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Call to Arms - Gates of Hell: Ostfront News

Update 3

Update 3: V 1.001.0


  • Added destroyed models for 2cm Flak 30 and 30cm Nebelwerfer 42
  • Added vehicle view for Flak 18
  • Added voice-over for tutorial
  • Added straw (hay) fx material in generic.inc
  • Added ability for AI to target wheels on armored cars with bullet class weapons
  • Added winter texmods for items

  • Improved (redesigned) "Ace of Swords"
  • Improved "Among the Heavens"
  • Improved "Operation Bustard Hunt"
  • Improved "Winter Storm"
  • Improved tutorial
  • Improved Su-152 texture
  • Improved (optimized) several explosion fx
  • Improved ownership of CtA basic edition missing message
  • Improved difficulty health rebalance

  • Fixed crash on conquest load
  • Fixed crash on vehicle destruction
  • Fixed tutorial tank repair
  • Fixed black screen on "Winter Storm"
  • Fixed spawn on barrikadiy
  • Fixed volume on pointer
  • Fixed designation for 100mm APHEBC ammo to be BR-412B
  • Fixed armor thickness for MG port on T-34 series
  • Fixed "underwater" terrain fx
  • Fixed pathfinding and obstacles on several maps
  • Fixed obstacle ID's on all vehicle xx models
  • Fixed armor setup for sdkfz221
  • Fixed armor setup for kv85
  • Fixed armor setup for is1_43
  • Fixed armor settings for panzer4d and panzer4g
  • Fixed vehicles with wheel ripped off are not recoverable for next conquest mission
  • Fixed AT mines trigger radius
  • Fixed gunner/commander crew bug for kubelwagen_mg
  • Fixed obstacles for soviet_rural_house1
  • Fixed obstacles for _rural/environment/planks
  • Fixed crew count and type for T34-85, ZIS30 SU76, SU85, SU100, SU122, SU152
  • Fixed resupply for german 30mm autocannon ammo

  • Removed conquest loss after exiting the game
  • Removed capture ability from Panzer 1 Ausf. F
  • Removed service item that wasn't used and caused a crash when attempting to spawn.

  • Increased AT mines blast damage

  • Reduced artillery accuracy at max range
  • Reduced conquest unarmed transport trucks CP from 4 to 2
  • Reduced wheel durability for ba64
  • Reduced width of ba64 gunner vision
  • Reduced defender resources at start of conquest on easy difficulty
  • Reduced braking distance for wheeled vehicles (especially heavy ones)
  • Reduced cost of soviet late war defensive doctrine Heavy Marines from 20 to 15 DP
  • Reduced cost of soviet late war irregular doctrine Heavy Recon from 20 to 15 DP

Update 2

Update 2: V 1.000.2

 
  • Added destroyed models for KV-85
  • Added destroyed models to MG emplacements for conquest AI
  • Added improvements for "Among the heavens" mission
  • Fixed Ba-64 mobility
  • Fixed SGrW 42 accuracy
  • Fixed Autosave on bootcamp (disabled it temporarily)
  • Fixed out of sync bkg explosion sound
  • Fixed Sturmtiger from exploding endlessly
  • Fixed Sturmtiger rocket to not be visible or destructible when it is being reloaded
  • Fixed (reduced) frequency of "cover_enter" emotes from humans

Update 1

Update 1: V 1.000.1


  • Added autoassingn (coop) troops for part3 of Elbrus mission
  • Added improvements for Kerch mission
  • Added new vehicle views for 203mm_b4 and 85mm_52k cannons
  • Added new vehicle views for gaz67 and gaz67b
  • Added new vehicle view for Tiger I
  • Added panzer742r x models
  • Increased cost of panzer1f doctrine unit (late war) and increased it's cool down timer
  • Increased accuracy of 120mm mortars
  • Decreased accuracy of 80mm mortars at max range
  • Decreased frequency for human "alert" emotes by 50%
  • Fixed more crashes: note worthy one is conquest coop when attacking
  • Fixed localization of 45mm_m37
  • Fixed marder3m crew, reload, armor, and recoil animation
  • Fixed panzer5g missing cookoff fx
  • Fixed sturmpanzer4 missing cookoff fx
  • Fixed t26 38 turret lights
  • Fixed icons for pak36 late and pak38 late
  • Fixed starting position of 88mm_flak18 in vyazma mission now that they rotate 180° upon changing firing stance
  • Fixed enumerators for KV1 series
  • Fixed ba64 model when engine breaks

Development update #100: Announcing release

Release

We are proud to announce that Call to Arms - Gates of Hell: Ostfront has just been released!
“The time has come to experience the hell that soldiers endured”. Are you ready for it?
This RTT/ RTS DLC to Call to Arms will blow your mind with its dedication to history, immersive and unparalleled vehicle combat and switchable top down, direct control and third person views in real time.

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An aeronautical engineer, a closet salesman, a gas fitter, an ex- air force mechanic, a retired pornstar and a collection of students and professionals from all walks of life joined forces in Barbedwire studios to create their first ever product, and now it’s ready!
We want to thank Digitalmindsoft for their great support and expertise; without them, this project would not have been finished.
We also want to thank our closed beta testers for completing a huge task; without them, this would not have been possible. They have done a fantastic job.

This project has received tremendous support from the community. Be it sharing historical sources and knowledge, sharing ideas or helping us answer countless questions, the support came from all sides.
To all of those who supported us along the way; thank you!

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Release version

Our release version will offer much more than the open beta, and we plan for a first update to expand on the initial content soon after release.
On release, there will be Conquest, PvP and SP content.
We will initially offer 10 SP missions, to be expanded by 2 more which are to be published after release. Furthermore there will be 20 multiplayer maps and 18 conquest maps.

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What’s next?

After release, we will focus on the 2 SP missions to be added to the Ostfront experience.
These will practically end that development cycle and will be added as soon as possible. When that is done, the next development cycle will start.
In the course of the years ahead we want to expand Call to Arms - Gates of Hell until many different theatres have been covered.

Did you know?
  • In 5,5 years, we published 100 official development updates and about 25 blog posts, each in 2 languages, almost averaging 2 per month.
  • The winners of the “guerilla quiz” and the 2019 “Stalingrad” competition will receive their product key as soon as possible.

If you’re still in here reading, well done! But now, surely you want run off to put Call to Arms: Gates of Hell in your library using our STORE PAGE.

See you on the battlefield!

Development update #99: Beta results and steps ahead

Dear community members!
The Open Beta playtest is over. Did you like our demo? Did you have some fun?
We want to thank everyone that took part; there was very useful feedback, and it’s now time to use it and prepare for imminent release.
In this update we want to tell you about what to expect from the release, and about what happens after.

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Release

We are in this for the long term. We are confident that we will be able to develop and improve Call to Arms: Gates of Hell for years to come and we feel the community will support us in achieving our goals.
In part, this is based on the detailed feedback we got from the community during the open beta. We have tackled the most important issues, such as fixing crashes, improving pathfinding, and fixing other issues that were found. For multiplayer improved the fog of war experience among other things. We will continue to improve after release.

“Release Roderick” (Pontius Pilatus)

Release Content

In our initial version, you get the following:
  • 2 Training missions
  • 10 SP missions
  • 18 Conquest maps
  • 20 MP maps
  • 180 vehicles
  • Mid and late war multiplayer settings
  • Switchable 1P and 3P views for vehicles
  • 3P view for infantry
  • One multiplayer gamemode (Battle Zones) with fully customisable settings
  • Editor
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Updates

After release, we will continue updating the game by fixing bugs, adjusting game balance and preparing large content updates.

Infantry and realistic squad overhaul, uniforms changing by season, additional missions and much more are among the updates to expect after release.

HD Link

The next module

As we have announced, we will be developing a number of modules to add new factions, each with their own history, equipment, campaigns and new features. These will be paid expansions. Work on the next module has already started. It’s important to get a head start, so we don’t take too long between new releases. We will keep you posted on progress of course.

Did you know?
  • The quickest way of asking us anything is our official Discord server. We have a very helpful community.
  • You can read about our methods in the blog on our Company website.
  • You can still check the meta game questions and answers HERE.