improved 4v4_swamp map (removed underground water)
  • Improved 'Bustard Hunt' mission
  • Improved 'Ace of Swords' mission
  • Updated penetration of soviet 85mm BR-365 and BR-365K
  • Updated penetration of 122mm BR-471 and BR-471B
  • Updated AI to AI damage to be on nominal values and not reduced.
  • Updated credits (EN)
  • Updated Single click motion is slower (13 -> 11.5kmh)
  • Updated Double click motion is faster (18 -> 19.5kmh)
  • Updated AP shell damage for more consistent scaling
  • Rebalanced AT cannons are now 25% more accurate than their vehicle-mounted counterparts
  • Rebalanced weapon handling of all vehicles
  • Rebalanced model for AT gun aim times and dispersions. Grazing howitzers have more dispersion (zeroing is lost quicker on motion). AA guns have least dispersion (conserve zeroing better on turns). All AT guns have better (less) aim time than their vehicle-mounted counterparts. Artillery aim time was increased.
  • Increased speed at which tanks lose all their accuracy on the move
  • Increased rotational motion for soldiers for easier fire on the move
  • Reduced angular speed at which tanks lose all their accuracy when moving the turret.
  • Reduced reload time on M37, Zis-3
  • Reduced accuracy of 300mm nebelwerfer at range
  • Reduced damage range for low caliber HE (37-57mm, not autocannons) as these shells contain minimal with HE filler. (45mm HE has less filler than a german M24 grenade)
  • Removed airstrikes by enemy ai in conquest temporarily