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Call to Arms - Gates of Hell: Ostfront News

Autumn Sale!



The Autumn Summer Sale has launched and all of our games are on sale!


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!



Development update #106: The “Mod of the month” competition

Header based on a Community screenshot by RUSSTG44

Community members! It is time to talk about our mod competition.
We will start the competition today! The aim is to celebrate the best achievements in the Call to Arms - Gates of Hell community, brought to you by mod makers from all over the world.

History

In the development of Call to Arms - Gates of Hell we always wanted to make sure that modding would be as easy as we could possibly make it.
The result of our design choices is a moddable game, which is more extensive and refined in terms of mechanics than its predecessors. These refinements raise the bar slightly for mod creators, however with 300 mods available in the workshop right now, we think there is ample proof that it’s not really a problem for our modding community.
Last but not least, we decided long ago that we will provide for a modding SDK which makes modding more accessible and, importantly, easier. We have no date set for this to be ready, but it’s on our list and will let you know the timeframe as soon as we can.

Community screenshot by @Hamster

The competition

With this competition, we aim to put a spotlight on the work that is being done in the community. This is very important work, because - as we all know - there is no such thing as “too much content” for a game.
It’s time to put a spotlight on the best mods out there; this is about the rules and about how we plan to run the competition.

The “what” question

Mods in the workshop already should comply with certain rules. On top of that we have our own requirements for this competition.
Mods can be anything from custom maps, custom missions, custom mechanics, new units, skins or sounds, to bigger modifications combining one or more aspects.
We think it would be unfair to choose from November entries only; the competition is open for all mods that were made for GoH so far.
The prize for the mod, which is picked as a winner by Barbedwire Studios, is a key with early access to the next faction. On top, that one wins 2 keys of the next faction to give away to friends after release! If you made your mod with a team, the team can get the sum of 3 early access keys.
The winner will be picked by us, and the community winner (who gets a mention in dispatches) will be picked by you!
Both winners also get the “Master Modder” tag on Discord.

These are the requirements:
  • Must be historically oriented (any historical era)
  • Must be publically available in Steam workshop for the community
  • Content must be original from the creator, or have permission from other authors to use their work and be properly credited. Using content from other games is only allowed for games made by Barbedwire Studios or Digitalmindsoft.
  • Contains no nazi symbols or anything associated with war crimes
HD Link

The “How” question

First we need candidates for the title, for which we will use our website. When submissions are closed, the judging can start. The formal winner is elected by our panel of judges, which consists of developers, publishers and contributors.
The community winner will be elected by the community. This is the process:
  • A competition page is opened on the Barbedwire Studios website
  • Mod creators submit their candidate mod for review on our website
  • A panel of experts reviews the entries and puts the best ones on a shortlist
  • The same panel elects the best mod of the month from that list
  • The shortlist is opened for public voting, which runs for 7 days
  • The Master Modders are announced on Discord
  • Both get increased bragging rights
  • The Studio- appointed winner receives the winner’s keys
  • Submissions close November 30, 2021, at 23:59 PST

We can imagine that people will start lobbying for their favourite mod now; that’s perfectly okay of course. However, when you visit the workshop, don’t forget to rate that mod you’ve been using for all those hours! It’s time to give something back to the people that have widened the scope of this game, because that’s what it’s all about.
In the meantime, you could join our Discord to make sure you don’t miss any of it.

Community screenshot by @Shadowstorm59

Did you know?
  • We have added German spoken & moderated channels to our Discord server
  • On Discord we will soon start publishing short developer briefs on saturdays
  • The channel for the briefs is called “developer telegraph” and it will start ticking before 2021 is over

That’s it for the moment, thanks for stopping by & see you on the battlefield!

Update 18

Update 18: V 1.016


Change Log


  • Added new fx and logic for WP smoke shells (Valentine smoke launchers, Soviet 82mm and 120mm Mortars)
  • Added x,y,z spin to car die particle fx parts
  • Added thickness to bm13_12 destroyed model volumes
  • Added open/close hatch sounds fx to Valentines, Churchill and ISU122s
  • Added video briefings for the new missions
  • Added third person command arrow model, animated
  • Added new animations/poses for the m3a1e1 scout car gunner positions
  • Added visible exhaust fx to cars and trucks when engine is on/running
  • Added 90 second timer for AA trucks at start of match

  • Updated several weathers
  • Updated and improved AI logic for targetting. AI will be more effective at choosing the correct ammo for its targets
  • Updated spread ratio of HE shells for standard tanks cannons to make them more effective
  • Updated Spanish breeds in multiplayer to use spanish voices and nationalities
  • Updated BA-6 Third person sights
  • Updated Valentine Mk 2,7 and 9 track animation speed to match the ground
  • Updated track animation speed to fit with ground for late Tiger models
  • Updated Krasny Bor field hospital objective, to not be as dangerous for the trucks
  • Updated buildable sandbag emplacement for mortars to be taller and provide more cover
  • Updated buildable sandbag emplacement for Dshk AA to be taller and provide more cover
  • Updated pioneer and luftwaffe smocks
  • Updated WP smoke fx
  • Updated (Replaced) ISU-122s to ISU-152 in Soviet Late War Offensive Doctrine
  • Updated (Replaced) ISU-152 to ISU-122s in Soviet Late War Irregular Doctrine
  • Updated (Replaced) Panzer IV G to Panzer IV J in German Late War Offensive Doctrine
  • Updated (Replaced) StuG III G to StuG III G (late) in German Late War Offensive Doctrine's SturmArtillerie Unit
  • Updated (Replaced) M3A1E1 Scout Car with 122mm A-19 to M3A1E1 Scout Car with 100mm BS-3 in Soviet Late War All round Doctrine
  • Updated (Replaced) 100mm BS-3 with 85mm 52K in Soviet Late War Defensive Doctrine
  • Updated (Replaced) 85mm 52k with T-34-57 M1943 in Soviet Late War Irregular Doctrine
  • Updated capture weight values for units:
    • Medics, Tankmen, Tier 1 Infantry 0.5
    • Regulars Infantry 1
    • All Elite Infantry 2
    • Officer 20
    • MG Emplacements 2
    • Other Cannons and Artillery 0
    • Cars, Trucks and Utility Vehicles 1
    • Armored Cars 2
    • Light Tanks 4
    • Medium Tanks 6
    • Heavy Tanks 8


  • Fixed cannon sync on multiplayer for some remaining cases
  • Fixed Jerry can textures
  • Fixed achievements on Krasny Bor.
  • Fixed Italian localization for Krasny Bor mission
  • Fixed Russian localization
  • Fixed French localization for vehicle classes
  • Fixed gun in ISU122s from D-25T to D-25S with slightly faster reload
  • Fixed Bazooka unit icon small on stats page
  • Fixed Valentine IX doctrine icon on stats page
  • Fixed M3A1E1 obstacle registry (fixes it not being able to drive through fences)
  • Fixed vision for T27 and T37a main MG
  • Fixed Third person control for T-60
  • Fixed 82mm bm37 Mortar crews carrying animation
  • Fixed crush brick fx from spawning multiple times when brick construction entities are run over by vehicles in multiplayer
  • Fixed smoke fx for White Phosphorous 2" smoke launcher to play in multiplayer
  • Fixed colliders for construction/rural/environment/logs_01 to stop cannons from getting stuck
  • Fixed the General human skin for winter coat
  • Fixed Assault Sapper skin to camo smocks
  • Fixed USA MG ammo localization
  • Fixed all map prop vehicles/wrecks/neutrals to be player 0
  • Fixed Krasny Bor mission localization for RU language
  • Fixed player starting units to not be killed during or for while right after intro scenes in new Sovet mission "Courland"
  • Fixed prices of various units in Conquest
  • Fixed research point cost of Jagdpanther so it is not more than a Tiger II
  • Fixed CP of T37a in Conquest
  • Fixed mine warning talk to not happen in Conquest unless there are mines
  • Fixed sdkfz231 camo not appearing
  • Fixed fogged smoke fx on 2v2 Courtyard
  • Fixed pose of AA gunner on ISU122s
  • Fixed max players for CooP on 2 new campaign missions
  • Fixed environment fire sounds for German Mission Krasny Bor
  • Fixed move animation for crew of Dshk, Maxim and SG43 MG emplacements

  • Increased price of 300mm Nebelwerfer from 40 to 50 Doctrine Points
  • Increased price of 300mm Bm-31-12 from 60 to 70 Doctrine Points
  • Increased blast damage of aircraft bombs in multiplayer and conquest
  • Increased LOD distance planes. They will render if spotted by unit vision (450m to 600m)
  • Increased aircraft airstrike altitude for multiplayer and conquest
  • Increased aircraft speed by 30% in multiplayer
  • Increased aircraft turn radius in multiplayer so they will not fly in circle at spawn, but instead fly straight towards airstrike waypoint
  • Increased speed of placing AP and AT mines (now takes 3 seconds instead of 6-7 seconds per mine)
  • Increased armored car acceleration
  • Increased armored car speed bleeding in turns
  • Increased accuracy of 203mm and 210mm howitzers by 15%
  • Increased price of T-34/85 from 665 to 700 MP
  • Increased price of SU-85 from 580 to 610 MP
  • Increased slightly the vision for tank drivers (+5°)
  • Increased slightly tank main gun view angle (+5°)
  • Increased slightly the price of AA trucks

  • Reduced distance aircraft engine sound is heard
  • Reduced the blast power of 300mm rockets
  • Reduced range of 37mm_pak35 and 50mm_pak38 heat shells by 10m
  • Reduced accuracy of 37mm_pak35 and 50mm_pak38 heat shells at max range
  • Reduced damage of infantry Anti-Tank rocket-launchers by 15%-20%
  • Reduced slightly AT rifle accuracy and human health damage
  • Reduced slightly Armored Car speed efficiency on road

  • Disabled HE and HEAT shells unlimited fire range, while in 1st/3rd person in multiplayer only. Exclusion (AA guns)

  • Decreased price of T-26 from 290 to 260 MP
  • Decreased price of T-28 from 360 to 330 MP
  • Decreased price of Panther A from 1200 to 1100 MP
  • Decreased price of Panther G from 50 to 45 Doctrine Points
  • Decreased price of Jagdpanther from 55 to 50 Doctrine Points
  • Decreased price of Churchill Mk.3 from 30 to 25 Doctrine Points
  • Decreased price of ZiS30 from 25 to 20 Doctrine Points
  • Decreased price of Sturmpanzer I (Bison) from 40 to 35 Doctrine Points
  • Decreased price of 150mm sIG 33 cannon from 35 to 30 Doctrine Points

  • Removed T-34-57 M1943 from regular buy menu
  • Removed AI bots ability to shoot on move with all small arms (except pistols) so they will stop and engage more often instead of charging into players

Special promo and new missions/content!



Call to Arms - Gates of Hell: Ostfront got a major update!

In order to celebrate the new content we are running a promo for Call to Arms and Call to Arms - Gates of Hell: Ostfront!


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

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

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




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!






Update 17

Update 17: V 1.015


Change Log


  • Added new units. Soviet ISU-122S, BM-31-12, Lend-lease Universal carrier, Lend-lease MMG carrier, Lend-lease M3A1E1 Scout car, Lend-lease M3A1E3 Scout car transport, Lend-lease Valentine II, Lend-lease Valentine VII, Lend-lease Valentine IX, Lend-lease Churchill III
  • Added lend-lease doctrine for soviet late war.
  • Added new mesh-texmod feature, the winter skins can change entire meshes and not just textures. See explanation below.
  • Added new human soldier 3d models and new headwear 3d models.
  • Added winter skins/models for multiplayer soldiers on winter maps.
  • Added winter skins for helmets for soldiers on winter maps.
  • Added ability to change the spacing between covers of your soldiers by click-and-drag when selecting your soldiers to go to cover. This avoids soldiers bunching up.
  • Added interaction code to tanks so they can be destroyed (non-repairable) through pierce and blast damage and not always explode.
  • Added more vehicle fire and death fx.
  • Added "crew stun" feature to car and truck class vehicles (crews can be stunned by pierce and blast damage).
  • Added new fuel tank damage fx and death interactions to cars and trucks. You can now target external car fuel tanks.
  • Added new gun-sights for british vehicles
  • Added 50-caliber M2, along with new sounds and muzzle effect for it.
  • Added BESA MG
  • Added new MP map: 1v1 Crossing
  • Added new MP map: 2v2 Gelid
  • Added new MP map: 2v2 Courtyard
  • Added new MP map: 4v4 Dubovka
  • Added new MP map: 4v4 Vitebsk
  • Added new campaign mission for Germany: Krasny Bor
  • Added new campaign mission for USSR: Courland pocket
  • Added spanish nationality to blue division soldiers
  • Added blue division singleplayer breeds
  • Added new spanish voice actor
  • Added new soviet voice actor
  • Added british smoke launchers for lend lease vehicles
  • Added sound fx to water fx on water barrel
  • Added ilumination signal flare for singleplayer night missions
  • Added new sounds for browning M19
  • Added new Texmods to soviet urban building (sov_2st_build1 )
  • Added metal break sounds for car/truck engine, body and turret break events
  • Added peaceful explosion fx to play for car/truck vehicles when crushed (run over) by tanks
  • Added player soldier talk warnings when near mine sign/mine field in conquest, this talk can randomize and repeat after while if player is near another minefield (same one will not be warned again).
  • Added 88mm Flak36 camo textures.
  • Added suspension system to Opel maultier.
  • Added some dx11 shader cache files
  • Added missing weather selection to 2v2_industry
  • Added t26_33 x models winter textures.
  • Added Pak 36 models winter textures.
  • Added tank drivers can enter and exit through other hatches if they are closer or driver hatch is blocked.

  • Updated AI targetting logic - Player-controlled guns won't switch to HE to attack infantry, unless it's already loaded in the chamber.
  • Updated Improved AI's selection of cannon ammo for various targets
  • Updated Mortar and Cannon HE shells blast damage and radius formula to account for shell weight and filler amount
  • Updated texture mip logic so first person reticles do not get degraded on lower graphic settings
  • Updated (Re-balanced) soviet late-war doctrines
  • Updated (Re-balanced) 3v3 Wotan
  • Updated (Re-balanced) 3v3 Brozha
  • Updated (Re-balanced) 3v3 Carpathians
  • Updated (Re-balanced) 4v4 Niemen
  • Updated (visual improvements) 2v2 Industry
  • Updated (visual improvements) 2v2 Fall
  • Updated (gameplay improvements) DCG Kalinin
  • Updated (spawn points) DCG Raseiniai
  • Updated (gameplay improvements) Singleplayer Winter Storm mission
  • Updated Rocket blast energy and radius to scale better in comparison to their real life TNT filler values.
  • Updated chinese localization
  • Updated russian localization
  • Updated several minimaps and graphics
  • Updated reverse speed of IS and ISU series tanks
  • Updated m1927 76mm new textures
  • Updated credits

  • Fixed several cars and trucks equipped with guns, having the incorrect targetclass. Should result in improved AI targeting of these vehicles
  • Fixed cannon state sync on multiplayer
  • Fixed refuelling on multiplayer
  • Fixed that bazooka icons within a squad show properly.
  • Fixed fire effects extinguishing with water
  • Fixed some thickness and penetration logics
  • Fixed sdkfz234_2 (puma) hull machine gun from MG34 to MG42
  • Fixed doctrine being wrongly selected when war stage gets changed
  • Fixed doctrine prices which were inconsistent
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed conquest MG linkage on vehicles
  • Fixed missing icons overhead vehicles
  • Fixed crew type of DsHK doctrine MG
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed and adjusted pather ID sizes for cannons
  • Fixed large caliber AA guns to fire at aircraft more often
  • Fixed tanks that self destruct to explode like an ammo explosion
  • Fixed 152mm ml20 xx visual bug
  • Fixed Fixed various obstacles and volumes for xx models of cannons
  • Fixed some details on 88mm Flak x Models
  • Fixed crew count for doctrine 88mm flak 36
  • Fixed commander and charger seats in gaz_aaa_72k
  • Fixed flak 30 invisible suspension
  • Fixed flak 30 repair animation fixed
  • Fixed cannon sandbags from being visible in fog of war.
  • Fixed cannon sandbags to have winter texture when spawning on snow or ice terrain
  • Fixed collider issues with a few small environment assets
  • Fixed some texture issues
  • Fixed crew count for Sig33B in conquest
  • Fixed volumes and obstacles for wood bridge to help keep vehicles from clipping through sides.
  • Fixed gun shield volumes for gaz_aaa_72k
  • Fixed trucks being crewable after body/cabin brea
  • Fixed localization so that no longer 'mud' terrain is mentioned as exclusively 'snow'
  • Fixed tiger 1 H cupola LOD1 appearance.
  • Fixed crew boarding order for sdkfz251c so that the rear MG will be crewed before passenger seats
  • Fixed soviet vehicle enumerators
  • Fixed bazooka and AT-rifles to be collectable when on ground and empty/out of ammo
  • Fixed soviet 45mm APCR penetration
  • Fixed soviet assault sapper singleplayer breeds to spawn with all items
  • Fixed hatch sounds for T34 series

  • Increased tank body component durability when the body component is in broken state to allow for death new events to happen.
    increased passengers on t-40, t60, t-26-1939

  • Reduced durability of car and truck armor ~20%

  • Removed the stowing away of the binoculars when a rotate order comes in. Now you can use this order freely without the soldier stopping the usage of the binoculars.
  • Removed duplicate pak36 and pak38 AT guns from library


Mention for modders


To make use of the new mesh-texmod feature, the custom winter meshes should be called ---#winter.ply, and the "base" model should contain a ---#winter.dds texture as well, to be able to detect a texmod (you can create a dummy winter texture using a .ebm file). If the mesh has LODs, the winter mesh must be called ---#winter_lod-.ply. The names of the human skins were changed, so you may have to update modded soldier breeds.

About the new tank death feature


Tanks will no longer "always" explode when pierced one more time after the body component is broken. Instead, when receiving additional damage to the point the vehicle is no longer be repairable, the tank will catch fire. This fire has a random chance of causing various ammo explosion events or simply burn the tank. Either of which puts the tank permanently out of action (non-repairable). If the tank is attacked more and has not already exploded, it can explode but requires much more damage than before. In short, users should experience more variety with tank deaths.