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Call to Arms - Gates of Hell: Ostfront News

Update 16

Update 16: V 1.014 (Hotfix II)


Change Log


  • Fixed attack ground command. Now it works with more than one unit.
  • Fixed attack ground command for binoculars. They can now do the function.
  • Fixed humans showing up in middle of the map in conquest (made active when linked in a vehicle)
  • Fixed conquest MG linkage on vehicles
  • 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.

Development update #104: The battle of Krasny Bor



Hi everyone, we’re back with an update to keep you posted about current development.
In this one, we’ll show you what we’ve been up to in the mission building department. We’ll also mention some other stuff, keep reading!

Development

We’ve been very busy in all areas and there’s good progress.
The human skins update is still being worked on, we’ve developed new maps, finished the work on the lend-lease vehicles - there’s just never a dull moment. Currently we’re obviously also working to get those bugs out that were reported, and we will keep doing so.

One of the things that gets us close to finalizing the content for “Ostfront” is the 6th German campaign mission. When we push this to the public version, the SP campaigns have been completed (for now).
In this update we will talk you through a battle that took place south - east of Leningrad in february of 1943.

The battle of Krasny Bor

This battle took place when the Soviet operation “Polyarnaya Zvezda” was started. This offensive basically followed another one called “Iskra” which had broken the siege of Leningrad by liberating a corridor along lake Ladoga. The aim was to encircle the bulk of the German 18th army, thereby lifting the Leningrad siege completely. It turned into a hellish battle.

On february 10th, the offensive started rolling. Around 1.000 artillery guns had bombarded the German positions around Krasny Bor. The town itself was bombarded as well. The aim was to attack from the direction of Leningrad, break through to the south- east, where it was to link up with Soviet troops attacking towards the north- west, on the other end of the German salient.

Soldiers of the Spanish Blue Division in 1942

The attack by the 63rd guards rifle division was met by the 5.900 Spanish troops of the 250th Infantry Division, or the Spanish “blue division”, who were holding the east side of the position around Krasny Bor. Unable to retreat into Krasny Bor itself, many Spanish units got surrounded. Since their motto was “No possible relief, until extinction”, they defended their positions, most of them getting killed.
Meanwhile, other Spanish units had inflicted heavy damage to the advancing Soviets from their trenches and dugouts, using Molotov cocktails and grenades. They took an astonishing toll on the attacking tanks and blunted the attack.

Krasny Bor itself, and the railway station as well as the Leningrad- Moscow highway became a scene of utter destruction, while the station changed hands several times and wave after wave of attacks going back and forth while leaving many marks on the landscape. Quite a number of shell holes, bomb craters and trenches were still visible in 2020.

Krasny Bor in 2020; note the zig-zag trenches and the many shell holes

In the end, the Soviet offensive was stopped and the battle turned into a stalemate, in which the initial gains were followed by bitter fighting without big terrain gains for anyone.

The offensive was not successful in taking back the Leningrad- Moscow railway and highway. That meant that the German 18th army was still preventing a complete lift of the Leningrad siege, in spite of the massive effort. Losses had been appalling on both sides.

After the battle, Soviet reports concluded that the fortifications around Krasny Bor, combined with bad reconnaissance and “clumsy deployment of tanks” were the main causes of their 20.000+ losses in manpower during this battle. The Germans considered the Spanish fighting force “terribly undisciplined but unmatched in tenacity”.

Spanish casualties and losses were around 3.900, or 70- 75% in the blue division. It was to be sent back to Germany later, and disbanded. Parts of this mission have been built according to the memoirs of survivors.

The mission in Gates of Hell

The battle of Krasny Bor hasn’t been depicted in RTS games before, and we wish to pay tribute to the huge number of soldiers from many nationalities whose lives were lost in this battle.
In Gates of Hell, you will be facing the Soviet onslaught from your prepared positions, fighting as the Spanish Blue Division. Since we were going to give them this much attention, we added Spanish voices, names and their own nationality in the game, which was a requested feature. This addition will also affect multiplayer, where the Spanish unit will no longer speak German. We hope to be able to add more foreign units with this level of detail in the future.

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We researched the composition of the defending forces and we have depicted it historically. You will command several companies; infantry, artillery and AT detachments are at your disposal. You need to get your engineers to set up mine fields and obstacles quickly.
Suddenly, the alarm is raised; Russian tanks approaching the line!
What now? Fight!
Direct your soldiers to defend the several key areas you don’t want to lose. At every opportunity, loot as much enemy equipment as you can, because there’s not a lot in the way of AT guns at your disposal.
This is going to be a really tough one! Whatever happens, you cannot let the enemy overrun your HQ, which is in the field hospital.
As soon as you think the enemy attack is losing momentum, you will need to counterattack to take back any positions you might have lost.
This promises to be a bloody battle indeed. Good thing you have an actual hospital in the back, that will save many lives.

HD Link

HD Link

Objectives and replay
In this mission, it will be up to you to decide how to stage your defence, and how many secondary quests you want to complete; the main thing is to survive and to hold the hospital HQ!
The mission was designed to have varied attacks; it will not become predictable very soon, because the enemy attacks differently every time you play it. This way we are quite sure it will have good replay value. Like in the Courland mission, we added the option of pre- battle doctrine selection. You will be able to specialise your available reinforcements and play the mission according to your own personal style.
Do you think you’d try this mission more than once with different doctrines? Let us know in the comments!

Did you know?
  • Spain, officially not taking part in the second world war, suffered around 22.700 casualties on the entire eastern front
  • Many of the Spanish soldiers had been forced to take service in the blue division, the real volunteers making up only around 80%. Many of these men were told to enlist, to “clear the names of their families” if they had fought for the Republicans during the Spanish civil war.
  • The Spanish air force deployed a fighter unit on the Eastern Front, 15.(Span)/JG51, which fought up to the Battle of Moscow.
  • There also were quite a number of Spanish volunteers fighting on the side of the Soviets during the war.
  • Any question you might have is likely to get the quickest answer on our Discord server.

That’s it for now, stay tuned for the next update & see you on the battlefield!

Update 15

Update 15: V 1.013 (Hotfix)


Change Log


  • Fixed online syncing of UseItem which was causing humans to become bugged when switching weapons or using items
  • Fixed online syncing of blasts

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.